mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-22 04:21:43 +00:00
84 lines
1.9 KiB
C
84 lines
1.9 KiB
C
#include "cg_local.h"
|
|
|
|
#define MAX_MOTIONBLURDOTS 20
|
|
|
|
typedef struct motionblurDot_s {
|
|
qboolean active;
|
|
refEntity_t refEnt;
|
|
int startTime;
|
|
int lifeTime;
|
|
} motionblurDot_t;
|
|
|
|
//static motionblurDot_t cg_motionblurDots[MAX_MOTIONBLURDOTS];
|
|
|
|
|
|
|
|
void CG_MotionBlur(void) {
|
|
//motionblurDot_t *dot;
|
|
//vec3_t pos, axis[3];
|
|
//int i;
|
|
|
|
|
|
/*if ( !cg.snap->ps.powerups[PW_BOOST] && cg.snap->ps.timers[tmZanzoken] < 1 && !cg.snap->ps.timers[tmTransform]) {
|
|
cg.refdef.rdflags &= ~RDF_MOTIONBLUR;
|
|
|
|
|
|
//for ( i = 0; i < MAX_MOTIONBLURDOTS; i++ ) {
|
|
// cg_motionblurDots[i].active = qfalse;
|
|
//}
|
|
|
|
|
|
return;
|
|
}*/
|
|
|
|
|
|
cg.refdef.rdflags |= RDF_MOTIONBLUR;
|
|
|
|
/*
|
|
// Destroy dots over lifetime
|
|
for ( i = 0; i < MAX_MOTIONBLURDOTS; i++ ) {
|
|
dot = &cg_motionblurDots[i];
|
|
|
|
if ( dot->lifeTime + dot->startTime < cg.time ) {
|
|
dot->active = qfalse;
|
|
}
|
|
}
|
|
|
|
// Create new dots
|
|
for ( i = 0; i < MAX_MOTIONBLURDOTS; i++ ) {
|
|
dot = &cg_motionblurDots[i];
|
|
|
|
if ( dot->active )
|
|
continue;
|
|
|
|
VectorCopy( cg.predictedPlayerEntity.lerpOrigin, pos );
|
|
VectorNormalize2( cg.predictedPlayerState.velocity, axis[0] );
|
|
VectorMA( pos, 300, axis[0], pos );
|
|
RotateAroundDirection( axis, crandom() * 360 );
|
|
VectorMA( pos, 120, axis[2], pos );
|
|
|
|
memset( &(dot->refEnt), 0, sizeof(refEntity_t));
|
|
dot->refEnt.reType = RT_SPRITE;
|
|
dot->refEnt.radius = 2;
|
|
dot->refEnt.customShader = cgs.media.whiteShader;
|
|
dot->refEnt.shaderRGBA[0] = 255;
|
|
dot->refEnt.shaderRGBA[1] = 255;
|
|
dot->refEnt.shaderRGBA[2] = 255;
|
|
dot->refEnt.shaderRGBA[3] = 128;
|
|
VectorCopy( pos, dot->refEnt.origin );
|
|
|
|
dot->lifeTime = 250 + crandom() * 100;
|
|
dot->startTime = cg.time + crandom() * 150;
|
|
dot->active = qtrue;
|
|
}
|
|
|
|
// Render dots
|
|
for ( i = 0; i < MAX_MOTIONBLURDOTS; i++ ) {
|
|
dot = &cg_motionblurDots[i];
|
|
if ( dot->startTime > cg.time )
|
|
continue;
|
|
|
|
trap_R_AddRefEntityToScene( &(dot->refEnt));
|
|
}
|
|
*/
|
|
}
|