mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-24 05:11:19 +00:00
1236ad50b4
Worked on func_stasis_door ... as it is now it'll crash the game :P
1318 lines
31 KiB
C
1318 lines
31 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_localents.c -- every frame, generate renderer commands for locally
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// processed entities, like smoke puffs, gibs, shells, etc.
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#include "cg_local.h"
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#define MAX_LOCAL_ENTITIES 512
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localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES];
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localEntity_t cg_activeLocalEntities; // double linked list
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localEntity_t *cg_freeLocalEntities; // single linked list
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/*
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===================
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CG_InitLocalEntities
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This is called at startup and for tournement restarts
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===================
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*/
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void CG_InitLocalEntities( void ) {
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int i;
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memset( cg_localEntities, 0, sizeof( cg_localEntities ) );
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cg_activeLocalEntities.next = &cg_activeLocalEntities;
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cg_activeLocalEntities.prev = &cg_activeLocalEntities;
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cg_freeLocalEntities = cg_localEntities;
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for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ ) {
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cg_localEntities[i].next = &cg_localEntities[i+1];
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}
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}
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/*
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==================
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CG_FreeLocalEntity
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==================
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*/
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void CG_FreeLocalEntity( localEntity_t *le ) {
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if ( !le->prev ) {
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CG_Error( "CG_FreeLocalEntity: not active" );
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return;
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}
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// remove from the doubly linked active list
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le->prev->next = le->next;
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le->next->prev = le->prev;
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// the free list is only singly linked
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le->next = cg_freeLocalEntities;
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cg_freeLocalEntities = le;
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}
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/*
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===================
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CG_AllocLocalEntity
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Will allways succeed, even if it requires freeing an old active entity
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===================
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*/
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localEntity_t *CG_AllocLocalEntity( void ) {
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localEntity_t *le;
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if ( !cg_freeLocalEntities ) {
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// no free entities, so free the one at the end of the chain
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// remove the oldest active entity
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CG_FreeLocalEntity( cg_activeLocalEntities.prev );
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}
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le = cg_freeLocalEntities;
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cg_freeLocalEntities = cg_freeLocalEntities->next;
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memset( le, 0, sizeof( *le ) );
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// link into the active list
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le->next = cg_activeLocalEntities.next;
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le->prev = &cg_activeLocalEntities;
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cg_activeLocalEntities.next->prev = le;
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cg_activeLocalEntities.next = le;
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return le;
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}
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/*
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==================
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CG_GetActiveList
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Accessor fn
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==================
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*/
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localEntity_t CG_GetActiveList( void )
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{
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return cg_activeLocalEntities;
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}
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/*
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====================================================================================
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FRAGMENT PROCESSING
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A fragment localentity interacts with the environment in some way (hitting walls),
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or generates more localentities along a trail.
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====================================================================================
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*/
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/*
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================
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CG_ReflectVelocity
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================
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*/
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void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) {
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vec3_t velocity;
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float dot;
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int hitTime;
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// reflect the velocity on the trace plane
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hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction;
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BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity );
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dot = DotProduct( velocity, trace->plane.normal );
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VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta );
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VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta );
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VectorCopy( trace->endpos, le->pos.trBase );
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le->pos.trTime = cg.time;
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// check for stop, making sure that even on low FPS systems it doesn't bobble
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if ( trace->allsolid ||
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( trace->plane.normal[2] > 0 &&
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( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) {
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le->pos.trType = TR_STATIONARY;
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} else {
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}
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}
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/*
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=====================================================================
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TRIVIAL LOCAL ENTITIES
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These only do simple scaling or modulation before passing to the renderer
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=====================================================================
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*/
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/*
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====================
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CG_AddFadeRGB
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====================
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*/
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void CG_AddFadeRGB( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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re = &le->refEntity;
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c = ( le->endTime - cg.time ) * le->lifeRate;
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c *= 0xff;
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re->shaderRGBA[0] = le->color[0] * c;
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re->shaderRGBA[1] = le->color[1] * c;
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re->shaderRGBA[2] = le->color[2] * c;
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re->shaderRGBA[3] = le->color[3] * c;
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trap_R_AddRefEntityToScene( re );
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}
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/*
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==================
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CG_AddMoveScaleFade
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==================
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*/
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void CG_AddMoveScaleFade( localEntity_t *le )
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{
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade / grow time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
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re->data.sprite.radius = le->data.sprite.radius * ( 1.0 - c ) + 8;
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}
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BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->data.sprite.radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( re );
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}
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/*
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===================
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CG_AddScaleFade
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For rocket smokes that hang in place, fade out, and are
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removed if the view passes through them.
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There are often many of these, so it needs to be simple.
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===================
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*/
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void CG_AddScaleFade( localEntity_t *le )
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{
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade / grow time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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re->data.sprite.radius = le->data.sprite.radius * ( 1.0 - c ) + 8;
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->data.sprite.radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( re );
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}
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/*
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=================
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CG_AddFallScaleFade
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This is just an optimized CG_AddMoveScaleFade
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For blood mists that drift down, fade out, and are
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removed if the view passes through them.
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There are often 100+ of these, so it needs to be simple.
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=================
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*/
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void CG_AddFallScaleFade( localEntity_t *le )
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{
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2];
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re->data.sprite.radius = le->data.sprite.radius * ( 1.0 - c ) + 16;
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->data.sprite.radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( re );
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}
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/*
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================
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CG_AddExplosion
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================
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*/
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void CG_AddExplosion( localEntity_t *ex )
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{
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refEntity_t *ent;
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ent = &ex->refEntity;
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// calculate model frame
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if ( ex->lifeRate > 0 ) {
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float frac = (cg.time - ex->startTime) * ex->lifeRate;
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int f = floor(frac);
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if ( f < 0 ) {
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f = 0;
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}
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ent->frame = f + 1;
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ent->oldframe = f;
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ent->backlerp = 1.0 - ( frac - f );
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ent->renderfx |= RF_CAP_FRAMES;
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}
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// Explosions with zero shaders (using model default shader) don't fade, so
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// allow fading when this flag is set.
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if ( ex->leFlags & LEF_FADE_RGB )
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{
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float frac = (float)( cg.time - ex->startTime )/(float)( ex->endTime - ex->startTime );
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ent->shaderRGBA[0] =
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ent->shaderRGBA[1] =
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ent->shaderRGBA[2] = frac * 255;
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ent->shaderRGBA[3] = 255;
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}
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// add the entity
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trap_R_AddRefEntityToScene(ent);
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// add the dlight
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if ( ex->light ) {
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float light;
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light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime );
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if ( light < 0.5 ) {
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light = 1.0;
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} else {
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light = 1.0 - ( light - 0.5 ) * 2;
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}
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light = ex->light * light;
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trap_R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] );
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}
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}
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/*
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================
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CG_AddSpriteExplosion
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================
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*/
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void CG_AddSpriteExplosion( localEntity_t *le )
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{
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refEntity_t re;
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float c;
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re = le->refEntity;
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c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime );
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if ( c > 1 ) {
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c = 1.0; // can happen during connection problems
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}
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re.shaderRGBA[0] = 0xff;
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re.shaderRGBA[1] = 0xff;
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re.shaderRGBA[2] = 0xff;
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re.shaderRGBA[3] = 0xff * c * 0.33;
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re.reType = RT_SPRITE;
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re.data.sprite.radius = 42 * ( 1.0 - c ) + 30;
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trap_R_AddRefEntityToScene( &re );
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// add the dlight
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if ( le->light ) {
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float light;
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light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime );
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if ( light < 0.5 ) {
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light = 1.0;
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} else {
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light = 1.0 - ( light - 0.5 ) * 2;
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}
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light = le->light * light;
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trap_R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] );
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}
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}
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/*
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===================
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CG_AddScaleFadeSprite
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For trek, oriented sprites like blast rings and the like.
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===================
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*/
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void CG_AddScaleFadeSprite( localEntity_t *le )
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{
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime );
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if ( c > 1 ) {
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c = 1.0; // can happen during connection problems
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}
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// Use the liferate to set the scale over time.
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re->data.sprite.radius = le->data.sprite.radius + (le->lifeRate * (cg.time - le->startTime));
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if (re->data.sprite.radius <= 0)
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{
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CG_FreeLocalEntity( le );
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return;
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}
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->data.sprite.radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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// We will assume here that we want additive transparency effects.
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re->shaderRGBA[0] = 0xff * c;
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re->shaderRGBA[1] = 0xff * c;
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re->shaderRGBA[2] = 0xff * c;
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re->shaderRGBA[3] = 0xff * le->color[3];
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re->reType = RT_ORIENTEDSPRITE;
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trap_R_AddRefEntityToScene( re );
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}
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/*
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===================
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CG_AddQuad
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Of Trek, by Trek, and for Trek
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===================
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*/
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void CG_AddQuad( localEntity_t *le )
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{
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refEntity_t *re;
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float frac, alpha;
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vec3_t delta;
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float len;
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vec3_t curRGB;
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re = &le->refEntity;
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frac = ( cg.time - le->startTime ) / ( float ) ( le->endTime - le->startTime );
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if ( frac > 1 )
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frac = 1.0; // can happen during connection problems
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else if (frac < 0)
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frac = 0.0;
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// Use the liferate to set the scale over time.
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re->data.sprite.radius = le->data.sprite.radius + (le->data.sprite.dradius*frac);
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if (re->data.sprite.radius <= 0)
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{
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CG_FreeLocalEntity( le );
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return;
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}
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->data.sprite.radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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// Calculate the current alpha.
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alpha = le->alpha + (le->dalpha * frac);
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VectorMA(le->data.sprite.startRGB, frac, le->data.sprite.dRGB, curRGB);
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re->shaderRGBA[0] = 0xff * alpha * curRGB[0];
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re->shaderRGBA[1] = 0xff * alpha * curRGB[1];
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re->shaderRGBA[2] = 0xff * alpha * curRGB[2];
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re->shaderRGBA[3] = 0xff;
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re->reType = RT_ORIENTEDSPRITE;
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trap_R_AddRefEntityToScene( re );
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}
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/*
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===================
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CG_AddLine
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For trek, for beams and the like.
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===================
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*/
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void CG_AddLine( localEntity_t *le )
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{
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refEntity_t *re;
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float frac, alpha;
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re = &le->refEntity;
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frac = (cg.time - le->startTime) / ( float ) ( le->endTime - le->startTime );
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if ( frac > 1 )
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frac = 1.0; // can happen during connection problems
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else if (frac < 0)
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frac = 0.0;
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// Use the liferate to set the scale over time.
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re->data.line.width = le->data.line.width + (le->data.line.dwidth * frac);
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if (re->data.line.width <= 0)
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{
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CG_FreeLocalEntity( le );
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return;
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}
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// We will assume here that we want additive transparency effects.
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alpha = le->alpha + (le->dalpha * frac);
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re->shaderRGBA[0] = 0xff * alpha;
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re->shaderRGBA[1] = 0xff * alpha;
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re->shaderRGBA[2] = 0xff * alpha;
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re->shaderRGBA[3] = 0xff * alpha; // Yes, we could apply c to this too, but fading the color is better for lines.
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re->reType = RT_LINE;
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trap_R_AddRefEntityToScene( re );
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}
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/*
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===================
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CG_AddOLine
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For trek, for rectangles.
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|
===================
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*/
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void CG_AddOLine( localEntity_t *le )
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{
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refEntity_t *re;
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float frac, alpha;
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re = &le->refEntity;
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frac = (cg.time - le->startTime) / ( float ) ( le->endTime - le->startTime );
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if ( frac > 1 )
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frac = 1.0; // can happen during connection problems
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else if (frac < 0)
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frac = 0.0;
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// Use the liferate to set the scale over time.
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re->data.line.width = le->data.line.width + (le->data.line.dwidth * frac);
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if (re->data.line.width <= 0)
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|
{
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// We will assume here that we want additive transparency effects.
|
|
alpha = le->alpha + (le->dalpha * frac);
|
|
re->shaderRGBA[0] = 0xff * alpha;
|
|
re->shaderRGBA[1] = 0xff * alpha;
|
|
re->shaderRGBA[2] = 0xff * alpha;
|
|
re->shaderRGBA[3] = 0xff * alpha; // Yes, we could apply c to this too, but fading the color is better for lines.
|
|
|
|
re->reType = RT_ORIENTEDLINE;
|
|
|
|
trap_R_AddRefEntityToScene( re );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_AddLine2
|
|
|
|
For trek, for beams and the like.
|
|
===================
|
|
*/
|
|
void CG_AddLine2( localEntity_t *le )
|
|
{
|
|
refEntity_t *re;
|
|
float frac, alpha;
|
|
vec3_t curRGB;
|
|
|
|
re = &le->refEntity;
|
|
|
|
frac = (cg.time - le->startTime) / ( float ) ( le->endTime - le->startTime );
|
|
if ( frac > 1 )
|
|
frac = 1.0; // can happen during connection problems
|
|
else if (frac < 0)
|
|
frac = 0.0;
|
|
|
|
// Use the liferate to set the scale over time.
|
|
re->data.line.width = le->data.line2.width + (le->data.line2.dwidth * frac);
|
|
re->data.line.width2 = le->data.line2.width2 + (le->data.line2.dwidth2 * frac);
|
|
if (re->data.line.width <= 0)
|
|
{
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// We will assume here that we want additive transparency effects.
|
|
alpha = le->alpha + (le->dalpha * frac);
|
|
VectorMA(le->data.line2.startRGB, frac, le->data.line2.dRGB, curRGB);
|
|
re->shaderRGBA[0] = 0xff * alpha * curRGB[0];
|
|
re->shaderRGBA[1] = 0xff * alpha * curRGB[1];
|
|
re->shaderRGBA[2] = 0xff * alpha * curRGB[2];
|
|
re->shaderRGBA[3] = 0xff * alpha; // Yes, we could apply c to this too, but fading the color is better for lines.
|
|
|
|
re->reType = RT_LINE2;
|
|
|
|
trap_R_AddRefEntityToScene( re );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
CG_AddTrail
|
|
|
|
For trek, for sparks and the like.
|
|
===================
|
|
*/
|
|
void CG_AddTrail( localEntity_t *le )
|
|
{
|
|
refEntity_t *re;
|
|
float frac, length, alpha;
|
|
vec3_t dir;
|
|
trace_t trace;
|
|
vec3_t curRGB;
|
|
|
|
re = &le->refEntity;
|
|
|
|
frac = (cg.time - le->startTime) / ( float ) ( le->endTime - le->startTime );
|
|
if ( frac > 1 )
|
|
frac = 1.0; // can happen during connection problems
|
|
else if (frac < 0)
|
|
frac = 0.0;
|
|
|
|
// Use the liferate to set the scale over time.
|
|
re->data.line.width = le->data.trail.width + (le->data.trail.dwidth * frac);
|
|
if (re->data.line.width <= 0)
|
|
{
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
if (!(le->leFlags & LEF_MOVE))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// kef -- do these two lines _before_ copying origin into oldorigin
|
|
VectorSubtract(re->oldorigin, re->origin, dir);
|
|
VectorNormalize(dir);
|
|
|
|
VectorCopy(re->origin, re->oldorigin);
|
|
BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
|
|
|
|
if (le->leFlags & LEF_USE_COLLISION)
|
|
{
|
|
// trace a line from previous position to new position
|
|
CG_Trace( &trace, re->oldorigin, NULL, NULL, re->origin, -1, CONTENTS_SOLID );
|
|
|
|
if ( trace.fraction != 1.0 )
|
|
{ // Hit something.
|
|
// if it is in a nodrop zone, remove it
|
|
// this keeps gibs from waiting at the bottom of pits of death
|
|
// and floating levels
|
|
if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// reflect the velocity on the trace plane
|
|
CG_ReflectVelocity( le, &trace );
|
|
}
|
|
VectorSubtract(re->oldorigin, re->origin, dir);
|
|
VectorNormalize(dir);
|
|
}
|
|
|
|
// Set the length based on the velocity of the bit.
|
|
length = le->data.trail.length + (le->data.trail.dlength * frac);
|
|
if (length <= 0)
|
|
{
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
VectorMA(re->origin, length, dir, re->oldorigin);
|
|
|
|
// We will assume here that we want additive transparency effects.
|
|
alpha = le->alpha + (le->dalpha * frac);
|
|
VectorMA(le->data.trail.startRGB, frac, le->data.trail.dRGB, curRGB);
|
|
re->shaderRGBA[0] = 0xff * alpha * curRGB[0];
|
|
re->shaderRGBA[1] = 0xff * alpha * curRGB[1];
|
|
re->shaderRGBA[2] = 0xff * alpha * curRGB[2];
|
|
re->shaderRGBA[3] = 0xff; // Yes, we could apply c to this too, but fading the color is better for lines.
|
|
|
|
re->reType = RT_LINE;
|
|
|
|
trap_R_AddRefEntityToScene( re );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
CG_AddViewSprite
|
|
|
|
For trek, view sprites like smoke and the like.
|
|
===================
|
|
*/
|
|
void CG_AddViewSprite( localEntity_t *le )
|
|
{
|
|
refEntity_t *re;
|
|
float frac, alpha;
|
|
vec3_t delta;
|
|
float len;
|
|
trace_t trace;
|
|
vec3_t curRGB;
|
|
|
|
re = &le->refEntity;
|
|
|
|
frac = ( cg.time - le->startTime ) / ( float ) ( le->endTime - le->startTime );
|
|
if ( frac > 1 )
|
|
frac = 1.0; // can happen during connection problems
|
|
else if (frac < 0)
|
|
frac = 0.0;
|
|
|
|
// Use the liferate to set the scale over time.
|
|
re->data.sprite.radius = le->data.sprite.radius + (le->data.sprite.dradius*frac);
|
|
if (re->data.sprite.radius <= 0)
|
|
{
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
if (le->leFlags & LEF_MOVE)
|
|
{
|
|
VectorCopy(re->origin, re->oldorigin);
|
|
BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
|
|
|
|
if (le->leFlags & LEF_USE_COLLISION)
|
|
{
|
|
// trace a line from previous position to new position
|
|
CG_Trace( &trace, re->oldorigin, NULL, NULL, re->origin, -1, CONTENTS_SOLID );
|
|
|
|
if ( trace.fraction != 1.0 )
|
|
{ // Hit something.
|
|
// if it is in a nodrop zone, remove it
|
|
// this keeps gibs from waiting at the bottom of pits of death
|
|
// and floating levels
|
|
if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// reflect the velocity on the trace plane
|
|
CG_ReflectVelocity( le, &trace );
|
|
}
|
|
}
|
|
}
|
|
|
|
// if the view would be "inside" the sprite, kill the sprite
|
|
// so it doesn't add too much overdraw
|
|
VectorSubtract( re->origin, cg.refdef.vieworg, delta );
|
|
len = VectorLength( delta );
|
|
if ( len < le->data.sprite.radius ) {
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// Calculate the current alpha.
|
|
alpha = le->alpha + (le->dalpha * frac);
|
|
VectorMA(le->data.sprite.startRGB, frac, le->data.sprite.dRGB, curRGB);
|
|
re->shaderRGBA[0] = 0xff * alpha * curRGB[0];
|
|
re->shaderRGBA[1] = 0xff * alpha * curRGB[1];
|
|
re->shaderRGBA[2] = 0xff * alpha * curRGB[2];
|
|
re->shaderRGBA[3] = 0xff;
|
|
|
|
re->reType = RT_SPRITE;
|
|
|
|
trap_R_AddRefEntityToScene( re );
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
CG_AddBezier
|
|
|
|
For trek, for the imod and the...uh...imod.
|
|
|
|
===================
|
|
*/
|
|
void CG_AddBezier( localEntity_t *le )
|
|
{
|
|
refEntity_t *re;
|
|
float frac, alpha;
|
|
float t = (cg.time - le->startTime)*0.001; // time elapsed since beginning of effect
|
|
vec3_t vTempPos;
|
|
|
|
re = &le->refEntity;
|
|
|
|
frac = (cg.time - le->startTime) / ( float ) ( le->endTime - le->startTime );
|
|
if ( frac > 1 )
|
|
frac = 1.0; // can happen during connection problems
|
|
else if (frac < 0)
|
|
frac = 0.0;
|
|
|
|
// Use the liferate to set the scale over time.
|
|
re->data.bezier.width = le->data.line.width + (le->data.line.dwidth * frac);
|
|
if (re->data.bezier.width <= 0)
|
|
{
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// We will assume here that we want additive transparency effects.
|
|
alpha = le->alpha + (le->dalpha * frac);
|
|
re->shaderRGBA[0] = 0xff * alpha;
|
|
re->shaderRGBA[1] = 0xff * alpha;
|
|
re->shaderRGBA[2] = 0xff * alpha;
|
|
re->shaderRGBA[3] = 0xff; // Yes, we could apply c to this too, but fading the color is better for lines.
|
|
|
|
re->reType = RT_BEZIER;
|
|
|
|
// the refEntity only stores the two control points, so we need to update them here with
|
|
//the control_velocity and control_acceleration, then store the results in refEntity.
|
|
//use (cg.time - le->startTime) as a value for elapsed time t, plug it into the position formula:
|
|
//
|
|
// x = x0 + (v0 * t) + (0.5 * a * t * t)
|
|
//
|
|
//...where x is the position at time t, x0 is initial control point position, v0 is control point velocity,
|
|
//and a is control point acceleration
|
|
//
|
|
|
|
// update control point 1
|
|
VectorMA(le->data.line.control1, t, le->data.line.control1_velocity, vTempPos);
|
|
VectorMA(vTempPos, (0.5*t*t), le->data.line.control1_acceleration, re->data.bezier.control1);
|
|
|
|
// update control point 2
|
|
VectorMA(le->data.line.control2, t, le->data.line.control2_velocity, vTempPos);
|
|
VectorMA(vTempPos, (0.5*t*t), le->data.line.control2_acceleration, re->data.bezier.control2);
|
|
|
|
trap_R_AddRefEntityToScene( re );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
CG_AddCylinder
|
|
|
|
For trek, cylinder primitive.
|
|
===================
|
|
*/
|
|
void CG_AddCylinder( localEntity_t *le )
|
|
{
|
|
refEntity_t *re;
|
|
float frac, alpha;
|
|
|
|
re = &le->refEntity;
|
|
|
|
frac = ( cg.time - le->startTime ) / ( float ) ( le->endTime - le->startTime );
|
|
if ( frac > 1 )
|
|
frac = 1.0; // can happen during connection problems
|
|
else if (frac < 0)
|
|
frac = 0.0;
|
|
|
|
// Use the liferate to set the scale over time.
|
|
re->data.cylinder.height = le->data.cylinder.height + (le->data.cylinder.dheight*frac);
|
|
if (re->data.cylinder.height <= 0)
|
|
{
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
re->data.cylinder.width = le->data.cylinder.width + (le->data.cylinder.dwidth*frac);
|
|
if (re->data.cylinder.width <= 0)
|
|
{
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
re->data.cylinder.width2 = le->data.cylinder.width2 + (le->data.cylinder.dwidth2*frac);
|
|
if (re->data.cylinder.width2 <= 0)
|
|
{
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// Calculate the current alpha.
|
|
alpha = le->alpha + (le->dalpha * frac);
|
|
re->shaderRGBA[0] = 0xff * alpha;
|
|
re->shaderRGBA[1] = 0xff * alpha;
|
|
re->shaderRGBA[2] = 0xff * alpha;
|
|
re->shaderRGBA[3] = 0xff;
|
|
|
|
re->reType = RT_CYLINDER;
|
|
|
|
trap_R_AddRefEntityToScene( re );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===================
|
|
CG_AddElectricity
|
|
|
|
For trek, electricity primitive.
|
|
===================
|
|
*/
|
|
|
|
#define DEFAULT_DEVIATION 0.5
|
|
|
|
void CG_AddElectricity( localEntity_t *le ) {
|
|
refEntity_t *re;
|
|
float frac, alpha;
|
|
|
|
re = &le->refEntity;
|
|
|
|
frac = ( cg.time - le->startTime ) / ( float ) ( le->endTime - le->startTime );
|
|
if ( frac > 1 )
|
|
frac = 1.0; // can happen during connection problems
|
|
else if (frac < 0)
|
|
frac = 0.0;
|
|
|
|
re->data.electricity.width = le->data.electricity.width + (le->data.electricity.dwidth*frac);
|
|
|
|
// Calculate the current alpha.
|
|
alpha = le->alpha + (le->dalpha * frac);
|
|
re->shaderRGBA[0] = 0xff * alpha;
|
|
re->shaderRGBA[1] = 0xff * alpha;
|
|
re->shaderRGBA[2] = 0xff * alpha;
|
|
re->shaderRGBA[3] = 0xff;
|
|
|
|
re->reType = RT_ELECTRICITY;
|
|
|
|
trap_R_AddRefEntityToScene( re );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_AddParticle
|
|
|
|
For trek, special explosion stuff sometimes wants these
|
|
===================
|
|
*/
|
|
static void CG_AddParticle( localEntity_t *le )
|
|
{
|
|
refEntity_t *re;
|
|
float frac, alpha;
|
|
vec3_t delta, dir;
|
|
float len;
|
|
trace_t trace;
|
|
|
|
re = &le->refEntity;
|
|
|
|
//safety check - since this renders over all, make sure we can't see this thru a wall
|
|
if ( re->renderfx & RF_DEPTHHACK ) {
|
|
CG_Trace( &trace, re->origin, NULL, NULL, cg.refdef.vieworg, cg.predictedPlayerState.clientNum, MASK_SOLID );
|
|
|
|
if ( trace.fraction != 1.0 )
|
|
return;
|
|
|
|
}
|
|
|
|
frac = ( cg.time - le->startTime ) / ( float ) ( le->endTime - le->startTime );
|
|
if ( le->leFlags & LEF_SINE_SCALE ) {
|
|
//frac = 1.0-(0.5f * sin( 4.0f * frac + 0.75f ) + 0.5f); //TiM: Sine calc //+ 1.5f
|
|
frac = 1.0-(0.65 * sin( 3.0 * frac +0.75 ) + 0.35);
|
|
}
|
|
|
|
if ( frac > 1 )
|
|
frac = 1.0; // can happen during connection problems
|
|
else if (frac < 0)
|
|
frac = 0.0;
|
|
|
|
//CG_Printf( "%f\n", frac );
|
|
|
|
// Use the liferate to set the scale over time.
|
|
if ( !(le->leFlags & LEF_REVERSE_SCALE) )
|
|
re->data.sprite.radius = le->data.particle.radius + (le->data.particle.dradius*frac);
|
|
else
|
|
re->data.sprite.radius = le->data.particle.radius - (le->data.particle.dradius*frac);
|
|
if (re->data.sprite.radius <= 0)
|
|
{
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
if (le->leFlags & LEF_MOVE)
|
|
{
|
|
// kef -- do these two lines _before_ copying origin into oldorigin
|
|
VectorSubtract(re->oldorigin, re->origin, dir);
|
|
VectorNormalize(dir);
|
|
|
|
VectorCopy(re->origin, re->oldorigin);
|
|
BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
|
|
|
|
if (le->leFlags & LEF_USE_COLLISION)
|
|
{
|
|
// trace a line from previous position to new position
|
|
CG_Trace( &trace, re->oldorigin, NULL, NULL, re->origin, -1, CONTENTS_SOLID );
|
|
|
|
if ( trace.fraction != 1.0 )
|
|
{ // Hit something.
|
|
// if it is in a nodrop zone, remove it
|
|
// this keeps gibs from waiting at the bottom of pits of death
|
|
// and floating levels
|
|
if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// reflect the velocity on the trace plane
|
|
CG_ReflectVelocity( le, &trace );
|
|
}
|
|
VectorSubtract(re->oldorigin, re->origin, dir);
|
|
VectorNormalize(dir);
|
|
}
|
|
}
|
|
|
|
// if the view would be "inside" the sprite, kill the sprite
|
|
// so it doesn't add too much overdraw
|
|
VectorSubtract( re->origin, cg.refdef.vieworg, delta );
|
|
len = VectorLength( delta );
|
|
if ( len < le->data.particle.radius ) {
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// kef -- here's where I, in my infinite wisdom, have decided to emulate the singleplayer
|
|
//particle think function
|
|
VectorNegate(dir, le->data.particle.dir);
|
|
if (le->data.particle.thinkFn)
|
|
{
|
|
le->data.particle.thinkFn(le);
|
|
}
|
|
|
|
// Calculate the current alpha.
|
|
alpha = le->alpha + (le->dalpha * frac);
|
|
re->shaderRGBA[0] = 0xff * alpha;
|
|
re->shaderRGBA[1] = 0xff * alpha;
|
|
re->shaderRGBA[2] = 0xff * alpha;
|
|
re->shaderRGBA[3] = 0xff;
|
|
|
|
re->reType = RT_SPRITE;
|
|
|
|
trap_R_AddRefEntityToScene( re );
|
|
}
|
|
|
|
static void CG_AddSpawner( localEntity_t *le )
|
|
{
|
|
refEntity_t *re;
|
|
vec3_t dir;
|
|
trace_t trace;
|
|
|
|
re = &le->refEntity;
|
|
if (le->leFlags & LEF_MOVE)
|
|
{
|
|
// kef -- do these two lines _before_ copying origin into oldorigin
|
|
VectorSubtract(re->oldorigin, re->origin, dir);
|
|
VectorNormalize(dir);
|
|
|
|
VectorCopy(re->origin, re->oldorigin);
|
|
BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
|
|
|
|
if (le->leFlags & LEF_USE_COLLISION)
|
|
{
|
|
// trace a line from previous position to new position
|
|
CG_Trace( &trace, re->oldorigin, NULL, NULL, re->origin, -1, CONTENTS_SOLID );
|
|
|
|
if ( trace.fraction != 1.0 )
|
|
{ // Hit something.
|
|
// if it is in a nodrop zone, remove it
|
|
// this keeps gibs from waiting at the bottom of pits of death
|
|
// and floating levels
|
|
if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// reflect the velocity on the trace plane
|
|
CG_ReflectVelocity( le, &trace );
|
|
}
|
|
VectorSubtract(re->oldorigin, re->origin, dir);
|
|
VectorNormalize(dir);
|
|
}
|
|
}
|
|
|
|
// kef -- here's where I, in my infinite wisdom, have decided to emulate the singleplayer
|
|
//particle think function
|
|
if (cg.time < le->data.spawner.nextthink)
|
|
{
|
|
return;
|
|
}
|
|
le->data.spawner.nextthink = cg.time + (le->data.spawner.delay +
|
|
(le->data.spawner.delay*flrandom(-le->data.spawner.variance,le->data.spawner.variance)));
|
|
|
|
if (le->data.spawner.thinkFn)
|
|
{
|
|
le->data.spawner.thinkFn(le);
|
|
}
|
|
if (le->data.spawner.dontDie)
|
|
{
|
|
le->endTime = le->endTime + 10000;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CG_AddFragment
|
|
================
|
|
*/
|
|
void CG_AddFragment( localEntity_t *le ) {
|
|
vec3_t newOrigin;
|
|
trace_t trace;
|
|
int k;
|
|
|
|
if ( le->pos.trType == TR_STATIONARY ) {
|
|
// sink into the ground if near the removal time
|
|
int t;
|
|
float oldZ;
|
|
|
|
t = le->endTime - cg.time;
|
|
if ( t < SINK_TIME ) {
|
|
// we must use an explicit lighting origin, otherwise the
|
|
// lighting would be lost as soon as the origin went
|
|
// into the ground
|
|
VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin );
|
|
le->refEntity.renderfx |= RF_LIGHTING_ORIGIN;
|
|
oldZ = le->refEntity.origin[2];
|
|
le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME );
|
|
trap_R_AddRefEntityToScene( &le->refEntity );
|
|
le->refEntity.origin[2] = oldZ;
|
|
} else {
|
|
trap_R_AddRefEntityToScene( &le->refEntity );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// calculate new position
|
|
BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );
|
|
|
|
// trace a line from previous position to new position
|
|
CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, 0 /*le->ownerGentNum*/, CONTENTS_SOLID );
|
|
if ( trace.fraction == 1.0 ) {
|
|
// still in free fall
|
|
VectorCopy( newOrigin, le->refEntity.origin );
|
|
|
|
if ( le->leFlags & LEF_TUMBLE ) {
|
|
vec3_t angles;
|
|
|
|
BG_EvaluateTrajectory( &le->angles, cg.time, angles );
|
|
AnglesToAxis( angles, le->refEntity.axis );
|
|
for(k = 0; k < 3; k++)
|
|
{
|
|
VectorScale(le->refEntity.axis[k], le->data.fragment.radius, le->refEntity.axis[k]);
|
|
}
|
|
|
|
}
|
|
|
|
trap_R_AddRefEntityToScene( &le->refEntity );
|
|
|
|
return;
|
|
}
|
|
|
|
// if it is in a nodrop zone, remove it
|
|
// this keeps gibs from waiting at the bottom of pits of death
|
|
// and floating levels
|
|
if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
|
|
CG_FreeLocalEntity( le );
|
|
return;
|
|
}
|
|
|
|
// reflect the velocity on the trace plane
|
|
CG_ReflectVelocity( le, &trace );
|
|
//FIXME: if LEF_TUMBLE, change avelocity too?
|
|
|
|
trap_R_AddRefEntityToScene( &le->refEntity );
|
|
}
|
|
|
|
|
|
//==============================================================================
|
|
|
|
/*
|
|
===================
|
|
CG_AddLocalEntities
|
|
|
|
===================
|
|
*/
|
|
void CG_AddLocalEntities( void ) {
|
|
localEntity_t *le, *next;
|
|
|
|
// walk the list backwards, so any new local entities generated
|
|
// (trails, marks, etc) will be present this frame
|
|
le = cg_activeLocalEntities.prev;
|
|
for ( ; le != &cg_activeLocalEntities ; le = next ) {
|
|
// grab next now, so if the local entity is freed we
|
|
// still have it
|
|
next = le->prev;
|
|
|
|
if ( cg.time >= le->endTime ) {
|
|
CG_FreeLocalEntity( le );
|
|
continue;
|
|
}
|
|
|
|
if (le->leFlags & LEF_ONE_FRAME)
|
|
{ // If this flag is set, only render one single frame, no more.
|
|
if (le->leFlags & LEF_ONE_FRAME_DONE)
|
|
{
|
|
CG_FreeLocalEntity( le );
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
le->leFlags |= LEF_ONE_FRAME_DONE;
|
|
}
|
|
}
|
|
|
|
switch ( le->leType ) {
|
|
default:
|
|
CG_Error( "Bad leType: %i", le->leType );
|
|
break;
|
|
|
|
case LE_MARK:
|
|
break;
|
|
|
|
case LE_SPRITE_EXPLOSION:
|
|
CG_AddSpriteExplosion( le );
|
|
break;
|
|
|
|
case LE_EXPLOSION:
|
|
CG_AddExplosion( le );
|
|
break;
|
|
|
|
case LE_MOVE_SCALE_FADE: // water bubbles
|
|
CG_AddMoveScaleFade( le );
|
|
break;
|
|
|
|
case LE_FADE_RGB: // teleporters, railtrails
|
|
CG_AddFadeRGB( le );
|
|
break;
|
|
|
|
case LE_FALL_SCALE_FADE: // gib blood trails
|
|
CG_AddFallScaleFade( le );
|
|
break;
|
|
|
|
case LE_SCALE_FADE: // rocket trails
|
|
CG_AddScaleFade( le );
|
|
break;
|
|
|
|
case LE_SCALE_FADE_SPRITE: // Trek type for oriented poly sprites.
|
|
CG_AddScaleFadeSprite( le );
|
|
break;
|
|
|
|
case LE_LINE: // Trek type for beams.
|
|
CG_AddLine( le );
|
|
break;
|
|
|
|
case LE_LINE2: // Trek type for beams, with taper support.
|
|
CG_AddLine2( le );
|
|
break;
|
|
|
|
case LE_OLINE: // Trek type for rectangles
|
|
CG_AddOLine( le );
|
|
break;
|
|
|
|
case LE_TRAIL: // Trek type for sparks.
|
|
CG_AddTrail( le );
|
|
break;
|
|
|
|
case LE_VIEWSPRITE: // Trek primitive for camera-facing sprites.
|
|
CG_AddViewSprite( le );
|
|
break;
|
|
|
|
case LE_BEZIER:
|
|
CG_AddBezier( le );
|
|
break;
|
|
|
|
case LE_QUAD:
|
|
CG_AddQuad( le );
|
|
break;
|
|
|
|
case LE_CYLINDER:
|
|
CG_AddCylinder(le);
|
|
break;
|
|
|
|
case LE_ELECTRICITY:
|
|
CG_AddElectricity(le);
|
|
break;
|
|
|
|
case LE_PARTICLE:
|
|
CG_AddParticle(le);
|
|
break;
|
|
|
|
case LE_SPAWNER:
|
|
CG_AddSpawner(le);
|
|
break;
|
|
|
|
case LE_FRAGMENT:
|
|
CG_AddFragment(le);
|
|
break;
|
|
|
|
case LE_STASISDOOR:
|
|
if(le->refEntity.data.cylinder.wrap) {
|
|
le->refEntity.shaderRGBA[3] = (1 - (le->endTime - cg.time)/1000) * 255;
|
|
} else {
|
|
le->refEntity.shaderRGBA[3] = ((le->endTime - cg.time)/1000) * 255;
|
|
}
|
|
trap_R_AddRefEntityToScene(&le->refEntity);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|