#include "cg_local.h" #define MAX_MOTIONBLURDOTS 20 typedef struct motionblurDot_s { qboolean active; refEntity_t refEnt; int32_t startTime; int32_t lifeTime; } motionblurDot_t; //static motionblurDot_t cg_motionblurDots[MAX_MOTIONBLURDOTS]; void CG_MotionBlur(void) { //motionblurDot_t *dot; //vec3_t pos, axis[3]; //int32_t 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)); } */ }