rpgxef/code/cgame/cg_marks.c
Walter Julius Hennecke a39565b783 Integrated RPG-X2 rpgxEF edition into the rpgxEF repo
... not quite content with where the project files lie but it is ok for
now.
... compiling works fine so far (only tested mingw32 right now)
2012-08-04 12:54:37 +02:00

279 lines
6.8 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_marks.c -- wall marks
#include "cg_local.h"
/*
===================================================================
MARK POLYS
===================================================================
*/
markPoly_t cg_activeMarkPolys; // double linked list
markPoly_t *cg_freeMarkPolys; // single linked list
markPoly_t cg_markPolys[MAX_MARK_POLYS];
/*
===================
CG_InitMarkPolys
This is called at startup and for tournement restarts
===================
*/
void CG_InitMarkPolys( void ) {
int i;
memset( cg_markPolys, 0, sizeof(cg_markPolys) );
cg_activeMarkPolys.nextMark = &cg_activeMarkPolys;
cg_activeMarkPolys.prevMark = &cg_activeMarkPolys;
cg_freeMarkPolys = cg_markPolys;
for ( i = 0 ; i < MAX_MARK_POLYS - 1 ; i++ ) {
cg_markPolys[i].nextMark = &cg_markPolys[i+1];
}
}
/*
==================
CG_FreeMarkPoly
==================
*/
void CG_FreeMarkPoly( markPoly_t *le ) {
if(!le) return;
if ( !le->prevMark ) {
CG_Error( "CG_FreeLocalEntity: not active" );
}
// remove from the doubly linked active list
le->prevMark->nextMark = le->nextMark;
le->nextMark->prevMark = le->prevMark;
// the free list is only singly linked
le->nextMark = cg_freeMarkPolys;
cg_freeMarkPolys = le;
}
/*
===================
CG_AllocMark
Will allways succeed, even if it requires freeing an old active mark
===================
*/
markPoly_t *CG_AllocMark( void ) {
markPoly_t *le;
int time;
if ( !cg_freeMarkPolys ) {
// no free entities, so free the one at the end of the chain
// remove the oldest active entity
time = cg_activeMarkPolys.prevMark->time;
while (cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time) {
CG_FreeMarkPoly( cg_activeMarkPolys.prevMark );
}
}
le = cg_freeMarkPolys;
cg_freeMarkPolys = cg_freeMarkPolys->nextMark;
memset( le, 0, sizeof( *le ) );
// link into the active list
le->nextMark = cg_activeMarkPolys.nextMark;
le->prevMark = &cg_activeMarkPolys;
cg_activeMarkPolys.nextMark->prevMark = le;
cg_activeMarkPolys.nextMark = le;
return le;
}
/*
=================
CG_ImpactMark
origin should be a point within a unit of the plane
dir should be the plane normal
temporary marks will not be stored or randomly oriented, but immediately
passed to the renderer.
=================
*/
#define MAX_MARK_FRAGMENTS 128
#define MAX_MARK_POINTS 384
void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir,
float orientation, float red, float green, float blue, float alpha,
qboolean alphaFade, float radius, qboolean temporary ) {
vec3_t axis[3];
float texCoordScale;
vec3_t originalPoints[4];
byte colors[4];
int i, j;
int numFragments;
markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf;
vec3_t markPoints[MAX_MARK_POINTS];
vec3_t projection;
#ifdef _DEBUG
if (!markShader)
{
Com_Printf("CG_ImpactMark: NULL shader\n");
}
#endif
if ( !cg_addMarks.integer ) {
return;
}
if ( radius <= 0 ) {
//CG_Error( "CG_ImpactMark called with <= 0 radius" );
return;
}
// create the texture axis
VectorNormalize2( dir, axis[0] );
PerpendicularVector( axis[1], axis[0] );
RotatePointAroundVector( axis[2], axis[0], axis[1], orientation );
CrossProduct( axis[0], axis[2], axis[1] );
texCoordScale = 0.5 * 1.0 / radius;
// create the full polygon
for ( i = 0 ; i < 3 ; i++ ) {
originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
}
// get the fragments
VectorScale( dir, -20, projection );
numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints,
projection, MAX_MARK_POINTS, markPoints[0],
MAX_MARK_FRAGMENTS, markFragments );
colors[0] = red * 255;
colors[1] = green * 255;
colors[2] = blue * 255;
colors[3] = alpha * 255;
for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ ) {
polyVert_t *v;
polyVert_t verts[MAX_VERTS_ON_POLY];
markPoly_t *mark;
// we have an upper limit on the complexity of polygons
// that we store persistantly
if ( mf->numPoints > MAX_VERTS_ON_POLY ) {
mf->numPoints = MAX_VERTS_ON_POLY;
}
for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ ) {
vec3_t delta;
VectorCopy( markPoints[mf->firstPoint + j], v->xyz );
VectorSubtract( v->xyz, origin, delta );
v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale;
v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale;
*(int *)v->modulate = *(int *)colors;
}
// if it is a temporary (shadow) mark, add it immediately and forget about it
if ( temporary ) {
trap_R_AddPolyToScene( markShader, mf->numPoints, verts );
continue;
}
// otherwise save it persistantly
mark = CG_AllocMark();
mark->time = cg.time;
mark->alphaFade = alphaFade;
mark->markShader = markShader;
mark->poly.numVerts = mf->numPoints;
mark->color[0] = red;
mark->color[1] = green;
mark->color[2] = blue;
mark->color[3] = alpha;
memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[0] ) );
}
}
/*
===============
CG_AddMarks
===============
*/
#define MARK_TOTAL_TIME 500000
#define MARK_FADE_TIME 50000
#define MARK_DIV_3000 1.0/3000.0
void CG_AddMarks( void ) {
int j;
markPoly_t *mp, *next;
int t;
int fade;
if ( !cg_addMarks.integer ) {
return;
}
mp = cg_activeMarkPolys.nextMark;
for ( ; mp != &cg_activeMarkPolys ; mp = next ) {
// grab next now, so if the local entity is freed we
// still have it
next = mp->nextMark;
// see if it is time to completely remove it
if ( cg.time > mp->time + MARK_TOTAL_TIME ) {
CG_FreeMarkPoly( mp );
continue;
}
// fade out the energy bursts
if ( mp->markShader == cgs.media.energyMarkShader ) {
fade = 450 - 450 * ( (cg.time - mp->time ) * MARK_DIV_3000 );
if ( fade < 255 ) {
if ( fade < 0 ) {
fade = 0;
}
if ( mp->verts[0].modulate[0] != 0 ) {
for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
mp->verts[j].modulate[0] = mp->color[0] * fade;
mp->verts[j].modulate[1] = mp->color[1] * fade;
mp->verts[j].modulate[2] = mp->color[2] * fade;
}
}
}
}
// fade all marks out with time
t = mp->time + MARK_TOTAL_TIME - cg.time;
if ( t < MARK_FADE_TIME ) {
fade = 255 * t / MARK_FADE_TIME;
if ( mp->alphaFade ) {
for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
mp->verts[j].modulate[3] = fade;
}
} else {
for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
mp->verts[j].modulate[0] = mp->color[0] * fade;
mp->verts[j].modulate[1] = mp->color[1] * fade;
mp->verts[j].modulate[2] = mp->color[2] * fade;
}
}
}
trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts );
}
}