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2019 lines
48 KiB
2019 lines
48 KiB
/* |
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gl_beams.c - beams rendering |
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Copyright (C) 2009 Uncle Mike |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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#include "common.h" |
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#include "client.h" |
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#include "r_efx.h" |
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#include "event_flags.h" |
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#include "entity_types.h" |
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#include "triangleapi.h" |
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#include "customentity.h" |
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#include "cl_tent.h" |
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#include "pm_local.h" |
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#include "gl_local.h" |
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#include "studio.h" |
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#define NOISE_DIVISIONS 64 // don't touch - many tripmines cause the crash when it equal 128 |
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typedef struct |
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{ |
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vec3_t pos; |
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float texcoord; // Y texture coordinate |
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float width; |
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} beamseg_t; |
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/* |
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============================================================== |
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FRACTAL NOISE |
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============================================================== |
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*/ |
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static float rgNoise[NOISE_DIVISIONS+1]; // global noise array |
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// freq2 += step * 0.1; |
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// Fractal noise generator, power of 2 wavelength |
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static void FracNoise( float *noise, int divs ) |
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{ |
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int div2; |
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div2 = divs >> 1; |
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if( divs < 2 ) return; |
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// noise is normalized to +/- scale |
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noise[div2] = ( noise[0] + noise[divs] ) * 0.5f + divs * COM_RandomFloat( -0.125f, 0.125f ); |
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if( div2 > 1 ) |
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{ |
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FracNoise( &noise[div2], div2 ); |
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FracNoise( noise, div2 ); |
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} |
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} |
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static void SineNoise( float *noise, int divs ) |
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{ |
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float freq = 0; |
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float step = M_PI / (float)divs; |
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int i; |
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for( i = 0; i < divs; i++ ) |
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{ |
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noise[i] = sin( freq ); |
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freq += step; |
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} |
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} |
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/* |
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============================================================== |
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BEAM MATHLIB |
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============================================================== |
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*/ |
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static void R_BeamComputePerpendicular( const vec3_t vecBeamDelta, vec3_t pPerp ) |
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{ |
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// direction in worldspace of the center of the beam |
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vec3_t vecBeamCenter; |
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VectorNormalize2( vecBeamDelta, vecBeamCenter ); |
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CrossProduct( RI.vforward, vecBeamCenter, pPerp ); |
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VectorNormalize( pPerp ); |
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} |
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static void R_BeamComputeNormal( const vec3_t vStartPos, const vec3_t vNextPos, vec3_t pNormal ) |
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{ |
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// vTangentY = line vector for beam |
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vec3_t vTangentY, vDirToBeam; |
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VectorSubtract( vStartPos, vNextPos, vTangentY ); |
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// vDirToBeam = vector from viewer origin to beam |
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VectorSubtract( vStartPos, RI.vieworg, vDirToBeam ); |
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// get a vector that is perpendicular to us and perpendicular to the beam. |
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// this is used to fatten the beam. |
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CrossProduct( vTangentY, vDirToBeam, pNormal ); |
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VectorNormalizeFast( pNormal ); |
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} |
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/* |
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============================================================== |
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BEAM ALLOCATE & PROCESSING |
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============================================================== |
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*/ |
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/* |
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============== |
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R_BeamAlloc |
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============== |
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*/ |
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BEAM *R_BeamAlloc( void ) |
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{ |
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BEAM *pBeam; |
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if( !cl_free_beams ) |
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return NULL; |
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pBeam = cl_free_beams; |
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cl_free_beams = pBeam->next; |
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memset( pBeam, 0, sizeof( *pBeam )); |
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pBeam->next = cl_active_beams; |
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cl_active_beams = pBeam; |
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pBeam->die = cl.time; |
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return pBeam; |
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} |
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/* |
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============== |
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R_BeamFree |
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============== |
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*/ |
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void R_BeamFree( BEAM *pBeam ) |
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{ |
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// free particles that have died off. |
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R_FreeDeadParticles( &pBeam->particles ); |
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// now link into free list; |
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pBeam->next = cl_free_beams; |
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cl_free_beams = pBeam; |
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} |
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/* |
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============== |
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R_BeamSetup |
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generic function. all beams must be |
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passed through this |
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============== |
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*/ |
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void R_BeamSetup( BEAM *pbeam, vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed ) |
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{ |
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model_t *sprite = CL_ModelHandle( modelIndex ); |
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if( !sprite ) return; |
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pbeam->type = BEAM_POINTS; |
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pbeam->modelIndex = modelIndex; |
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pbeam->frame = 0; |
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pbeam->frameRate = 0; |
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pbeam->frameCount = sprite->numframes; |
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VectorCopy( start, pbeam->source ); |
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VectorCopy( end, pbeam->target ); |
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VectorSubtract( end, start, pbeam->delta ); |
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pbeam->freq = speed * cl.time; |
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pbeam->die = life + cl.time; |
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pbeam->amplitude = amplitude; |
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pbeam->brightness = brightness; |
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pbeam->width = width; |
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pbeam->speed = speed; |
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if( amplitude >= 0.50f ) |
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pbeam->segments = VectorLength( pbeam->delta ) * 0.25f + 3.0f; // one per 4 pixels |
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else pbeam->segments = VectorLength( pbeam->delta ) * 0.075f + 3.0f; // one per 16 pixels |
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pbeam->pFollowModel = NULL; |
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pbeam->flags = 0; |
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} |
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/* |
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============== |
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R_BeamSetAttributes |
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set beam attributes |
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============== |
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*/ |
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void R_BeamSetAttributes( BEAM *pbeam, float r, float g, float b, float framerate, int startFrame ) |
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{ |
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pbeam->frame = (float)startFrame; |
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pbeam->frameRate = framerate; |
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pbeam->r = r; |
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pbeam->g = g; |
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pbeam->b = b; |
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} |
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/* |
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============== |
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R_BeamLightning |
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template for new beams |
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============== |
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*/ |
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BEAM *R_BeamLightning( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed ) |
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{ |
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BEAM *pbeam = R_BeamAlloc(); |
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if( !pbeam ) return NULL; |
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pbeam->die = cl.time; |
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if( modelIndex < 0 ) |
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return NULL; |
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R_BeamSetup( pbeam, start, end, modelIndex, life, width, amplitude, brightness, speed ); |
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return pbeam; |
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} |
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/* |
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============== |
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R_BeamGetEntity |
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extract entity number from index |
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handle user entities |
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============== |
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*/ |
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static cl_entity_t *R_BeamGetEntity( int index ) |
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{ |
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if( index < 0 ) |
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return clgame.dllFuncs.pfnGetUserEntity( BEAMENT_ENTITY( -index )); |
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return CL_GetEntityByIndex( BEAMENT_ENTITY( index )); |
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} |
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/* |
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============== |
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R_BeamComputePoint |
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compute attachment point for beam |
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============== |
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*/ |
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static qboolean R_BeamComputePoint( int beamEnt, vec3_t pt ) |
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{ |
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cl_entity_t *ent; |
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int attach; |
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ent = R_BeamGetEntity( beamEnt ); |
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if( beamEnt < 0 ) |
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attach = BEAMENT_ATTACHMENT( -beamEnt ); |
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else attach = BEAMENT_ATTACHMENT( beamEnt ); |
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if( !ent ) |
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{ |
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Con_DPrintf( S_ERROR "R_BeamComputePoint: invalid entity %i\n", BEAMENT_ENTITY( beamEnt )); |
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VectorClear( pt ); |
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return false; |
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} |
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// get attachment |
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if( attach > 0 ) |
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VectorCopy( ent->attachment[attach - 1], pt ); |
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else if(( ent->index - 1 ) == cl.playernum ) |
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VectorCopy( cl.simorg, pt ); |
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else VectorCopy( ent->origin, pt ); |
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return true; |
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} |
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/* |
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============== |
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R_BeamRecomputeEndpoints |
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Recomputes beam endpoints.. |
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============== |
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*/ |
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qboolean R_BeamRecomputeEndpoints( BEAM *pbeam ) |
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{ |
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if( FBitSet( pbeam->flags, FBEAM_STARTENTITY )) |
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{ |
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cl_entity_t *start = R_BeamGetEntity( pbeam->startEntity ); |
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if( R_BeamComputePoint( pbeam->startEntity, pbeam->source )) |
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{ |
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if( !pbeam->pFollowModel ) |
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pbeam->pFollowModel = start->model; |
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SetBits( pbeam->flags, FBEAM_STARTVISIBLE ); |
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} |
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else if( !FBitSet( pbeam->flags, FBEAM_FOREVER )) |
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{ |
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ClearBits( pbeam->flags, FBEAM_STARTENTITY ); |
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} |
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} |
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if( FBitSet( pbeam->flags, FBEAM_ENDENTITY )) |
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{ |
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cl_entity_t *end = R_BeamGetEntity( pbeam->endEntity ); |
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if( R_BeamComputePoint( pbeam->endEntity, pbeam->target )) |
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{ |
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if( !pbeam->pFollowModel ) |
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pbeam->pFollowModel = end->model; |
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SetBits( pbeam->flags, FBEAM_ENDVISIBLE ); |
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} |
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else if( !FBitSet( pbeam->flags, FBEAM_FOREVER )) |
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{ |
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ClearBits( pbeam->flags, FBEAM_ENDENTITY ); |
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pbeam->die = cl.time; |
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return false; |
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} |
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else |
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{ |
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return false; |
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} |
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} |
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if( FBitSet( pbeam->flags, FBEAM_STARTENTITY ) && !FBitSet( pbeam->flags, FBEAM_STARTVISIBLE )) |
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return false; |
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return true; |
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} |
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/* |
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============== |
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R_BeamCull |
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Cull the beam by bbox |
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============== |
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*/ |
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qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly ) |
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{ |
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vec3_t mins, maxs; |
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int i; |
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for( i = 0; i < 3; i++ ) |
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{ |
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if( start[i] < end[i] ) |
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{ |
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mins[i] = start[i]; |
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maxs[i] = end[i]; |
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} |
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else |
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{ |
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mins[i] = end[i]; |
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maxs[i] = start[i]; |
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} |
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// don't let it be zero sized |
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if( mins[i] == maxs[i] ) |
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maxs[i] += 1.0f; |
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} |
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// check bbox |
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if( Mod_BoxVisible( mins, maxs, Mod_GetCurrentVis( ))) |
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{ |
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if( pvsOnly || !R_CullBox( mins, maxs )) |
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{ |
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// beam is visible |
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return false; |
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} |
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} |
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// beam is culled |
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return true; |
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} |
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/* |
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============================================================== |
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BEAM DRAW METHODS |
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============================================================== |
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*/ |
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/* |
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================ |
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R_DrawSegs |
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general code for drawing beams |
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================ |
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*/ |
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static void R_DrawSegs( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments, int flags ) |
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{ |
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int noiseIndex, noiseStep; |
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int i, total_segs, segs_drawn; |
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float div, length, fraction, factor; |
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float flMaxWidth, vLast, vStep, brightness; |
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vec3_t perp1, vLastNormal; |
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beamseg_t curSeg; |
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if( segments < 2 ) return; |
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length = VectorLength( delta ); |
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flMaxWidth = width * 0.5f; |
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div = 1.0f / ( segments - 1 ); |
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if( length * div < flMaxWidth * 1.414f ) |
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{ |
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// here, we have too many segments; we could get overlap... so lets have less segments |
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segments = (int)( length / ( flMaxWidth * 1.414f )) + 1.0f; |
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if( segments < 2 ) segments = 2; |
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} |
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if( segments > NOISE_DIVISIONS ) |
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segments = NOISE_DIVISIONS; |
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div = 1.0f / (segments - 1); |
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length *= 0.01f; |
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vStep = length * div; // Texture length texels per space pixel |
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// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) |
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vLast = fmod( freq * speed, 1 ); |
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if( flags & FBEAM_SINENOISE ) |
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{ |
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if( segments < 16 ) |
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{ |
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segments = 16; |
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div = 1.0f / ( segments - 1 ); |
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} |
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scale *= 100.0f; |
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length = segments * 0.1f; |
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} |
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else |
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{ |
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scale *= length * 2.0; |
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} |
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// Iterator to resample noise waveform (it needs to be generated in powers of 2) |
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noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f ); |
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brightness = 1.0f; |
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noiseIndex = 0; |
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if( FBitSet( flags, FBEAM_SHADEIN )) |
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brightness = 0; |
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// Choose two vectors that are perpendicular to the beam |
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R_BeamComputePerpendicular( delta, perp1 ); |
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total_segs = segments; |
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segs_drawn = 0; |
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// specify all the segments. |
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for( i = 0; i < segments; i++ ) |
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{ |
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beamseg_t nextSeg; |
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vec3_t vPoint1, vPoint2; |
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Assert( noiseIndex < ( NOISE_DIVISIONS << 16 )); |
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fraction = i * div; |
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VectorMA( source, fraction, delta, nextSeg.pos ); |
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// distort using noise |
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if( scale != 0 ) |
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{ |
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factor = rgNoise[noiseIndex>>16] * scale; |
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if( FBitSet( flags, FBEAM_SINENOISE )) |
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{ |
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float s, c; |
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SinCos( fraction * M_PI * length + freq, &s, &c ); |
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VectorMA( nextSeg.pos, (factor * s), RI.vup, nextSeg.pos ); |
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// rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal |
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VectorMA( nextSeg.pos, (factor * c), RI.vright, nextSeg.pos ); |
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} |
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else |
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{ |
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VectorMA( nextSeg.pos, factor, perp1, nextSeg.pos ); |
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} |
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} |
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// specify the next segment. |
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nextSeg.width = width * 2.0f; |
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nextSeg.texcoord = vLast; |
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if( segs_drawn > 0 ) |
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{ |
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// Get a vector that is perpendicular to us and perpendicular to the beam. |
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// This is used to fatten the beam. |
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vec3_t vNormal, vAveNormal; |
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R_BeamComputeNormal( curSeg.pos, nextSeg.pos, vNormal ); |
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if( segs_drawn > 1 ) |
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{ |
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// Average this with the previous normal |
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VectorAdd( vNormal, vLastNormal, vAveNormal ); |
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VectorScale( vAveNormal, 0.5f, vAveNormal ); |
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VectorNormalizeFast( vAveNormal ); |
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} |
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else |
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{ |
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VectorCopy( vNormal, vAveNormal ); |
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} |
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VectorCopy( vNormal, vLastNormal ); |
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// draw regular segment |
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VectorMA( curSeg.pos, ( curSeg.width * 0.5f ), vAveNormal, vPoint1 ); |
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VectorMA( curSeg.pos, (-curSeg.width * 0.5f ), vAveNormal, vPoint2 ); |
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pglTexCoord2f( 0.0f, curSeg.texcoord ); |
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TriBrightness( brightness ); |
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pglNormal3fv( vAveNormal ); |
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pglVertex3fv( vPoint1 ); |
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pglTexCoord2f( 1.0f, curSeg.texcoord ); |
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TriBrightness( brightness ); |
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pglNormal3fv( vAveNormal ); |
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pglVertex3fv( vPoint2 ); |
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} |
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curSeg = nextSeg; |
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segs_drawn++; |
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if( FBitSet( flags, FBEAM_SHADEIN ) && FBitSet( flags, FBEAM_SHADEOUT )) |
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{ |
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if( fraction < 0.5f ) brightness = fraction; |
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else brightness = ( 1.0f - fraction ); |
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} |
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else if( FBitSet( flags, FBEAM_SHADEIN )) |
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{ |
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brightness = fraction; |
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} |
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else if( FBitSet( flags, FBEAM_SHADEOUT )) |
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{ |
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brightness = 1.0f - fraction; |
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} |
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if( segs_drawn == total_segs ) |
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{ |
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// draw the last segment |
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VectorMA( curSeg.pos, ( curSeg.width * 0.5f ), vLastNormal, vPoint1 ); |
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VectorMA( curSeg.pos, (-curSeg.width * 0.5f ), vLastNormal, vPoint2 ); |
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// specify the points. |
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pglTexCoord2f( 0.0f, curSeg.texcoord ); |
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TriBrightness( brightness ); |
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pglNormal3fv( vLastNormal ); |
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pglVertex3fv( vPoint1 ); |
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pglTexCoord2f( 1.0f, curSeg.texcoord ); |
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TriBrightness( brightness ); |
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pglNormal3fv( vLastNormal ); |
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pglVertex3fv( vPoint2 ); |
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} |
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vLast += vStep; // Advance texture scroll (v axis only) |
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noiseIndex += noiseStep; |
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} |
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} |
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/* |
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================ |
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R_DrawTorus |
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Draw beamtours |
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================ |
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*/ |
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void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) |
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{ |
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int i, noiseIndex, noiseStep; |
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float div, length, fraction, factor, vLast, vStep; |
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vec3_t last1, last2, point, screen, screenLast, tmp, normal; |
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if( segments < 2 ) |
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return; |
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if( segments > NOISE_DIVISIONS ) |
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segments = NOISE_DIVISIONS; |
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length = VectorLength( delta ) * 0.01; |
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if( length < 0.5 ) length = 0.5; // don't lose all of the noise/texture on short beams |
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div = 1.0f / (segments - 1); |
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vStep = length * div; // Texture length texels per space pixel |
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// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) |
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vLast = fmod( freq * speed, 1 ); |
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scale = scale * length; |
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// Iterator to resample noise waveform (it needs to be generated in powers of 2) |
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noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f ); |
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noiseIndex = 0; |
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for( i = 0; i < segments; i++ ) |
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{ |
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float s, c; |
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fraction = i * div; |
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SinCos( fraction * M_PI2, &s, &c ); |
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point[0] = s * freq * delta[2] + source[0]; |
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point[1] = c * freq * delta[2] + source[1]; |
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point[2] = source[2]; |
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// distort using noise |
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if( scale != 0 ) |
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{ |
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if(( noiseIndex >> 16 ) < NOISE_DIVISIONS ) |
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{ |
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factor = rgNoise[noiseIndex>>16] * scale; |
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VectorMA( point, factor, RI.vup, point ); |
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|
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// rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal |
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factor = rgNoise[noiseIndex>>16] * scale * cos( fraction * M_PI * 3 + freq ); |
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VectorMA( point, factor, RI.vright, point ); |
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} |
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} |
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|
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// Transform point into screen space |
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TriWorldToScreen( point, screen ); |
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if( i != 0 ) |
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{ |
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// build world-space normal to screen-space direction vector |
|
VectorSubtract( screen, screenLast, tmp ); |
|
|
|
// we don't need Z, we're in screen space |
|
tmp[2] = 0; |
|
VectorNormalize( tmp ); |
|
VectorScale( RI.vup, -tmp[0], normal ); // Build point along noraml line (normal is -y, x) |
|
VectorMA( normal, tmp[1], RI.vright, normal ); |
|
|
|
// Make a wide line |
|
VectorMA( point, width, normal, last1 ); |
|
VectorMA( point, -width, normal, last2 ); |
|
|
|
vLast += vStep; // advance texture scroll (v axis only) |
|
TriTexCoord2f( 1, vLast ); |
|
TriVertex3fv( last2 ); |
|
TriTexCoord2f( 0, vLast ); |
|
TriVertex3fv( last1 ); |
|
} |
|
|
|
VectorCopy( screen, screenLast ); |
|
noiseIndex += noiseStep; |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
R_DrawDisk |
|
|
|
Draw beamdisk |
|
================ |
|
*/ |
|
void R_DrawDisk( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) |
|
{ |
|
float div, length, fraction; |
|
float w, vLast, vStep; |
|
vec3_t point; |
|
int i; |
|
|
|
if( segments < 2 ) |
|
return; |
|
|
|
if( segments > NOISE_DIVISIONS ) // UNDONE: Allow more segments? |
|
segments = NOISE_DIVISIONS; |
|
|
|
length = VectorLength( delta ) * 0.01f; |
|
if( length < 0.5f ) length = 0.5f; // don't lose all of the noise/texture on short beams |
|
|
|
div = 1.0f / (segments - 1); |
|
vStep = length * div; // Texture length texels per space pixel |
|
|
|
// scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) |
|
vLast = fmod( freq * speed, 1 ); |
|
scale = scale * length; |
|
|
|
// clamp the beam width |
|
w = fmod( freq, width ) * delta[2]; |
|
|
|
// NOTE: we must force the degenerate triangles to be on the edge |
|
for( i = 0; i < segments; i++ ) |
|
{ |
|
float s, c; |
|
|
|
fraction = i * div; |
|
VectorCopy( source, point ); |
|
|
|
TriBrightness( 1.0f ); |
|
TriTexCoord2f( 1.0f, vLast ); |
|
TriVertex3fv( point ); |
|
|
|
SinCos( fraction * M_PI2, &s, &c ); |
|
point[0] = s * w + source[0]; |
|
point[1] = c * w + source[1]; |
|
point[2] = source[2]; |
|
|
|
TriBrightness( 1.0f ); |
|
TriTexCoord2f( 0.0f, vLast ); |
|
TriVertex3fv( point ); |
|
|
|
vLast += vStep; // advance texture scroll (v axis only) |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
R_DrawCylinder |
|
|
|
Draw beam cylinder |
|
================ |
|
*/ |
|
void R_DrawCylinder( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) |
|
{ |
|
float div, length, fraction; |
|
float vLast, vStep; |
|
vec3_t point; |
|
int i; |
|
|
|
if( segments < 2 ) |
|
return; |
|
|
|
if( segments > NOISE_DIVISIONS ) |
|
segments = NOISE_DIVISIONS; |
|
|
|
length = VectorLength( delta ) * 0.01f; |
|
if( length < 0.5f ) length = 0.5f; // don't lose all of the noise/texture on short beams |
|
|
|
div = 1.0f / (segments - 1); |
|
vStep = length * div; // texture length texels per space pixel |
|
|
|
// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) |
|
vLast = fmod( freq * speed, 1 ); |
|
scale = scale * length; |
|
|
|
for ( i = 0; i < segments; i++ ) |
|
{ |
|
float s, c; |
|
|
|
fraction = i * div; |
|
SinCos( fraction * M_PI2, &s, &c ); |
|
|
|
point[0] = s * freq * delta[2] + source[0]; |
|
point[1] = c * freq * delta[2] + source[1]; |
|
point[2] = source[2] + width; |
|
|
|
TriBrightness( 0 ); |
|
TriTexCoord2f( 1, vLast ); |
|
TriVertex3fv( point ); |
|
|
|
point[0] = s * freq * ( delta[2] + width ) + source[0]; |
|
point[1] = c * freq * ( delta[2] + width ) + source[1]; |
|
point[2] = source[2] - width; |
|
|
|
TriBrightness( 1 ); |
|
TriTexCoord2f( 0, vLast ); |
|
TriVertex3fv( point ); |
|
|
|
vLast += vStep; // Advance texture scroll (v axis only) |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_DrawBeamFollow |
|
|
|
drawi followed beam |
|
============== |
|
*/ |
|
void R_DrawBeamFollow( BEAM *pbeam, float frametime ) |
|
{ |
|
particle_t *pnew, *particles; |
|
float fraction, div, vLast, vStep; |
|
vec3_t last1, last2, tmp, screen; |
|
vec3_t delta, screenLast, normal; |
|
|
|
R_FreeDeadParticles( &pbeam->particles ); |
|
|
|
particles = pbeam->particles; |
|
pnew = NULL; |
|
|
|
div = 0; |
|
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY )) |
|
{ |
|
if( particles ) |
|
{ |
|
VectorSubtract( particles->org, pbeam->source, delta ); |
|
div = VectorLength( delta ); |
|
|
|
if( div >= 32 && cl_free_particles ) |
|
{ |
|
pnew = cl_free_particles; |
|
cl_free_particles = pnew->next; |
|
} |
|
} |
|
else if( cl_free_particles ) |
|
{ |
|
pnew = cl_free_particles; |
|
cl_free_particles = pnew->next; |
|
div = 0; |
|
} |
|
} |
|
|
|
if( pnew ) |
|
{ |
|
VectorCopy( pbeam->source, pnew->org ); |
|
pnew->die = cl.time + pbeam->amplitude; |
|
VectorClear( pnew->vel ); |
|
|
|
pnew->next = particles; |
|
pbeam->particles = pnew; |
|
particles = pnew; |
|
} |
|
|
|
// nothing to draw |
|
if( !particles ) return; |
|
|
|
if( !pnew && div != 0 ) |
|
{ |
|
VectorCopy( pbeam->source, delta ); |
|
TriWorldToScreen( pbeam->source, screenLast ); |
|
TriWorldToScreen( particles->org, screen ); |
|
} |
|
else if( particles && particles->next ) |
|
{ |
|
VectorCopy( particles->org, delta ); |
|
TriWorldToScreen( particles->org, screenLast ); |
|
TriWorldToScreen( particles->next->org, screen ); |
|
particles = particles->next; |
|
} |
|
else |
|
{ |
|
return; |
|
} |
|
|
|
// UNDONE: This won't work, screen and screenLast must be extrapolated here to fix the |
|
// first beam segment for this trail |
|
|
|
// build world-space normal to screen-space direction vector |
|
VectorSubtract( screen, screenLast, tmp ); |
|
// we don't need Z, we're in screen space |
|
tmp[2] = 0; |
|
VectorNormalize( tmp ); |
|
|
|
// Build point along noraml line (normal is -y, x) |
|
VectorScale( RI.vup, tmp[0], normal ); // Build point along normal line (normal is -y, x) |
|
VectorMA( normal, tmp[1], RI.vright, normal ); |
|
|
|
// Make a wide line |
|
VectorMA( delta, pbeam->width, normal, last1 ); |
|
VectorMA( delta, -pbeam->width, normal, last2 ); |
|
|
|
div = 1.0 / pbeam->amplitude; |
|
fraction = ( pbeam->die - cl.time ) * div; |
|
|
|
vLast = 0.0; |
|
vStep = 1.0; |
|
|
|
while( particles ) |
|
{ |
|
TriBrightness( fraction ); |
|
TriTexCoord2f( 1, 1 ); |
|
TriVertex3fv( last2 ); |
|
TriBrightness( fraction ); |
|
TriTexCoord2f( 0, 1 ); |
|
TriVertex3fv( last1 ); |
|
|
|
// Transform point into screen space |
|
TriWorldToScreen( particles->org, screen ); |
|
// Build world-space normal to screen-space direction vector |
|
VectorSubtract( screen, screenLast, tmp ); |
|
|
|
// we don't need Z, we're in screen space |
|
tmp[2] = 0; |
|
VectorNormalize( tmp ); |
|
VectorScale( RI.vup, tmp[0], normal ); // Build point along noraml line (normal is -y, x) |
|
VectorMA( normal, tmp[1], RI.vright, normal ); |
|
|
|
// Make a wide line |
|
VectorMA( particles->org, pbeam->width, normal, last1 ); |
|
VectorMA( particles->org, -pbeam->width, normal, last2 ); |
|
|
|
vLast += vStep; // Advance texture scroll (v axis only) |
|
|
|
if( particles->next != NULL ) |
|
{ |
|
fraction = (particles->die - cl.time) * div; |
|
} |
|
else |
|
{ |
|
fraction = 0.0; |
|
} |
|
|
|
TriBrightness( fraction ); |
|
TriTexCoord2f( 0, 0 ); |
|
TriVertex3fv( last1 ); |
|
TriBrightness( fraction ); |
|
TriTexCoord2f( 1, 0 ); |
|
TriVertex3fv( last2 ); |
|
|
|
VectorCopy( screen, screenLast ); |
|
|
|
particles = particles->next; |
|
} |
|
|
|
// drift popcorn trail if there is a velocity |
|
particles = pbeam->particles; |
|
|
|
while( particles ) |
|
{ |
|
VectorMA( particles->org, frametime, particles->vel, particles->org ); |
|
particles = particles->next; |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
R_DrawRing |
|
|
|
Draw beamring |
|
================ |
|
*/ |
|
void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, float freq, float speed, int segments ) |
|
{ |
|
int i, j, noiseIndex, noiseStep; |
|
float div, length, fraction, factor, vLast, vStep; |
|
vec3_t last1, last2, point, screen, screenLast; |
|
vec3_t tmp, normal, center, xaxis, yaxis; |
|
float radius, x, y, scale; |
|
|
|
if( segments < 2 ) |
|
return; |
|
|
|
VectorClear( screenLast ); |
|
segments = segments * M_PI; |
|
|
|
if( segments > NOISE_DIVISIONS * 8 ) |
|
segments = NOISE_DIVISIONS * 8; |
|
|
|
length = VectorLength( delta ) * 0.01f * M_PI; |
|
if( length < 0.5f ) length = 0.5f; // Don't lose all of the noise/texture on short beams |
|
|
|
div = 1.0f / ( segments - 1 ); |
|
|
|
vStep = length * div / 8.0f; // texture length texels per space pixel |
|
|
|
// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture) |
|
vLast = fmod( freq * speed, 1.0f ); |
|
scale = amplitude * length / 8.0f; |
|
|
|
// Iterator to resample noise waveform (it needs to be generated in powers of 2) |
|
noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f ) * 8; |
|
noiseIndex = 0; |
|
|
|
VectorScale( delta, 0.5f, delta ); |
|
VectorAdd( source, delta, center ); |
|
|
|
VectorCopy( delta, xaxis ); |
|
radius = VectorLength( xaxis ); |
|
|
|
// cull beamring |
|
// -------------------------------- |
|
// Compute box center +/- radius |
|
VectorSet( last1, radius, radius, scale ); |
|
VectorAdd( center, last1, tmp ); // maxs |
|
VectorSubtract( center, last1, screen ); // mins |
|
|
|
if( !cl.worldmodel ) |
|
return; |
|
|
|
// is that box in PVS && frustum? |
|
if( !Mod_BoxVisible( screen, tmp, Mod_GetCurrentVis( )) || R_CullBox( screen, tmp )) |
|
{ |
|
return; |
|
} |
|
|
|
VectorSet( yaxis, xaxis[1], -xaxis[0], 0.0f ); |
|
VectorNormalize( yaxis ); |
|
VectorScale( yaxis, radius, yaxis ); |
|
|
|
j = segments / 8; |
|
|
|
for( i = 0; i < segments + 1; i++ ) |
|
{ |
|
fraction = i * div; |
|
SinCos( fraction * M_PI2, &x, &y ); |
|
|
|
VectorMAMAM( x, xaxis, y, yaxis, 1.0f, center, point ); |
|
|
|
// distort using noise |
|
factor = rgNoise[(noiseIndex >> 16) & (NOISE_DIVISIONS - 1)] * scale; |
|
VectorMA( point, factor, RI.vup, point ); |
|
|
|
// Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal |
|
factor = rgNoise[(noiseIndex >> 16) & (NOISE_DIVISIONS - 1)] * scale; |
|
factor *= cos( fraction * M_PI * 24 + freq ); |
|
VectorMA( point, factor, RI.vright, point ); |
|
|
|
// Transform point into screen space |
|
TriWorldToScreen( point, screen ); |
|
|
|
if( i != 0 ) |
|
{ |
|
// build world-space normal to screen-space direction vector |
|
VectorSubtract( screen, screenLast, tmp ); |
|
|
|
// we don't need Z, we're in screen space |
|
tmp[2] = 0; |
|
VectorNormalize( tmp ); |
|
|
|
// Build point along normal line (normal is -y, x) |
|
VectorScale( RI.vup, tmp[0], normal ); |
|
VectorMA( normal, tmp[1], RI.vright, normal ); |
|
|
|
// Make a wide line |
|
VectorMA( point, width, normal, last1 ); |
|
VectorMA( point, -width, normal, last2 ); |
|
|
|
vLast += vStep; // Advance texture scroll (v axis only) |
|
TriTexCoord2f( 1.0f, vLast ); |
|
TriVertex3fv( last2 ); |
|
TriTexCoord2f( 0.0f, vLast ); |
|
TriVertex3fv( last1 ); |
|
} |
|
|
|
VectorCopy( screen, screenLast ); |
|
noiseIndex += noiseStep; |
|
j--; |
|
|
|
if( j == 0 && amplitude != 0 ) |
|
{ |
|
j = segments / 8; |
|
FracNoise( rgNoise, NOISE_DIVISIONS ); |
|
} |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamDraw |
|
|
|
Update beam vars and draw it |
|
============== |
|
*/ |
|
void R_BeamDraw( BEAM *pbeam, float frametime ) |
|
{ |
|
model_t *model; |
|
vec3_t delta; |
|
|
|
model = CL_ModelHandle( pbeam->modelIndex ); |
|
SetBits( pbeam->flags, FBEAM_ISACTIVE ); |
|
|
|
if( !model || model->type != mod_sprite ) |
|
{ |
|
pbeam->flags &= ~FBEAM_ISACTIVE; // force to ignore |
|
pbeam->die = cl.time; |
|
return; |
|
} |
|
|
|
// update frequency |
|
pbeam->freq += frametime; |
|
|
|
// generate fractal noise |
|
if( frametime != 0.0f ) |
|
{ |
|
rgNoise[0] = 0; |
|
rgNoise[NOISE_DIVISIONS] = 0; |
|
} |
|
|
|
if( pbeam->amplitude != 0 && frametime != 0.0f ) |
|
{ |
|
if( FBitSet( pbeam->flags, FBEAM_SINENOISE )) |
|
SineNoise( rgNoise, NOISE_DIVISIONS ); |
|
else FracNoise( rgNoise, NOISE_DIVISIONS ); |
|
} |
|
|
|
// update end points |
|
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY|FBEAM_ENDENTITY )) |
|
{ |
|
// makes sure attachment[0] + attachment[1] are valid |
|
if( !R_BeamRecomputeEndpoints( pbeam )) |
|
{ |
|
ClearBits( pbeam->flags, FBEAM_ISACTIVE ); // force to ignore |
|
return; |
|
} |
|
|
|
// compute segments from the new endpoints |
|
VectorSubtract( pbeam->target, pbeam->source, delta ); |
|
VectorClear( pbeam->delta ); |
|
|
|
if( VectorLength( delta ) > 0.0000001f ) |
|
VectorCopy( delta, pbeam->delta ); |
|
|
|
if( pbeam->amplitude >= 0.50f ) |
|
pbeam->segments = VectorLength( pbeam->delta ) * 0.25f + 3.0f; // one per 4 pixels |
|
else pbeam->segments = VectorLength( pbeam->delta ) * 0.075f + 3.0f; // one per 16 pixels |
|
} |
|
|
|
if( pbeam->type == TE_BEAMPOINTS && R_BeamCull( pbeam->source, pbeam->target, 0 )) |
|
{ |
|
ClearBits( pbeam->flags, FBEAM_ISACTIVE ); |
|
return; |
|
} |
|
|
|
// don't draw really short or inactive beams |
|
if( !FBitSet( pbeam->flags, FBEAM_ISACTIVE ) || VectorLength( pbeam->delta ) < 0.1f ) |
|
{ |
|
return; |
|
} |
|
|
|
if( pbeam->flags & ( FBEAM_FADEIN|FBEAM_FADEOUT )) |
|
{ |
|
// update life cycle |
|
pbeam->t = pbeam->freq + ( pbeam->die - cl.time ); |
|
if( pbeam->t != 0.0f ) pbeam->t = 1.0f - pbeam->freq / pbeam->t; |
|
} |
|
|
|
if( pbeam->type == TE_BEAMHOSE ) |
|
{ |
|
float flDot; |
|
|
|
VectorSubtract( pbeam->target, pbeam->source, delta ); |
|
VectorNormalize( delta ); |
|
|
|
flDot = DotProduct( delta, RI.vforward ); |
|
|
|
// abort if the player's looking along it away from the source |
|
if( flDot > 0 ) |
|
{ |
|
return; |
|
} |
|
else |
|
{ |
|
float flFade = pow( flDot, 10 ); |
|
vec3_t localDir, vecProjection, tmp; |
|
float flDistance; |
|
|
|
// fade the beam if the player's not looking at the source |
|
VectorSubtract( RI.vieworg, pbeam->source, localDir ); |
|
flDot = DotProduct( delta, localDir ); |
|
VectorScale( delta, flDot, vecProjection ); |
|
VectorSubtract( localDir, vecProjection, tmp ); |
|
flDistance = VectorLength( tmp ); |
|
|
|
if( flDistance > 30 ) |
|
{ |
|
flDistance = 1.0f - (( flDistance - 30.0f ) / 64.0f ); |
|
if( flDistance <= 0 ) flFade = 0; |
|
else flFade *= pow( flDistance, 3 ); |
|
} |
|
|
|
if( flFade < ( 1.0f / 255.0f )) |
|
return; |
|
|
|
// FIXME: needs to be testing |
|
pbeam->brightness *= flFade; |
|
} |
|
} |
|
|
|
TriRenderMode( FBitSet( pbeam->flags, FBEAM_SOLID ) ? kRenderNormal : kRenderTransAdd ); |
|
|
|
if( !TriSpriteTexture( model, (int)(pbeam->frame + pbeam->frameRate * cl.time) % pbeam->frameCount )) |
|
{ |
|
ClearBits( pbeam->flags, FBEAM_ISACTIVE ); |
|
return; |
|
} |
|
|
|
if( pbeam->type == TE_BEAMFOLLOW ) |
|
{ |
|
cl_entity_t *pStart; |
|
|
|
// XASH SPECIFIC: get brightness from head entity |
|
pStart = R_BeamGetEntity( pbeam->startEntity ); |
|
if( pStart && pStart->curstate.rendermode != kRenderNormal ) |
|
pbeam->brightness = CL_FxBlend( pStart ) / 255.0f; |
|
} |
|
|
|
if( FBitSet( pbeam->flags, FBEAM_FADEIN )) |
|
TriColor4f( pbeam->r, pbeam->g, pbeam->b, pbeam->t * pbeam->brightness ); |
|
else if( FBitSet( pbeam->flags, FBEAM_FADEOUT )) |
|
TriColor4f( pbeam->r, pbeam->g, pbeam->b, ( 1.0f - pbeam->t ) * pbeam->brightness ); |
|
else TriColor4f( pbeam->r, pbeam->g, pbeam->b, pbeam->brightness ); |
|
|
|
switch( pbeam->type ) |
|
{ |
|
case TE_BEAMTORUS: |
|
GL_Cull( GL_NONE ); |
|
TriBegin( TRI_TRIANGLE_STRIP ); |
|
R_DrawTorus( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments ); |
|
TriEnd(); |
|
break; |
|
case TE_BEAMDISK: |
|
GL_Cull( GL_NONE ); |
|
TriBegin( TRI_TRIANGLE_STRIP ); |
|
R_DrawDisk( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments ); |
|
TriEnd(); |
|
break; |
|
case TE_BEAMCYLINDER: |
|
GL_Cull( GL_NONE ); |
|
TriBegin( TRI_TRIANGLE_STRIP ); |
|
R_DrawCylinder( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments ); |
|
TriEnd(); |
|
break; |
|
case TE_BEAMPOINTS: |
|
case TE_BEAMHOSE: |
|
TriBegin( TRI_TRIANGLE_STRIP ); |
|
R_DrawSegs( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments, pbeam->flags ); |
|
TriEnd(); |
|
break; |
|
case TE_BEAMFOLLOW: |
|
TriBegin( TRI_QUADS ); |
|
R_DrawBeamFollow( pbeam, frametime ); |
|
TriEnd(); |
|
break; |
|
case TE_BEAMRING: |
|
GL_Cull( GL_NONE ); |
|
TriBegin( TRI_TRIANGLE_STRIP ); |
|
R_DrawRing( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments ); |
|
TriEnd(); |
|
break; |
|
} |
|
|
|
GL_Cull( GL_FRONT ); |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamDrawCustomEntity |
|
|
|
initialize beam from server entity |
|
============== |
|
*/ |
|
void R_BeamDrawCustomEntity( cl_entity_t *ent ) |
|
{ |
|
BEAM beam; |
|
float amp = ent->curstate.body / 100.0f; |
|
float blend = CL_FxBlend( ent ) / 255.0f; |
|
float r, g, b; |
|
int beamFlags; |
|
|
|
r = ent->curstate.rendercolor.r / 255.0f; |
|
g = ent->curstate.rendercolor.g / 255.0f; |
|
b = ent->curstate.rendercolor.b / 255.0f; |
|
|
|
R_BeamSetup( &beam, ent->origin, ent->angles, ent->curstate.modelindex, 0, ent->curstate.scale, amp, blend, ent->curstate.animtime ); |
|
R_BeamSetAttributes( &beam, r, g, b, ent->curstate.framerate, ent->curstate.frame ); |
|
beam.pFollowModel = NULL; |
|
|
|
switch( ent->curstate.rendermode & 0x0F ) |
|
{ |
|
case BEAM_ENTPOINT: |
|
beam.type = TE_BEAMPOINTS; |
|
if( ent->curstate.sequence ) |
|
{ |
|
SetBits( beam.flags, FBEAM_STARTENTITY ); |
|
beam.startEntity = ent->curstate.sequence; |
|
} |
|
if( ent->curstate.skin ) |
|
{ |
|
SetBits( beam.flags, FBEAM_ENDENTITY ); |
|
beam.endEntity = ent->curstate.skin; |
|
} |
|
break; |
|
case BEAM_ENTS: |
|
beam.type = TE_BEAMPOINTS; |
|
SetBits( beam.flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY ); |
|
beam.startEntity = ent->curstate.sequence; |
|
beam.endEntity = ent->curstate.skin; |
|
break; |
|
case BEAM_HOSE: |
|
beam.type = TE_BEAMHOSE; |
|
break; |
|
case BEAM_POINTS: |
|
// already set up |
|
break; |
|
} |
|
|
|
beamFlags = ( ent->curstate.rendermode & 0xF0 ); |
|
|
|
if( FBitSet( beamFlags, BEAM_FSINE )) |
|
SetBits( beam.flags, FBEAM_SINENOISE ); |
|
|
|
if( FBitSet( beamFlags, BEAM_FSOLID )) |
|
SetBits( beam.flags, FBEAM_SOLID ); |
|
|
|
if( FBitSet( beamFlags, BEAM_FSHADEIN )) |
|
SetBits( beam.flags, FBEAM_SHADEIN ); |
|
|
|
if( FBitSet( beamFlags, BEAM_FSHADEOUT )) |
|
SetBits( beam.flags, FBEAM_SHADEOUT ); |
|
|
|
// draw it |
|
R_BeamDraw( &beam, tr.frametime ); |
|
} |
|
|
|
/* |
|
============================================================== |
|
|
|
VIEWBEAMS MANAGEMENT |
|
|
|
============================================================== |
|
*/ |
|
BEAM *cl_active_beams; |
|
BEAM *cl_free_beams; |
|
BEAM *cl_viewbeams = NULL; // beams pool |
|
|
|
/* |
|
================ |
|
CL_InitViewBeams |
|
|
|
================ |
|
*/ |
|
void CL_InitViewBeams( void ) |
|
{ |
|
cl_viewbeams = Mem_Calloc( cls.mempool, sizeof( BEAM ) * GI->max_beams ); |
|
CL_ClearViewBeams(); |
|
} |
|
|
|
/* |
|
================ |
|
CL_ClearViewBeams |
|
|
|
================ |
|
*/ |
|
void CL_ClearViewBeams( void ) |
|
{ |
|
int i; |
|
|
|
if( !cl_viewbeams ) return; |
|
|
|
// clear beams |
|
cl_free_beams = cl_viewbeams; |
|
cl_active_beams = NULL; |
|
|
|
for( i = 0; i < GI->max_beams - 1; i++ ) |
|
cl_viewbeams[i].next = &cl_viewbeams[i+1]; |
|
cl_viewbeams[GI->max_beams - 1].next = NULL; |
|
} |
|
|
|
/* |
|
================ |
|
CL_FreeViewBeams |
|
|
|
================ |
|
*/ |
|
void CL_FreeViewBeams( void ) |
|
{ |
|
if( cl_viewbeams ) |
|
Mem_Free( cl_viewbeams ); |
|
cl_viewbeams = NULL; |
|
} |
|
|
|
/* |
|
================ |
|
CL_AddCustomBeam |
|
|
|
Add the beam that encoded as custom entity |
|
================ |
|
*/ |
|
void CL_AddCustomBeam( cl_entity_t *pEnvBeam ) |
|
{ |
|
if( tr.draw_list->num_beam_entities >= MAX_VISIBLE_PACKET ) |
|
{ |
|
Con_Printf( S_ERROR "Too many beams %d!\n", tr.draw_list->num_beam_entities ); |
|
return; |
|
} |
|
|
|
if( pEnvBeam ) |
|
{ |
|
tr.draw_list->beam_entities[tr.draw_list->num_beam_entities] = pEnvBeam; |
|
tr.draw_list->num_beam_entities++; |
|
} |
|
} |
|
|
|
|
|
/* |
|
============== |
|
CL_KillDeadBeams |
|
|
|
============== |
|
*/ |
|
void CL_KillDeadBeams( cl_entity_t *pDeadEntity ) |
|
{ |
|
BEAM *pbeam; |
|
BEAM *pnewlist; |
|
BEAM *pnext; |
|
particle_t *pHead; // build a new list to replace cl_active_beams. |
|
|
|
pbeam = cl_active_beams; // old list. |
|
pnewlist = NULL; // new list. |
|
|
|
while( pbeam ) |
|
{ |
|
pnext = pbeam->next; |
|
|
|
// link into new list. |
|
if( R_BeamGetEntity( pbeam->startEntity ) != pDeadEntity ) |
|
{ |
|
pbeam->next = pnewlist; |
|
pnewlist = pbeam; |
|
|
|
pbeam = pnext; |
|
continue; |
|
} |
|
|
|
pbeam->flags &= ~(FBEAM_STARTENTITY | FBEAM_ENDENTITY); |
|
|
|
if( pbeam->type != TE_BEAMFOLLOW ) |
|
{ |
|
// remove beam |
|
pbeam->die = cl.time - 0.1f; |
|
|
|
// kill off particles |
|
pHead = pbeam->particles; |
|
while( pHead ) |
|
{ |
|
pHead->die = cl.time - 0.1f; |
|
pHead = pHead->next; |
|
} |
|
|
|
// free the beam |
|
R_BeamFree( pbeam ); |
|
} |
|
else |
|
{ |
|
// stay active |
|
pbeam->next = pnewlist; |
|
pnewlist = pbeam; |
|
} |
|
|
|
pbeam = pnext; |
|
} |
|
|
|
// We now have a new list with the bogus stuff released. |
|
cl_active_beams = pnewlist; |
|
} |
|
|
|
/* |
|
============== |
|
CL_BeamAttemptToDie |
|
|
|
Check for expired beams |
|
============== |
|
*/ |
|
qboolean CL_BeamAttemptToDie( BEAM *pBeam ) |
|
{ |
|
Assert( pBeam != NULL ); |
|
|
|
// premanent beams never die automatically |
|
if( FBitSet( pBeam->flags, FBEAM_FOREVER )) |
|
return false; |
|
|
|
if( pBeam->type == TE_BEAMFOLLOW && pBeam->particles ) |
|
{ |
|
// wait for all trails are dead |
|
return false; |
|
} |
|
|
|
// other beams |
|
if( pBeam->die > cl.time ) |
|
return false; |
|
|
|
return true; |
|
} |
|
|
|
/* |
|
============== |
|
CL_DrawBeams |
|
|
|
draw beam loop |
|
============== |
|
*/ |
|
void CL_DrawBeams( int fTrans ) |
|
{ |
|
BEAM *pBeam, *pNext; |
|
BEAM *pPrev = NULL; |
|
int i, flags; |
|
|
|
if( !CVAR_TO_BOOL( cl_draw_beams )) |
|
return; |
|
|
|
pglShadeModel( GL_SMOOTH ); |
|
pglDepthMask( fTrans ? GL_FALSE : GL_TRUE ); |
|
|
|
// server beams don't allocate beam chains |
|
// all params are stored in cl_entity_t |
|
for( i = 0; i < tr.draw_list->num_beam_entities; i++ ) |
|
{ |
|
RI.currentbeam = tr.draw_list->beam_entities[i]; |
|
flags = RI.currentbeam->curstate.rendermode & 0xF0; |
|
|
|
if( fTrans && FBitSet( flags, FBEAM_SOLID )) |
|
continue; |
|
|
|
if( !fTrans && !FBitSet( flags, FBEAM_SOLID )) |
|
continue; |
|
|
|
R_BeamDrawCustomEntity( RI.currentbeam ); |
|
r_stats.c_view_beams_count++; |
|
} |
|
|
|
RI.currentbeam = NULL; |
|
|
|
// draw temporary entity beams |
|
for( pBeam = cl_active_beams; pBeam; pBeam = pNext ) |
|
{ |
|
// need to store the next one since we may delete this one |
|
pNext = pBeam->next; |
|
|
|
if( fTrans && FBitSet( pBeam->flags, FBEAM_SOLID )) |
|
continue; |
|
|
|
if( !fTrans && !FBitSet( pBeam->flags, FBEAM_SOLID )) |
|
continue; |
|
|
|
// retire old beams |
|
if( CL_BeamAttemptToDie( pBeam )) |
|
{ |
|
// reset links |
|
if( pPrev ) pPrev->next = pNext; |
|
else cl_active_beams = pNext; |
|
|
|
// free the beam |
|
R_BeamFree( pBeam ); |
|
|
|
pBeam = NULL; |
|
continue; |
|
} |
|
|
|
R_BeamDraw( pBeam, cl.time - cl.oldtime ); |
|
r_stats.c_view_beams_count++; |
|
pPrev = pBeam; |
|
} |
|
|
|
pglShadeModel( GL_FLAT ); |
|
pglDepthMask( GL_TRUE ); |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamKill |
|
|
|
Remove beam attached to specified entity |
|
and all particle trails (if this is a beamfollow) |
|
============== |
|
*/ |
|
void R_BeamKill( int deadEntity ) |
|
{ |
|
cl_entity_t *pDeadEntity; |
|
|
|
pDeadEntity = R_BeamGetEntity( deadEntity ); |
|
if( !pDeadEntity ) return; |
|
|
|
CL_KillDeadBeams( pDeadEntity ); |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamEnts |
|
|
|
Create beam between two ents |
|
============== |
|
*/ |
|
BEAM *R_BeamEnts( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, |
|
float speed, int startFrame, float framerate, float r, float g, float b ) |
|
{ |
|
cl_entity_t *start, *end; |
|
BEAM *pbeam; |
|
model_t *mod; |
|
|
|
mod = CL_ModelHandle( modelIndex ); |
|
|
|
// need a valid model. |
|
if( !mod || mod->type != mod_sprite ) |
|
return NULL; |
|
|
|
start = R_BeamGetEntity( startEnt ); |
|
end = R_BeamGetEntity( endEnt ); |
|
|
|
if( !start || !end ) |
|
return NULL; |
|
|
|
// don't start temporary beams out of the PVS |
|
if( life != 0 && ( !start->model || !end->model )) |
|
return NULL; |
|
|
|
pbeam = R_BeamLightning( vec3_origin, vec3_origin, modelIndex, life, width, amplitude, brightness, speed ); |
|
if( !pbeam ) return NULL; |
|
|
|
pbeam->type = TE_BEAMPOINTS; |
|
SetBits( pbeam->flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY ); |
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER ); |
|
|
|
pbeam->startEntity = startEnt; |
|
pbeam->endEntity = endEnt; |
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame ); |
|
|
|
return pbeam; |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamPoints |
|
|
|
Create beam between two points |
|
============== |
|
*/ |
|
BEAM *R_BeamPoints( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, |
|
float brightness, float speed, int startFrame, float framerate, float r, float g, float b ) |
|
{ |
|
BEAM *pbeam; |
|
|
|
if( life != 0 && R_BeamCull( start, end, true )) |
|
return NULL; |
|
|
|
pbeam = R_BeamAlloc(); |
|
if( !pbeam ) return NULL; |
|
|
|
pbeam->die = cl.time; |
|
|
|
if( modelIndex < 0 ) |
|
return NULL; |
|
|
|
R_BeamSetup( pbeam, start, end, modelIndex, life, width, amplitude, brightness, speed ); |
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER ); |
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame ); |
|
|
|
return pbeam; |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamCirclePoints |
|
|
|
Create beam cicrle |
|
============== |
|
*/ |
|
BEAM *R_BeamCirclePoints( int type, vec3_t start, vec3_t end, int modelIndex, float life, float width, |
|
float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b ) |
|
{ |
|
BEAM *pbeam = R_BeamLightning( start, end, modelIndex, life, width, amplitude, brightness, speed ); |
|
|
|
if( !pbeam ) return NULL; |
|
pbeam->type = type; |
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER ); |
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame ); |
|
|
|
return pbeam; |
|
} |
|
|
|
|
|
/* |
|
============== |
|
R_BeamEntPoint |
|
|
|
Create beam between entity and point |
|
============== |
|
*/ |
|
BEAM *R_BeamEntPoint( int startEnt, vec3_t end, int modelIndex, float life, float width, float amplitude, |
|
float brightness, float speed, int startFrame, float framerate, float r, float g, float b ) |
|
{ |
|
BEAM *pbeam; |
|
cl_entity_t *start; |
|
|
|
start = R_BeamGetEntity( startEnt ); |
|
|
|
if( !start ) return NULL; |
|
|
|
if( life == 0 && !start->model ) |
|
return NULL; |
|
|
|
pbeam = R_BeamAlloc(); |
|
if ( !pbeam ) return NULL; |
|
|
|
pbeam->die = cl.time; |
|
if( modelIndex < 0 ) |
|
return NULL; |
|
|
|
R_BeamSetup( pbeam, vec3_origin, end, modelIndex, life, width, amplitude, brightness, speed ); |
|
|
|
pbeam->type = TE_BEAMPOINTS; |
|
SetBits( pbeam->flags, FBEAM_STARTENTITY ); |
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER ); |
|
pbeam->startEntity = startEnt; |
|
pbeam->endEntity = 0; |
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame ); |
|
|
|
return pbeam; |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamRing |
|
|
|
Create beam between two ents |
|
============== |
|
*/ |
|
BEAM *R_BeamRing( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness, |
|
float speed, int startFrame, float framerate, float r, float g, float b ) |
|
{ |
|
BEAM *pbeam; |
|
cl_entity_t *start, *end; |
|
|
|
start = R_BeamGetEntity( startEnt ); |
|
end = R_BeamGetEntity( endEnt ); |
|
|
|
if( !start || !end ) |
|
return NULL; |
|
|
|
if( life != 0 && ( !start->model || !end->model )) |
|
return NULL; |
|
|
|
pbeam = R_BeamLightning( vec3_origin, vec3_origin, modelIndex, life, width, amplitude, brightness, speed ); |
|
if( !pbeam ) return NULL; |
|
|
|
pbeam->type = TE_BEAMRING; |
|
SetBits( pbeam->flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY ); |
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER ); |
|
pbeam->startEntity = startEnt; |
|
pbeam->endEntity = endEnt; |
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame ); |
|
|
|
return pbeam; |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamFollow |
|
|
|
Create beam following with entity |
|
============== |
|
*/ |
|
BEAM *R_BeamFollow( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness ) |
|
{ |
|
BEAM *pbeam = R_BeamAlloc(); |
|
|
|
if( !pbeam ) return NULL; |
|
pbeam->die = cl.time; |
|
|
|
if( modelIndex < 0 ) |
|
return NULL; |
|
|
|
R_BeamSetup( pbeam, vec3_origin, vec3_origin, modelIndex, life, width, life, brightness, 1.0f ); |
|
|
|
pbeam->type = TE_BEAMFOLLOW; |
|
SetBits( pbeam->flags, FBEAM_STARTENTITY ); |
|
pbeam->startEntity = startEnt; |
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, 1.0f, 0 ); |
|
|
|
return pbeam; |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamSprite |
|
|
|
Create a beam with sprite at the end |
|
Valve legacy |
|
============== |
|
*/ |
|
void R_BeamSprite( vec3_t start, vec3_t end, int beamIndex, int spriteIndex ) |
|
{ |
|
R_BeamPoints( start, end, beamIndex, 0.01f, 0.4f, 0, COM_RandomFloat( 0.5f, 0.655f ), 5.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f ); |
|
R_TempSprite( end, vec3_origin, 0.1f, spriteIndex, kRenderTransAdd, kRenderFxNone, 0.35f, 0.01f, 0.0f ); |
|
} |
|
|
|
/* |
|
============== |
|
CL_ParseViewBeam |
|
|
|
handle beam messages |
|
============== |
|
*/ |
|
void CL_ParseViewBeam( sizebuf_t *msg, int beamType ) |
|
{ |
|
vec3_t start, end; |
|
int modelIndex, startFrame; |
|
float frameRate, life, width; |
|
int startEnt, endEnt; |
|
float noise, speed; |
|
float r, g, b, a; |
|
|
|
switch( beamType ) |
|
{ |
|
case TE_BEAMPOINTS: |
|
start[0] = MSG_ReadCoord( msg ); |
|
start[1] = MSG_ReadCoord( msg ); |
|
start[2] = MSG_ReadCoord( msg ); |
|
end[0] = MSG_ReadCoord( msg ); |
|
end[1] = MSG_ReadCoord( msg ); |
|
end[2] = MSG_ReadCoord( msg ); |
|
modelIndex = MSG_ReadShort( msg ); |
|
startFrame = MSG_ReadByte( msg ); |
|
frameRate = (float)MSG_ReadByte( msg ); |
|
life = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
width = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
noise = (float)(MSG_ReadByte( msg ) * 0.01f); |
|
r = (float)MSG_ReadByte( msg ) / 255.0f; |
|
g = (float)MSG_ReadByte( msg ) / 255.0f; |
|
b = (float)MSG_ReadByte( msg ) / 255.0f; |
|
a = (float)MSG_ReadByte( msg ) / 255.0f; |
|
speed = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
R_BeamPoints( start, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b ); |
|
break; |
|
case TE_BEAMENTPOINT: |
|
startEnt = MSG_ReadShort( msg ); |
|
end[0] = MSG_ReadCoord( msg ); |
|
end[1] = MSG_ReadCoord( msg ); |
|
end[2] = MSG_ReadCoord( msg ); |
|
modelIndex = MSG_ReadShort( msg ); |
|
startFrame = MSG_ReadByte( msg ); |
|
frameRate = (float)MSG_ReadByte( msg ); |
|
life = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
width = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
noise = (float)(MSG_ReadByte( msg ) * 0.01f); |
|
r = (float)MSG_ReadByte( msg ) / 255.0f; |
|
g = (float)MSG_ReadByte( msg ) / 255.0f; |
|
b = (float)MSG_ReadByte( msg ) / 255.0f; |
|
a = (float)MSG_ReadByte( msg ) / 255.0f; |
|
speed = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
R_BeamEntPoint( startEnt, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b ); |
|
break; |
|
case TE_LIGHTNING: |
|
start[0] = MSG_ReadCoord( msg ); |
|
start[1] = MSG_ReadCoord( msg ); |
|
start[2] = MSG_ReadCoord( msg ); |
|
end[0] = MSG_ReadCoord( msg ); |
|
end[1] = MSG_ReadCoord( msg ); |
|
end[2] = MSG_ReadCoord( msg ); |
|
life = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
width = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
noise = (float)(MSG_ReadByte( msg ) * 0.01f); |
|
modelIndex = MSG_ReadShort( msg ); |
|
R_BeamLightning( start, end, modelIndex, life, width, noise, 0.6F, 3.5f ); |
|
break; |
|
case TE_BEAMENTS: |
|
startEnt = MSG_ReadShort( msg ); |
|
endEnt = MSG_ReadShort( msg ); |
|
modelIndex = MSG_ReadShort( msg ); |
|
startFrame = MSG_ReadByte( msg ); |
|
frameRate = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
life = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
width = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
noise = (float)(MSG_ReadByte( msg ) * 0.01f); |
|
r = (float)MSG_ReadByte( msg ) / 255.0f; |
|
g = (float)MSG_ReadByte( msg ) / 255.0f; |
|
b = (float)MSG_ReadByte( msg ) / 255.0f; |
|
a = (float)MSG_ReadByte( msg ) / 255.0f; |
|
speed = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
R_BeamEnts( startEnt, endEnt, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b ); |
|
break; |
|
case TE_BEAM: |
|
break; |
|
case TE_BEAMSPRITE: |
|
start[0] = MSG_ReadCoord( msg ); |
|
start[1] = MSG_ReadCoord( msg ); |
|
start[2] = MSG_ReadCoord( msg ); |
|
end[0] = MSG_ReadCoord( msg ); |
|
end[1] = MSG_ReadCoord( msg ); |
|
end[2] = MSG_ReadCoord( msg ); |
|
modelIndex = MSG_ReadShort( msg ); // beam model |
|
startFrame = MSG_ReadShort( msg ); // sprite model |
|
R_BeamSprite( start, end, modelIndex, startFrame ); |
|
break; |
|
case TE_BEAMTORUS: |
|
case TE_BEAMDISK: |
|
case TE_BEAMCYLINDER: |
|
start[0] = MSG_ReadCoord( msg ); |
|
start[1] = MSG_ReadCoord( msg ); |
|
start[2] = MSG_ReadCoord( msg ); |
|
end[0] = MSG_ReadCoord( msg ); |
|
end[1] = MSG_ReadCoord( msg ); |
|
end[2] = MSG_ReadCoord( msg ); |
|
modelIndex = MSG_ReadShort( msg ); |
|
startFrame = MSG_ReadByte( msg ); |
|
frameRate = (float)(MSG_ReadByte( msg )); |
|
life = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
width = (float)(MSG_ReadByte( msg )); |
|
noise = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
r = (float)MSG_ReadByte( msg ) / 255.0f; |
|
g = (float)MSG_ReadByte( msg ) / 255.0f; |
|
b = (float)MSG_ReadByte( msg ) / 255.0f; |
|
a = (float)MSG_ReadByte( msg ) / 255.0f; |
|
speed = (float)(MSG_ReadByte( msg ) / 0.1f); |
|
R_BeamCirclePoints( beamType, start, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b ); |
|
break; |
|
case TE_BEAMFOLLOW: |
|
startEnt = MSG_ReadShort( msg ); |
|
modelIndex = MSG_ReadShort( msg ); |
|
life = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
width = (float)MSG_ReadByte( msg ); |
|
r = (float)MSG_ReadByte( msg ) / 255.0f; |
|
g = (float)MSG_ReadByte( msg ) / 255.0f; |
|
b = (float)MSG_ReadByte( msg ) / 255.0f; |
|
a = (float)MSG_ReadByte( msg ) / 255.0f; |
|
R_BeamFollow( startEnt, modelIndex, life, width, r, g, b, a ); |
|
break; |
|
case TE_BEAMRING: |
|
startEnt = MSG_ReadShort( msg ); |
|
endEnt = MSG_ReadShort( msg ); |
|
modelIndex = MSG_ReadShort( msg ); |
|
startFrame = MSG_ReadByte( msg ); |
|
frameRate = (float)MSG_ReadByte( msg ); |
|
life = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
width = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
noise = (float)(MSG_ReadByte( msg ) * 0.01f); |
|
r = (float)MSG_ReadByte( msg ) / 255.0f; |
|
g = (float)MSG_ReadByte( msg ) / 255.0f; |
|
b = (float)MSG_ReadByte( msg ) / 255.0f; |
|
a = (float)MSG_ReadByte( msg ) / 255.0f; |
|
speed = (float)(MSG_ReadByte( msg ) * 0.1f); |
|
R_BeamRing( startEnt, endEnt, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b ); |
|
break; |
|
case TE_BEAMHOSE: |
|
break; |
|
case TE_KILLBEAM: |
|
startEnt = MSG_ReadShort( msg ); |
|
R_BeamKill( startEnt ); |
|
break; |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
CL_ReadLineFile_f |
|
|
|
Optimized version of pointfile - use beams instead of particles |
|
=============== |
|
*/ |
|
void CL_ReadLineFile_f( void ) |
|
{ |
|
char *afile, *pfile; |
|
vec3_t p1, p2; |
|
int count, modelIndex; |
|
char filename[MAX_QPATH]; |
|
model_t *model; |
|
string token; |
|
|
|
Q_snprintf( filename, sizeof( filename ), "maps/%s.lin", clgame.mapname ); |
|
afile = FS_LoadFile( filename, NULL, false ); |
|
|
|
if( !afile ) |
|
{ |
|
Con_Printf( S_ERROR "couldn't open %s\n", filename ); |
|
return; |
|
} |
|
|
|
Con_Printf( "Reading %s...\n", filename ); |
|
|
|
count = 0; |
|
pfile = afile; |
|
model = CL_LoadModel( DEFAULT_LASERBEAM_PATH, &modelIndex ); |
|
|
|
while( 1 ) |
|
{ |
|
pfile = COM_ParseFile( pfile, token ); |
|
if( !pfile ) break; |
|
p1[0] = Q_atof( token ); |
|
|
|
pfile = COM_ParseFile( pfile, token ); |
|
if( !pfile ) break; |
|
p1[1] = Q_atof( token ); |
|
|
|
pfile = COM_ParseFile( pfile, token ); |
|
if( !pfile ) break; |
|
p1[2] = Q_atof( token ); |
|
|
|
pfile = COM_ParseFile( pfile, token ); |
|
if( !pfile ) break; |
|
|
|
if( token[0] != '-' ) |
|
{ |
|
Con_Printf( S_ERROR "%s is corrupted\n", filename ); |
|
break; |
|
} |
|
|
|
pfile = COM_ParseFile( pfile, token ); |
|
if( !pfile ) break; |
|
p2[0] = Q_atof( token ); |
|
|
|
pfile = COM_ParseFile( pfile, token ); |
|
if( !pfile ) break; |
|
p2[1] = Q_atof( token ); |
|
|
|
pfile = COM_ParseFile( pfile, token ); |
|
if( !pfile ) break; |
|
p2[2] = Q_atof( token ); |
|
|
|
count++; |
|
|
|
if( !R_BeamPoints( p1, p2, modelIndex, 99999, 2, 0, 255, 0, 0, 0, 255.0f, 0.0f, 0.0f )) |
|
{ |
|
if( !model || model->type != mod_sprite ) |
|
Con_Printf( S_ERROR "failed to load \"%s\"!\n", DEFAULT_LASERBEAM_PATH ); |
|
else Con_Printf( S_ERROR "not enough free beams!\n" ); |
|
break; |
|
} |
|
} |
|
|
|
Mem_Free( afile ); |
|
|
|
if( count ) Con_Printf( "%i lines read\n", count ); |
|
else Con_Printf( "map %s has no leaks!\n", clgame.mapname ); |
|
}
|
|
|