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1309 lines
31 KiB
1309 lines
31 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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|
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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 "gl_local.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 "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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============================================================== |
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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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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( gEngfuncs.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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CL_AddCustomBeam |
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Add the beam that encoded as custom entity |
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================ |
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*/ |
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void CL_AddCustomBeam( cl_entity_t *pEnvBeam ) |
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{ |
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if( tr.draw_list->num_beam_entities >= MAX_VISIBLE_PACKET ) |
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{ |
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Con_Printf( S_ERROR "Too many beams %d!\n", tr.draw_list->num_beam_entities ); |
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return; |
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} |
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if( pEnvBeam ) |
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{ |
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tr.draw_list->beam_entities[tr.draw_list->num_beam_entities] = pEnvBeam; |
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tr.draw_list->num_beam_entities++; |
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} |
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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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// 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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// 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 |
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VectorSubtract( screen, screenLast, tmp ); |
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// we don't need Z, we're in screen space |
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tmp[2] = 0; |
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VectorNormalize( tmp ); |
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VectorScale( RI.vup, -tmp[0], normal ); // Build point along noraml line (normal is -y, x) |
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VectorMA( normal, tmp[1], RI.vright, normal ); |
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// Make a wide line |
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VectorMA( point, width, normal, last1 ); |
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VectorMA( point, -width, normal, last2 ); |
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vLast += vStep; // advance texture scroll (v axis only) |
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TriTexCoord2f( 1, vLast ); |
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TriVertex3fv( last2 ); |
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TriTexCoord2f( 0, vLast ); |
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TriVertex3fv( last1 ); |
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} |
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VectorCopy( screen, screenLast ); |
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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_DrawDisk |
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Draw beamdisk |
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================ |
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*/ |
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void R_DrawDisk( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) |
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{ |
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float div, length, fraction; |
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float w, vLast, vStep; |
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vec3_t point; |
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int i; |
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if( segments < 2 ) |
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return; |
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if( segments > NOISE_DIVISIONS ) // UNDONE: Allow more segments? |
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segments = NOISE_DIVISIONS; |
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length = VectorLength( delta ) * 0.01f; |
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if( length < 0.5f ) length = 0.5f; // 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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// clamp the beam width |
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w = fmod( freq, width ) * delta[2]; |
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// NOTE: we must force the degenerate triangles to be on the edge |
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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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VectorCopy( source, point ); |
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TriBrightness( 1.0f ); |
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TriTexCoord2f( 1.0f, vLast ); |
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TriVertex3fv( point ); |
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SinCos( fraction * M_PI2, &s, &c ); |
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point[0] = s * w + source[0]; |
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point[1] = c * w + source[1]; |
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point[2] = source[2]; |
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TriBrightness( 1.0f ); |
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TriTexCoord2f( 0.0f, vLast ); |
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TriVertex3fv( point ); |
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vLast += vStep; // advance texture scroll (v axis only) |
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} |
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} |
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|
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/* |
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================ |
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R_DrawCylinder |
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Draw beam cylinder |
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================ |
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*/ |
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void R_DrawCylinder( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments ) |
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{ |
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float div, length, fraction; |
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float vLast, vStep; |
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vec3_t point; |
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int i; |
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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 ) * 0.01f; |
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if( length < 0.5f ) length = 0.5f; // 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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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] + width; |
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TriBrightness( 0 ); |
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TriTexCoord2f( 1, vLast ); |
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TriVertex3fv( point ); |
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point[0] = s * freq * ( delta[2] + width ) + source[0]; |
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point[1] = c * freq * ( delta[2] + width ) + source[1]; |
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point[2] = source[2] - width; |
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TriBrightness( 1 ); |
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TriTexCoord2f( 0, vLast ); |
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TriVertex3fv( point ); |
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vLast += vStep; // Advance texture scroll (v axis only) |
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} |
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} |
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|
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/* |
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============== |
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R_DrawBeamFollow |
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drawi followed beam |
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============== |
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*/ |
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void R_DrawBeamFollow( BEAM *pbeam, float frametime ) |
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{ |
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particle_t *pnew, *particles; |
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float fraction, div, vLast, vStep; |
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vec3_t last1, last2, tmp, screen; |
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vec3_t delta, screenLast, normal; |
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gEngfuncs.R_FreeDeadParticles( &pbeam->particles ); |
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particles = pbeam->particles; |
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pnew = NULL; |
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div = 0; |
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if( FBitSet( pbeam->flags, FBEAM_STARTENTITY )) |
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{ |
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if( particles ) |
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{ |
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VectorSubtract( particles->org, pbeam->source, delta ); |
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div = VectorLength( delta ); |
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|
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if( div >= 32 && cl_free_particles ) |
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{ |
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pnew = cl_free_particles; |
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cl_free_particles = pnew->next; |
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} |
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} |
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else if( cl_free_particles ) |
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{ |
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pnew = cl_free_particles; |
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cl_free_particles = pnew->next; |
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div = 0; |
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} |
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} |
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|
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if( pnew ) |
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{ |
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VectorCopy( pbeam->source, pnew->org ); |
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pnew->die = gpGlobals->time + pbeam->amplitude; |
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VectorClear( pnew->vel ); |
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|
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pnew->next = particles; |
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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 - gpGlobals->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 - gpGlobals->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( !WORLDMODEL ) |
|
return; |
|
|
|
// is that box in PVS && frustum? |
|
if( !gEngfuncs.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_BeamComputePoint |
|
|
|
compute attachment point for beam |
|
============== |
|
*/ |
|
static qboolean R_BeamComputePoint( int beamEnt, vec3_t pt ) |
|
{ |
|
cl_entity_t *ent; |
|
int attach; |
|
|
|
ent = gEngfuncs.R_BeamGetEntity( beamEnt ); |
|
|
|
if( beamEnt < 0 ) |
|
attach = BEAMENT_ATTACHMENT( -beamEnt ); |
|
else attach = BEAMENT_ATTACHMENT( beamEnt ); |
|
|
|
if( !ent ) |
|
{ |
|
Con_DPrintf( S_ERROR "R_BeamComputePoint: invalid entity %i\n", BEAMENT_ENTITY( beamEnt )); |
|
VectorClear( pt ); |
|
return false; |
|
} |
|
|
|
// get attachment |
|
if( attach > 0 ) |
|
VectorCopy( ent->attachment[attach - 1], pt ); |
|
else if( ent->index == gEngfuncs.GetPlayerIndex() ) |
|
{ |
|
vec3_t simorg; |
|
gEngfuncs.GetPredictedOrigin( simorg ); |
|
VectorCopy( simorg, pt ); |
|
} |
|
else VectorCopy( ent->origin, pt ); |
|
|
|
return true; |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamRecomputeEndpoints |
|
|
|
Recomputes beam endpoints.. |
|
============== |
|
*/ |
|
qboolean R_BeamRecomputeEndpoints( BEAM *pbeam ) |
|
{ |
|
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY )) |
|
{ |
|
cl_entity_t *start = gEngfuncs.R_BeamGetEntity( pbeam->startEntity ); |
|
|
|
if( R_BeamComputePoint( pbeam->startEntity, pbeam->source )) |
|
{ |
|
if( !pbeam->pFollowModel ) |
|
pbeam->pFollowModel = start->model; |
|
SetBits( pbeam->flags, FBEAM_STARTVISIBLE ); |
|
} |
|
else if( !FBitSet( pbeam->flags, FBEAM_FOREVER )) |
|
{ |
|
ClearBits( pbeam->flags, FBEAM_STARTENTITY ); |
|
} |
|
} |
|
|
|
if( FBitSet( pbeam->flags, FBEAM_ENDENTITY )) |
|
{ |
|
cl_entity_t *end = gEngfuncs.R_BeamGetEntity( pbeam->endEntity ); |
|
|
|
if( R_BeamComputePoint( pbeam->endEntity, pbeam->target )) |
|
{ |
|
if( !pbeam->pFollowModel ) |
|
pbeam->pFollowModel = end->model; |
|
SetBits( pbeam->flags, FBEAM_ENDVISIBLE ); |
|
} |
|
else if( !FBitSet( pbeam->flags, FBEAM_FOREVER )) |
|
{ |
|
ClearBits( pbeam->flags, FBEAM_ENDENTITY ); |
|
pbeam->die = gpGlobals->time; |
|
return false; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
} |
|
|
|
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY ) && !FBitSet( pbeam->flags, FBEAM_STARTVISIBLE )) |
|
return false; |
|
return true; |
|
} |
|
|
|
|
|
/* |
|
============== |
|
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 = gpGlobals->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 - gpGlobals->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 * gpGlobals->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 = gEngfuncs.R_BeamGetEntity( pbeam->startEntity ); |
|
if( pStart && pStart->curstate.rendermode != kRenderNormal ) |
|
pbeam->brightness = gEngfuncs.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_stats.c_view_beams_count++; |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamSetAttributes |
|
|
|
set beam attributes |
|
============== |
|
*/ |
|
static void R_BeamSetAttributes( BEAM *pbeam, float r, float g, float b, float framerate, int startFrame ) |
|
{ |
|
pbeam->frame = (float)startFrame; |
|
pbeam->frameRate = framerate; |
|
pbeam->r = r; |
|
pbeam->g = g; |
|
pbeam->b = b; |
|
} |
|
|
|
/* |
|
============== |
|
R_BeamSetup |
|
|
|
generic function. all beams must be |
|
passed through this |
|
============== |
|
*/ |
|
static void R_BeamSetup( BEAM *pbeam, vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed ) |
|
{ |
|
model_t *sprite = CL_ModelHandle( modelIndex ); |
|
|
|
if( !sprite ) return; |
|
|
|
pbeam->type = BEAM_POINTS; |
|
pbeam->modelIndex = modelIndex; |
|
pbeam->frame = 0; |
|
pbeam->frameRate = 0; |
|
pbeam->frameCount = sprite->numframes; |
|
|
|
VectorCopy( start, pbeam->source ); |
|
VectorCopy( end, pbeam->target ); |
|
VectorSubtract( end, start, pbeam->delta ); |
|
|
|
pbeam->freq = speed * gpGlobals->time; |
|
pbeam->die = life + gpGlobals->time; |
|
pbeam->amplitude = amplitude; |
|
pbeam->brightness = brightness; |
|
pbeam->width = width; |
|
pbeam->speed = speed; |
|
|
|
if( 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 |
|
|
|
pbeam->pFollowModel = NULL; |
|
pbeam->flags = 0; |
|
} |
|
|
|
|
|
|
|
/* |
|
============== |
|
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 = gEngfuncs.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 ); |
|
} |
|
|
|
|
|
/* |
|
============== |
|
CL_DrawBeams |
|
|
|
draw beam loop |
|
============== |
|
*/ |
|
void CL_DrawBeams(int fTrans , BEAM *active_beams ) |
|
{ |
|
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 = active_beams; pBeam; pBeam = pBeam->next ) |
|
{ |
|
if( fTrans && FBitSet( pBeam->flags, FBEAM_SOLID )) |
|
continue; |
|
|
|
if( !fTrans && !FBitSet( pBeam->flags, FBEAM_SOLID )) |
|
continue; |
|
|
|
R_BeamDraw( pBeam, gpGlobals->time - gpGlobals->oldtime ); |
|
} |
|
|
|
pglShadeModel( GL_FLAT ); |
|
pglDepthMask( GL_TRUE ); |
|
}
|
|
|