This repository has been archived on 2022-06-27. You can view files and clone it, but cannot push or open issues or pull requests.
Xash3DArchive/engine/client/gl_beams.c

2210 lines
55 KiB
C

/*
gl_beams.c - beams rendering
Copyright (C) 2009 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "r_efx.h"
#include "event_flags.h"
#include "entity_types.h"
#include "triangleapi.h"
#include "customentity.h"
#include "cl_tent.h"
#include "pm_local.h"
#include "gl_local.h"
#include "studio.h"
#define NOISE_DIVISIONS 64 // don't touch - many tripmines cause the crash when it equal 128
typedef struct
{
vec3_t pos;
vec3_t color;
float texcoord; // Y texture coordinate
float width;
float alpha;
} beamseg_t;
static float rgNoise[NOISE_DIVISIONS+1]; // global noise array
/*
==============================================================
VIEWBEAMS DRAW METHODS
==============================================================
*/
// freq2 += step * 0.1;
// Fractal noise generator, power of 2 wavelength
static void FracNoise( float *noise, int divs, float scale )
{
int div2;
div2 = divs >> 1;
if( divs < 2 ) return;
// noise is normalized to +/- scale
noise[div2] = ( noise[0] + noise[divs] ) * 0.5f + scale * Com_RandomFloat( -1.0f, 1.0f );
if( div2 > 1 )
{
FracNoise( &noise[div2], div2, scale * 0.5f );
FracNoise( noise, div2, scale * 0.5f );
}
}
static void SineNoise( float *noise, int divs )
{
float freq = 0;
float step = M_PI / (float)divs;
int i;
for( i = 0; i < divs; i++ )
{
noise[i] = sin( freq );
freq += step;
}
}
static cl_entity_t *CL_GetBeamEntityByIndex( int index )
{
cl_entity_t *ent;
if( index > 0 ) index = BEAMENT_ENTITY( index );
ent = CL_GetEntityByIndex( index );
return ent;
}
void BeamNormalizeColor( BEAM *pBeam, float r, float g, float b, float brightness )
{
float max, scale;
max = max( max( r, g ), b );
if( max == 0 )
{
pBeam->r = pBeam->g = pBeam->b = 255.0f;
pBeam->brightness = brightness;
}
scale = 255.0f / max;
pBeam->r = r * scale;
pBeam->g = g * scale;
pBeam->b = b * scale;
pBeam->brightness = ( brightness > 1.0f ) ? brightness : brightness * 255.0f;
}
static qboolean ComputeBeamEntPosition( int beamEnt, vec3_t pt )
{
cl_entity_t *pEnt;
int nAttachment;
pEnt = CL_GetBeamEntityByIndex( beamEnt );
nAttachment = ( beamEnt > 0 ) ? BEAMENT_ATTACHMENT( beamEnt ) : 0;
if( !pEnt )
{
VectorClear( pt );
return false;
}
if(( pEnt->index - 1 ) == cl.playernum && !cl.thirdperson )
{
// if we view beam at firstperson use viewmodel instead
pEnt = &clgame.viewent;
}
// get attachment
if( nAttachment > 0 )
VectorCopy( pEnt->attachment[nAttachment - 1], pt );
else VectorCopy( pEnt->origin, pt );
return true;
}
static void ComputeBeamPerpendicular( const vec3_t vecBeamDelta, vec3_t pPerp )
{
// Direction in worldspace of the center of the beam
vec3_t vecBeamCenter;
VectorNormalize2( vecBeamDelta, vecBeamCenter );
CrossProduct( RI.vforward, vecBeamCenter, pPerp );
VectorNormalize( pPerp );
}
static void ComputeNormal( const vec3_t vStartPos, const vec3_t vNextPos, vec3_t pNormal )
{
// vTangentY = line vector for beam
vec3_t vTangentY, vDirToBeam;
VectorSubtract( vStartPos, vNextPos, vTangentY );
// vDirToBeam = vector from viewer origin to beam
VectorSubtract( vStartPos, RI.vieworg, vDirToBeam );
// Get a vector that is perpendicular to us and perpendicular to the beam.
// This is used to fatten the beam.
CrossProduct( vTangentY, vDirToBeam, pNormal );
VectorNormalizeFast( pNormal );
}
static void SetBeamRenderMode( int rendermode )
{
if( rendermode == kRenderTransAdd )
{
pglEnable( GL_BLEND );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
}
else pglDisable( GL_BLEND ); // solid mode
pglDisable( GL_ALPHA_TEST );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
}
/*
================
CL_DrawSegs
general code for drawing beams
================
*/
static void CL_DrawSegs( int modelIndex, float frame, int rendermode, const vec3_t source, const vec3_t delta,
float width, float scale, float freq, float speed, int segments, int flags, float *color )
{
int noiseIndex, noiseStep;
int i, total_segs, segs_drawn;
float div, length, fraction, factor;
float flMaxWidth, vLast, vStep, brightness;
vec3_t perp1, vLastNormal;
HSPRITE m_hSprite;
beamseg_t curSeg;
if( !cl_draw_beams->integer )
return;
m_hSprite = R_GetSpriteTexture( Mod_Handle( modelIndex ), frame );
if( !m_hSprite || segments < 2 )
return;
length = VectorLength( delta );
flMaxWidth = width * 0.5f;
div = 1.0f / ( segments - 1 );
if( length * div < flMaxWidth * 1.414f )
{
// Here, we have too many segments; we could get overlap... so lets have less segments
segments = (int)( length / ( flMaxWidth * 1.414f )) + 1;
if( segments < 2 ) segments = 2;
}
if( segments > NOISE_DIVISIONS )
segments = NOISE_DIVISIONS;
div = 1.0f / (segments - 1);
length *= 0.01f;
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 );
if( flags & FBEAM_SINENOISE )
{
if( segments < 16 )
{
segments = 16;
div = 1.0f / ( segments - 1 );
}
scale *= 10;
length = segments * ( 1.0f / 10 );
}
else
{
scale *= length;
}
// Iterator to resample noise waveform (it needs to be generated in powers of 2)
noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f );
noiseIndex = 0;
if( flags & FBEAM_SINENOISE )
{
noiseIndex = 0;
}
brightness = 1.0f;
if( flags & FBEAM_SHADEIN )
{
brightness = 0;
}
// Choose two vectors that are perpendicular to the beam
ComputeBeamPerpendicular( delta, perp1 );
segs_drawn = 0;
total_segs = segments;
SetBeamRenderMode( rendermode );
GL_Bind( GL_TEXTURE0, m_hSprite );
pglBegin( GL_TRIANGLE_STRIP );
// specify all the segments.
for( i = 0; i < segments; i++ )
{
beamseg_t nextSeg;
vec3_t vPoint1, vPoint2;
ASSERT( noiseIndex < ( NOISE_DIVISIONS << 16 ));
nextSeg.alpha = 1.0f;
fraction = i * div;
if(( flags & FBEAM_SHADEIN ) && ( flags & FBEAM_SHADEOUT ))
{
if( fraction < 0.5f )
{
brightness = 2.0f * fraction;
}
else
{
brightness = 2.0f * ( 1.0f - fraction );
}
}
else if( flags & FBEAM_SHADEIN )
{
brightness = fraction;
}
else if( flags & FBEAM_SHADEOUT )
{
brightness = 1.0f - fraction;
}
// clamps
brightness = bound( 0.0f, brightness, 1.0f );
VectorScale( color, brightness, nextSeg.color );
// UNDONE: Make this a spline instead of just a line?
VectorMA( source, fraction, delta, nextSeg.pos );
// distort using noise
if( scale != 0 )
{
factor = rgNoise[noiseIndex>>16] * scale;
if( flags & FBEAM_SINENOISE )
{
float s, c;
SinCos( fraction * M_PI * length + freq, &s, &c );
VectorMA( nextSeg.pos, (factor * s), RI.vup, nextSeg.pos );
// rotate the noise along the perpendicluar axis a bit to keep the bolt
// from looking diagonal
VectorMA( nextSeg.pos, (factor * c), RI.vright, nextSeg.pos );
}
else
{
VectorMA( nextSeg.pos, factor, perp1, nextSeg.pos );
}
}
// specify the next segment.
nextSeg.width = width * 2.0f;
nextSeg.texcoord = vLast;
if( segs_drawn > 0 )
{
// Get a vector that is perpendicular to us and perpendicular to the beam.
// This is used to fatten the beam.
vec3_t vNormal, vAveNormal;
ComputeNormal( curSeg.pos, nextSeg.pos, vNormal );
if( segs_drawn > 1 )
{
// Average this with the previous normal
VectorAdd( vNormal, vLastNormal, vAveNormal );
VectorScale( vAveNormal, 0.5f, vAveNormal );
VectorNormalizeFast( vAveNormal );
}
else
{
VectorCopy( vNormal, vAveNormal );
}
VectorCopy( vNormal, vLastNormal );
// draw regular segment
VectorMA( curSeg.pos, ( curSeg.width * 0.5f ), vAveNormal, vPoint1 );
VectorMA( curSeg.pos, (-curSeg.width * 0.5f ), vAveNormal, vPoint2 );
pglColor4f( curSeg.color[0], curSeg.color[1], curSeg.color[2], curSeg.alpha );
pglTexCoord2f( 0.0f, curSeg.texcoord );
pglNormal3fv( vAveNormal );
pglVertex3fv( vPoint1 );
pglColor4f( curSeg.color[0], curSeg.color[1], curSeg.color[2], curSeg.alpha );
pglTexCoord2f( 1.0f, curSeg.texcoord );
pglNormal3fv( vAveNormal );
pglVertex3fv( vPoint2 );
}
curSeg = nextSeg;
segs_drawn++;
if( segs_drawn == total_segs )
{
// draw the last segment
VectorMA( curSeg.pos, ( curSeg.width * 0.5f ), vLastNormal, vPoint1 );
VectorMA( curSeg.pos, (-curSeg.width * 0.5f ), vLastNormal, vPoint2 );
// specify the points.
pglColor4f( curSeg.color[0], curSeg.color[1], curSeg.color[2], curSeg.alpha );
pglTexCoord2f( 0.0f, curSeg.texcoord );
pglNormal3fv( vLastNormal );
pglVertex3fv( vPoint1 );
pglColor4f( curSeg.color[0], curSeg.color[1], curSeg.color[2], curSeg.alpha );
pglTexCoord2f( 1.0f, curSeg.texcoord );
pglNormal3fv( vLastNormal );
pglVertex3fv( vPoint2 );
}
vLast += vStep; // Advance texture scroll (v axis only)
noiseIndex += noiseStep;
}
pglEnd();
}
/*
================
CL_DrawDisk
Draw beamdisk
================
*/
static void CL_DrawDisk( int modelIndex, float frame, int rendermode, const vec3_t source, const vec3_t delta,
float width, float scale, float freq, float speed, int segments, float *color )
{
float div, length, fraction;
float w, vLast, vStep;
HSPRITE m_hSprite;
vec3_t point;
int i;
m_hSprite = R_GetSpriteTexture( Mod_Handle( modelIndex ), frame );
if( !m_hSprite || 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;
w = freq * delta[2];
SetBeamRenderMode( rendermode );
GL_Bind( GL_TEXTURE0, m_hSprite );
pglBegin( GL_TRIANGLE_STRIP );
// 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 );
pglColor4f( color[0], color[1], color[2], 1.0f );
pglTexCoord2f( 1.0f, vLast );
pglVertex3fv( point );
SinCos( fraction * 2.0f * M_PI, &s, &c );
point[0] = s * w + source[0];
point[1] = c * w + source[1];
point[2] = source[2];
pglColor4f( color[0], color[1], color[2], 1.0f );
pglTexCoord2f( 0.0f, vLast );
pglVertex3fv( point );
vLast += vStep; // Advance texture scroll (v axis only)
}
pglEnd();
}
/*
================
CL_DrawCylinder
Draw beam cylinder
================
*/
static void CL_DrawCylinder( int modelIndex, float frame, int rendermode, const vec3_t source, const vec3_t delta,
float width, float scale, float freq, float speed, int segments, float *color )
{
float length, fraction;
float div, vLast, vStep;
HSPRITE m_hSprite;
vec3_t point;
int i;
m_hSprite = R_GetSpriteTexture( Mod_Handle( modelIndex ), frame );
if( !m_hSprite || 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, 1.0f );
scale = scale * length;
GL_Cull( GL_NONE ); // draw both sides
SetBeamRenderMode( rendermode );
GL_Bind( GL_TEXTURE0, m_hSprite );
pglBegin( GL_TRIANGLE_STRIP );
for( i = 0; i < segments; i++ )
{
float s, c;
fraction = i * div;
SinCos( fraction * 2.0f * M_PI, &s, &c );
point[0] = s * freq * delta[2] + source[0];
point[1] = c * freq * delta[2] + source[1];
point[2] = source[2] + width;
pglColor4f( 0.0f, 0.0f, 0.0f, 1.0f );
pglTexCoord2f( 1.0f, vLast );
pglVertex3fv( point );
point[0] = s * freq * (delta[2] + width) + source[0];
point[1] = c * freq * (delta[2] + width) + source[1];
point[2] = source[2] - width;
pglColor4f( color[0], color[1], color[2], 1.0f );
pglTexCoord2f( 0.0f, vLast );
pglVertex3fv( point );
vLast += vStep; // Advance texture scroll (v axis only)
}
pglEnd();
GL_Cull( GL_FRONT );
}
/*
================
CL_DrawRing
Draw beamring
================
*/
void CL_DrawRing( int modelIndex, float frame, int rendermode, const vec3_t source, const vec3_t delta, float width,
float amplitude, float freq, float speed, int segments, float *color )
{
int i, j, noiseIndex, noiseStep;
float div, length, fraction, factor, vLast, vStep;
vec3_t last1, last2, point, screen, screenLast;
vec3_t center, xaxis, yaxis, zaxis, tmp, normal;
float radius, x, y, scale;
HSPRITE m_hSprite;
vec3_t d;
m_hSprite = R_GetSpriteTexture( Mod_Handle( modelIndex ), frame );
if( !m_hSprite || segments < 2 )
return;
VectorCopy( delta, d );
VectorClear( screenLast );
segments = segments * M_PI;
if( segments > NOISE_DIVISIONS * 8 )
segments = NOISE_DIVISIONS * 8;
length = VectorLength( d ) * 0.01f * M_PI;
if( length < 0.5f ) length = 0.5f; // Don't lose all of the noise/texture on short beams
div = 1.0 / ( 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)(( NOISE_DIVISIONS - 1 ) * div * 65536.0f ) * 8;
noiseIndex = 0;
VectorScale( d, 0.5f, d );
VectorAdd( source, d, center );
VectorClear( zaxis );
VectorCopy( d, xaxis );
radius = VectorLength( xaxis );
// cull beamring
// --------------------------------
// Compute box center +/- radius
last1[0] = radius;
last1[1] = radius;
last1[2] = scale;
VectorAdd( center, last1, tmp );
VectorSubtract( center, last1, screen );
// Is that box in PVS && frustum?
if( !Mod_BoxVisible( screen, tmp, Mod_GetCurrentVis( )) || R_CullBox( screen, tmp, RI.clipFlags ))
{
return;
}
yaxis[0] = xaxis[1];
yaxis[1] = -xaxis[0];
yaxis[2] = 0;
VectorNormalize( yaxis );
VectorScale( yaxis, radius, yaxis );
j = segments / 8;
SetBeamRenderMode( rendermode );
GL_Bind( GL_TEXTURE0, m_hSprite );
pglBegin( GL_TRIANGLE_STRIP );
for( i = 0; i < segments + 1; i++ )
{
fraction = i * div;
SinCos( fraction * 2.0f * M_PI, &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)
pglColor4f( color[0], color[1], color[2], 1.0f );
pglTexCoord2f( 1.0f, vLast );
pglVertex3fv( last2 );
pglColor4f( color[0], color[1], color[2], 1.0f );
pglTexCoord2f( 0.0f, vLast );
pglVertex3fv( last1 );
}
VectorCopy( screen, screenLast );
noiseIndex += noiseStep;
j--;
if( j == 0 && amplitude != 0 )
{
j = segments / 8;
FracNoise( rgNoise, NOISE_DIVISIONS, 1.0f );
}
}
pglEnd();
}
/*
==============
CL_DrawLaser
Helper to drawing laser
==============
*/
void CL_DrawLaser( BEAM *pbeam, int frame, int rendermode, float *color, int spriteIndex )
{
float color2[3];
vec3_t beamDir;
float flDot;
VectorCopy( color, color2 );
VectorSubtract( pbeam->target, pbeam->source, beamDir );
VectorNormalize( beamDir );
flDot = DotProduct( beamDir, RI.vforward );
// abort if the player's looking along it away from the source
if( flDot > 0 )
{
return;
}
else
{
// Fade the beam if the player's not looking at the source
float flFade = pow( flDot, 10 );
vec3_t localDir, vecProjection, tmp;
float flDistance;
// Fade the beam based on the player's proximity to the beam
VectorSubtract( RI.vieworg, pbeam->source, localDir );
flDot = DotProduct( beamDir, localDir );
VectorScale( beamDir, 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;
VectorScale( color2, flFade, color2 );
}
CL_DrawSegs( spriteIndex, frame, rendermode, pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude,
pbeam->freq, pbeam->speed, pbeam->segments, pbeam->flags, color2 );
}
/*
================
CL_DrawBeamFollow
Draw beam trail
================
*/
static void DrawBeamFollow( int modelIndex, particle_t *pHead, int frame, int rendermode, vec3_t delta,
vec3_t screen, vec3_t screenLast, float die, const vec3_t source, int flags, float width,
float amplitude, float freq, float *color )
{
float fraction;
float div;
float vLast = 0.0;
float vStep = 1.0;
vec3_t last1, last2, tmp, normal, scaledColor;
HSPRITE m_hSprite;
rgb_t nColor;
m_hSprite = R_GetSpriteTexture( Mod_Handle( modelIndex ), frame );
if( !m_hSprite ) 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, width, normal, last1 );
VectorMA( delta, -width, normal, last2 );
div = 1.0f / amplitude;
fraction = ( die - cl.time ) * div;
VectorScale( color, fraction, scaledColor );
nColor[0] = (byte)bound( 0, (int)(scaledColor[0] * 255.0f), 255 );
nColor[1] = (byte)bound( 0, (int)(scaledColor[1] * 255.0f), 255 );
nColor[2] = (byte)bound( 0, (int)(scaledColor[2] * 255.0f), 255 );
SetBeamRenderMode( rendermode );
GL_Bind( GL_TEXTURE0, m_hSprite );
pglBegin( GL_QUADS );
while( pHead )
{
pglColor4ub( nColor[0], nColor[1], nColor[2], 255 );
pglTexCoord2f( 1.0f, 1.0f );
pglVertex3fv( last2 );
pglColor4ub( nColor[0], nColor[1], nColor[2], 255 );
pglTexCoord2f( 0.0f, 1.0f );
pglVertex3fv( last1 );
// Transform point into screen space
TriWorldToScreen( pHead->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 );
// 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( pHead->org, width, normal, last1 );
VectorMA( pHead->org, -width, normal, last2 );
vLast += vStep; // Advance texture scroll (v axis only)
if( pHead->next != NULL )
{
fraction = (pHead->die - cl.time ) * div;
VectorScale( color, fraction, scaledColor );
nColor[0] = (byte)bound( 0, (int)(scaledColor[0] * 255.0f), 255 );
nColor[1] = (byte)bound( 0, (int)(scaledColor[1] * 255.0f), 255 );
nColor[2] = (byte)bound( 0, (int)(scaledColor[2] * 255.0f), 255 );
}
else
{
VectorClear( nColor );
fraction = 0.0;
}
pglColor4ub( nColor[0], nColor[1], nColor[2], 255 );
pglTexCoord2f( 0.0f, 0.0f );
pglVertex3fv( last1 );
pglColor4ub( nColor[0], nColor[1], nColor[2], 255 );
pglTexCoord2f( 1.0f, 0.0f );
pglVertex3fv( last2 );
VectorCopy( screen, screenLast );
pHead = pHead->next;
}
pglEnd();
}
/*
==============================================================
VIEWBEAMS MANAGEMENT
==============================================================
*/
#define BEAM_TRAILS 16 // 128 beams * 16 = 2048 particles
#define MAX_SERVERBEAMS 1024 // should be enough
BEAM *cl_active_beams;
BEAM *cl_free_beams;
BEAM *cl_viewbeams = NULL; // beams pool
particle_t *cl_active_trails;
particle_t *cl_free_trails;
particle_t *cl_beamtrails = NULL; // trail partilces
cl_entity_t *cl_custombeams[MAX_SERVERBEAMS]; // to avoid check of all the ents
/*
================
CL_InitViewBeams
================
*/
void CL_InitViewBeams( void )
{
cl_viewbeams = Mem_Alloc( cls.mempool, sizeof( BEAM ) * GI->max_beams );
cl_beamtrails = Mem_Alloc( cls.mempool, sizeof( particle_t ) * GI->max_beams * BEAM_TRAILS );
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;
// also clear any particles used by beams
cl_free_trails = cl_beamtrails;
cl_active_trails = NULL;
for( i = 0; i < ( GI->max_beams * BEAM_TRAILS ) - 1; i++ )
cl_beamtrails[i].next = &cl_beamtrails[i+1];
cl_beamtrails[( GI->max_beams * BEAM_TRAILS ) - 1].next = NULL;
cl.num_custombeams = 0; // clear custom beams
}
/*
================
CL_FreeViewBeams
================
*/
void CL_FreeViewBeams( void )
{
if( cl_viewbeams ) Mem_Free( cl_viewbeams );
if( cl_beamtrails ) Mem_Free( cl_beamtrails );
cl_viewbeams = NULL;
cl_beamtrails = NULL;
}
/*
================
CL_AddCustomBeam
Add the beam that encoded as custom entity
================
*/
void CL_AddCustomBeam( cl_entity_t *pEnvBeam )
{
if( cl.num_custombeams >= MAX_SERVERBEAMS )
{
MsgDev( D_ERROR, "Too many static beams %d!\n", cl.num_custombeams );
return;
}
if( pEnvBeam )
{
cl_custombeams[cl.num_custombeams] = pEnvBeam;
cl.num_custombeams++;
}
}
/*
==============
CL_FreeDeadTrails
Free dead trails associated with beam
==============
*/
void CL_FreeDeadTrails( particle_t **trail )
{
particle_t *kill;
particle_t *p;
// kill all the ones hanging direcly off the base pointer
while( 1 )
{
kill = *trail;
if( kill && kill->die < cl.time )
{
*trail = kill->next;
kill->next = cl_free_trails;
cl_free_trails = kill;
continue;
}
break;
}
// kill off all the others
for( p = *trail; p; p = p->next )
{
while( 1 )
{
kill = p->next;
if( kill && kill->die < cl.time )
{
p->next = kill->next;
kill->next = cl_free_trails;
cl_free_trails = kill;
continue;
}
break;
}
}
}
/*
==============
CL_AllocBeam
==============
*/
BEAM *CL_AllocBeam( void )
{
BEAM *pBeam;
if( !cl_free_beams )
return NULL;
pBeam = cl_free_beams;
cl_free_beams = pBeam->next;
Q_memset( pBeam, 0, sizeof( *pBeam ));
pBeam->next = cl_active_beams;
cl_active_beams = pBeam;
pBeam->die = cl.time;
return pBeam;
}
/*
==============
CL_FreeBeam
==============
*/
void CL_FreeBeam( BEAM *pBeam )
{
// free particles that have died off.
CL_FreeDeadTrails( &pBeam->particles );
// now link into free list;
pBeam->next = cl_free_beams;
cl_free_beams = pBeam;
}
/*
==============
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( CL_GetBeamEntityByIndex( 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
CL_FreeBeam( 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_CullBeam
Cull the beam by bbox
==============
*/
qboolean CL_CullBeam( const vec3_t start, const vec3_t end, qboolean pvsOnly )
{
vec3_t mins, maxs;
int i;
// support for custom mirror management
if( RI.currententity != NULL )
{
// don't reflect this entity in mirrors
if( RI.currententity->curstate.effects & EF_NOREFLECT && RI.params & RP_MIRRORVIEW )
return true;
// draw only in mirrors
if( RI.currententity->curstate.effects & EF_REFLECTONLY && !( RI.params & RP_MIRRORVIEW ))
return true;
}
for( i = 0; i < 3; i++ )
{
if( start[i] < end[i] )
{
mins[i] = start[i];
maxs[i] = end[i];
}
else
{
mins[i] = end[i];
maxs[i] = start[i];
}
// don't let it be zero sized
if( mins[i] == maxs[i] )
maxs[i] += 1;
}
// check bbox
if( Mod_BoxVisible( mins, maxs, Mod_GetCurrentVis( )))
{
if( pvsOnly || !R_CullBox( mins, maxs, RI.clipFlags ))
{
// beam is visible
return false;
}
}
// beam is culled
return true;
}
/*
==============
CL_RecomputeBeamEndpoints
Recomputes beam endpoints..
==============
*/
qboolean CL_RecomputeBeamEndpoints( BEAM *pbeam )
{
if( pbeam->flags & FBEAM_STARTENTITY )
{
if( ComputeBeamEntPosition( pbeam->startEntity, pbeam->source ))
{
pbeam->flags |= FBEAM_STARTVISIBLE;
}
else if( !( pbeam->flags & FBEAM_FOREVER ))
{
pbeam->flags &= ~(FBEAM_STARTENTITY);
}
else
{
// MsgDev( D_WARN, "can't find start entity\n" );
// return false;
}
// if we've never seen the start entity, don't display
if( !( pbeam->flags & FBEAM_STARTVISIBLE ))
return false;
}
if( pbeam->flags & FBEAM_ENDENTITY )
{
if( ComputeBeamEntPosition( pbeam->endEntity, pbeam->target ))
{
pbeam->flags |= FBEAM_ENDVISIBLE;
}
else if( !( pbeam->flags & FBEAM_FOREVER ))
{
pbeam->flags &= ~(FBEAM_ENDENTITY);
pbeam->die = cl.time;
return false;
}
else
{
return false;
}
// if we've never seen the end entity, don't display
if( !( pbeam->flags & FBEAM_ENDVISIBLE ))
return false;
}
return true;
}
/*
==============
CL_BeamAttemptToDie
Check for expired beams
==============
*/
qboolean CL_BeamAttemptToDie( BEAM *pBeam )
{
ASSERT( pBeam != NULL );
// premanent beams never die automatically
if( 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_UpdateBeam
Update beam vars
==============
*/
void CL_UpdateBeam( BEAM *pbeam, float frametime )
{
pbeam->flags |= FBEAM_ISACTIVE;
if( Mod_GetType( pbeam->modelIndex ) == mod_bad )
{
pbeam->flags &= ~FBEAM_ISACTIVE; // force to ignore
pbeam->die = cl.time;
return;
}
// update frequency
pbeam->freq += frametime;
// Generate fractal noise
if( CL_IsInGame() && !cl.refdef.paused )
{
rgNoise[0] = 0;
rgNoise[NOISE_DIVISIONS] = 0;
}
if( pbeam->amplitude != 0 && CL_IsInGame() && !cl.refdef.paused )
{
if( pbeam->flags & FBEAM_SINENOISE )
{
SineNoise( rgNoise, NOISE_DIVISIONS );
}
else
{
FracNoise( rgNoise, NOISE_DIVISIONS, 1.0f );
}
}
// update end points
if( pbeam->flags & ( FBEAM_STARTENTITY|FBEAM_ENDENTITY ))
{
// makes sure attachment[0] + attachment[1] are valid
if( !CL_RecomputeBeamEndpoints( pbeam ))
{
pbeam->flags &= ~FBEAM_ISACTIVE; // force to ignore
return;
}
// compute segments from the new endpoints
VectorSubtract( pbeam->target, pbeam->source, 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
}
// get position data for spline beam
switch( pbeam->type )
{
case TE_BEAMPOINTS:
// UNDONE: Build culling volumes for other types of beams
if( CL_CullBeam( pbeam->source, pbeam->target, false ))
{
pbeam->flags &= ~FBEAM_ISACTIVE; // force to ignore
return;
}
break;
}
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;
}
}
/*
==============
CL_DrawBeamFollow
Helper to drawing beam follow
==============
*/
void CL_DrawBeamFollow( int spriteIndex, BEAM *pbeam, int frame, int rendermode, float frametime, float *color )
{
particle_t *particles;
particle_t *pnew;
float div;
vec3_t delta;
vec3_t screenLast;
vec3_t screen;
CL_FreeDeadTrails( &pbeam->particles );
particles = pbeam->particles;
pnew = NULL;
div = 0;
if( pbeam->flags & FBEAM_STARTENTITY )
{
if( particles )
{
VectorSubtract( particles->org, pbeam->source, delta );
div = VectorLength( delta );
if( div >= 32 && cl_free_trails )
{
pnew = cl_free_trails;
cl_free_trails = pnew->next;
}
}
else if( cl_free_trails )
{
pnew = cl_free_trails;
cl_free_trails = 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;
}
// draw it
DrawBeamFollow( spriteIndex, pbeam->particles, frame, rendermode, delta, screen, screenLast,
pbeam->die, pbeam->source, pbeam->flags, pbeam->width,
pbeam->amplitude, pbeam->freq, color );
// drift popcorn trail if there is a velocity
particles = pbeam->particles;
while( particles )
{
VectorMA( particles->org, frametime, particles->vel, particles->org );
particles = particles->next;
}
}
/*
==============
CL_DrawBeam
General code to drawing all beam types
==============
*/
void CL_DrawBeam( BEAM *pbeam )
{
int frame, rendermode;
vec3_t color, srcColor;
// don't draw really short or inactive beams
if(!( pbeam->flags & FBEAM_ISACTIVE ) || VectorLength( pbeam->delta ) < 0.1f )
{
return;
}
if( Mod_GetType( pbeam->modelIndex ) == mod_bad )
{
// don't draw beams without models
pbeam->die = cl.time;
return;
}
frame = ((int)( pbeam->frame + cl.time * pbeam->frameRate ) % pbeam->frameCount );
rendermode = ( pbeam->flags & FBEAM_SOLID ) ? kRenderNormal : kRenderTransAdd;
// set color
VectorSet( srcColor, pbeam->r, pbeam->g, pbeam->b );
if( pbeam->flags & FBEAM_FADEIN )
{
VectorScale( srcColor, pbeam->t, color );
}
else if ( pbeam->flags & FBEAM_FADEOUT )
{
VectorScale( srcColor, ( 1.0f - pbeam->t ), color );
}
else
{
VectorCopy( srcColor, color );
}
if( pbeam->type == TE_BEAMFOLLOW )
{
cl_entity_t *pStart;
// HACKHACK: get brightness from head entity
pStart = CL_GetBeamEntityByIndex( pbeam->startEntity );
if( pStart && pStart->curstate.rendermode != kRenderNormal )
pbeam->brightness = pStart->curstate.renderamt;
}
VectorScale( color, ( pbeam->brightness / 255.0f ), color );
VectorScale( color, ( 1.0f / 255.0f ), color );
pglShadeModel( GL_SMOOTH );
switch( pbeam->type )
{
case TE_BEAMDISK:
CL_DrawDisk( pbeam->modelIndex, frame, rendermode, pbeam->source, pbeam->delta, pbeam->width,
pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments, color );
break;
case TE_BEAMTORUS:
case TE_BEAMCYLINDER:
CL_DrawCylinder( pbeam->modelIndex, frame, rendermode, pbeam->source, pbeam->delta, pbeam->width,
pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments, color );
break;
case TE_BEAMPOINTS:
CL_DrawSegs( pbeam->modelIndex, frame, rendermode, pbeam->source, pbeam->delta, pbeam->width,
pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments, pbeam->flags, color );
break;
case TE_BEAMFOLLOW:
CL_DrawBeamFollow( pbeam->modelIndex, pbeam, frame, rendermode, cl.time - cl.oldtime, color );
break;
case TE_BEAMRING:
CL_DrawRing( pbeam->modelIndex, frame, rendermode, pbeam->source, pbeam->delta, pbeam->width,
pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments, color );
break;
case TE_BEAMHOSE:
CL_DrawLaser( pbeam, frame, rendermode, color, pbeam->modelIndex );
break;
default:
MsgDev( D_ERROR, "CL_DrawBeam: Unknown beam type %i\n", pbeam->type );
break;
}
pglShadeModel( GL_FLAT );
}
/*
==============
CL_DrawCustomBeam
Draw beam from server
==============
*/
void CL_DrawCustomBeam( cl_entity_t *pbeam )
{
BEAM beam;
int beamType;
int beamFlags;
ASSERT( pbeam != NULL );
// bad texture ?
if( Mod_GetType( pbeam->curstate.modelindex ) != mod_sprite )
return;
Q_memset( &beam, 0, sizeof( beam ));
beamType = ( pbeam->curstate.rendermode & 0x0F );
beamFlags = ( pbeam->curstate.rendermode & 0xF0 );
beam.modelIndex = pbeam->curstate.modelindex;
beam.frame = pbeam->curstate.frame;
beam.frameRate = pbeam->curstate.framerate;
beam.speed = pbeam->curstate.animtime;
Mod_GetFrames( beam.modelIndex, &beam.frameCount );
VectorCopy( pbeam->origin, beam.source );
VectorCopy( pbeam->angles, beam.target );
beam.freq = cl.time * beam.speed;
beam.startEntity = pbeam->curstate.sequence;
beam.endEntity = pbeam->curstate.skin;
beam.width = pbeam->curstate.scale;
beam.amplitude = (float)(pbeam->curstate.body * 0.1f);
beam.brightness = pbeam->curstate.renderamt;
beam.r = pbeam->curstate.rendercolor.r;
beam.g = pbeam->curstate.rendercolor.g;
beam.b = pbeam->curstate.rendercolor.b;
beam.flags = 0;
VectorSubtract( beam.target, beam.source, beam.delta );
if( beam.amplitude >= 0.50f )
beam.segments = VectorLength( beam.delta ) * 0.25f + 3; // one per 4 pixels
else beam.segments = VectorLength( beam.delta ) * 0.075f + 3; // one per 16 pixels
// handle code from relinking.
switch( beamType )
{
case BEAM_ENTS:
beam.type = TE_BEAMPOINTS;
beam.flags = FBEAM_STARTENTITY|FBEAM_ENDENTITY;
break;
case BEAM_HOSE:
beam.type = TE_BEAMHOSE;
beam.flags = FBEAM_STARTENTITY|FBEAM_ENDENTITY;
break;
case BEAM_ENTPOINT:
beam.type = TE_BEAMPOINTS;
if( beam.startEntity ) beam.flags |= FBEAM_STARTENTITY;
if( beam.endEntity ) beam.flags |= FBEAM_ENDENTITY;
break;
case BEAM_POINTS:
// already set up
break;
}
beam.flags |= beamFlags & ( FBEAM_SINENOISE|FBEAM_SOLID|FBEAM_SHADEIN|FBEAM_SHADEOUT );
// draw it
CL_UpdateBeam( &beam, cl.time - cl.oldtime );
CL_DrawBeam( &beam );
}
void CL_DrawBeams( int fTrans )
{
BEAM *pBeam, *pNext;
BEAM *pPrev = NULL;
int i;
if( RI.refdef.onlyClientDraw )
return;
// server beams don't allocate beam chains
// all params are stored in cl_entity_t
for( i = 0; i < cl.num_custombeams; i++ )
{
cl_entity_t *pBeam;
RI.currententity = pBeam = cl_custombeams[i];
RI.currentmodel = RI.currententity->model;
if( fTrans && pBeam->curstate.renderfx & FBEAM_SOLID )
continue;
if( !fTrans && !( pBeam->curstate.renderfx & FBEAM_SOLID ))
continue;
CL_DrawCustomBeam( pBeam );
r_stats.c_view_beams_count++;
}
RI.currententity = NULL;
RI.currentmodel = NULL;
if( !cl_active_beams )
return;
// 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 && pBeam->flags & FBEAM_SOLID )
continue;
if( !fTrans && !( 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
CL_FreeBeam( pBeam );
pBeam = NULL;
continue;
}
// update beam state
CL_UpdateBeam( pBeam, cl.time - cl.oldtime );
r_stats.c_view_beams_count++;
CL_DrawBeam( pBeam );
pPrev = pBeam;
}
}
/*
==============
CL_BeamKill
Remove beam attached to specified entity
and all particle trails (if this is a beamfollow)
==============
*/
void CL_BeamKill( int deadEntity )
{
cl_entity_t *pDeadEntity;
pDeadEntity = CL_GetBeamEntityByIndex( deadEntity );
if( !pDeadEntity ) return;
CL_KillDeadBeams( pDeadEntity );
}
/*
==============
CL_BeamEnts
Create beam between two ents
==============
*/
BEAM *CL_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 *pStart, *pEnd;
BEAM *pBeam;
// need a valid model.
if( Mod_GetType( modelIndex ) != mod_sprite )
return NULL;
pStart = CL_GetBeamEntityByIndex( startEnt );
pEnd = CL_GetBeamEntityByIndex( endEnt );
// don't start temporary beams out of the PVS
if( life != 0 && ( !pStart || !pStart->curstate.modelindex || !pEnd || !pEnd->curstate.modelindex ))
return NULL;
pBeam = CL_AllocBeam();
if( !pBeam ) return NULL;
pBeam->type = TE_BEAMPOINTS;
pBeam->modelIndex = modelIndex;
pBeam->startEntity = startEnt;
pBeam->endEntity = endEnt;
pBeam->frame = startFrame;
pBeam->frameRate = framerate;
Mod_GetFrames( modelIndex, &pBeam->frameCount );
pBeam->freq = cl.time * speed;
pBeam->flags = FBEAM_STARTENTITY|FBEAM_ENDENTITY;
if( life == 0.0f ) pBeam->flags |= FBEAM_FOREVER;
pBeam->die += life;
pBeam->width = width;
pBeam->amplitude = amplitude * 10;
pBeam->speed = speed;
BeamNormalizeColor( pBeam, r, g, b, brightness );
CL_UpdateBeam( pBeam, 0.0f );
return pBeam;
}
/*
==============
CL_BeamPoints
Create beam between two points
==============
*/
BEAM *CL_BeamPoints( const vec3_t start, const 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;
// need a valid model.
if( Mod_GetType( modelIndex ) != mod_sprite )
return NULL;
// don't start temporary beams out of the PVS
if( life != 0.0f && CL_CullBeam( start, end, true ))
return NULL;
pBeam = CL_AllocBeam();
if( !pBeam ) return NULL;
pBeam->type = TE_BEAMPOINTS;
pBeam->modelIndex = modelIndex;
VectorCopy( start, pBeam->source );
VectorCopy( end, pBeam->target );
pBeam->frame = startFrame;
pBeam->frameRate = framerate;
Mod_GetFrames( modelIndex, &pBeam->frameCount );
pBeam->freq = cl.time * speed;
if( life == 0.0f ) pBeam->flags |= FBEAM_FOREVER;
pBeam->die += life;
pBeam->width = width;
pBeam->amplitude = amplitude;
pBeam->speed = speed;
BeamNormalizeColor( pBeam, r, g, b, brightness );
VectorSubtract( pBeam->target, pBeam->source, pBeam->delta );
if( pBeam->amplitude >= 0.50f )
pBeam->segments = VectorLength( pBeam->delta ) * 0.25f + 3; // one per 4 pixels
else pBeam->segments = VectorLength( pBeam->delta ) * 0.075f + 3; // one per 16 pixels
CL_UpdateBeam( pBeam, 0.0f );
return pBeam;
}
/*
==============
CL_BeamLighting
Create beam between two points (simple version)
==============
*/
BEAM *CL_BeamLightning( const vec3_t start, const vec3_t end, int modelIndex, float life, float width, float amplitude,
float brightness, float speed )
{
return CL_BeamPoints( start, end, modelIndex, life, width, amplitude, brightness, speed,
0, 1.0f, 255.0f, 255.0f, 255.0f );
}
/*
==============
CL_BeamCirclePoints
Create beam cicrle
==============
*/
BEAM *CL_BeamCirclePoints( int type, const vec3_t start, const 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;
// need a valid model.
if( Mod_GetType( modelIndex ) != mod_sprite )
return NULL;
pBeam = CL_AllocBeam();
if( !pBeam ) return NULL;
pBeam->type = type;
pBeam->modelIndex = modelIndex;
VectorCopy( start, pBeam->source );
VectorCopy( end, pBeam->target );
pBeam->frame = startFrame;
pBeam->frameRate = framerate;
Mod_GetFrames( modelIndex, &pBeam->frameCount );
pBeam->freq = cl.time * speed;
if( life == 0.0f ) pBeam->flags |= FBEAM_FOREVER;
pBeam->die += life;
pBeam->width = width;
pBeam->amplitude = amplitude;
pBeam->speed = speed;
BeamNormalizeColor( pBeam, r, g, b, brightness );
VectorSubtract( pBeam->target, pBeam->source, pBeam->delta );
if( pBeam->amplitude >= 0.50f )
pBeam->segments = VectorLength( pBeam->delta ) * 0.25f + 3; // one per 4 pixels
else pBeam->segments = VectorLength( pBeam->delta ) * 0.075f + 3; // one per 16 pixels
CL_UpdateBeam( pBeam, 0.0f );
return pBeam;
}
/*
==============
CL_BeamEntPoint
Create beam between entity and point
==============
*/
BEAM *CL_BeamEntPoint( int startEnt, const 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 )
{
cl_entity_t *pStart;
BEAM *pBeam;
// need a valid model.
if( Mod_GetType( modelIndex ) != mod_sprite )
return NULL;
pStart = CL_GetBeamEntityByIndex( startEnt );
// don't start temporary beams out of the PVS
if( life != 0.0f && ( !pStart || !pStart->curstate.modelindex ))
return NULL;
pBeam = CL_AllocBeam();
if( !pBeam ) return NULL;
pBeam->type = TE_BEAMPOINTS;
pBeam->flags = FBEAM_STARTENTITY;
pBeam->modelIndex = modelIndex;
pBeam->pFollowModel = Mod_Handle( modelIndex );
pBeam->startEntity = startEnt;
VectorCopy( end, pBeam->target );
pBeam->frame = startFrame;
pBeam->frameRate = framerate;
Mod_GetFrames( modelIndex, &pBeam->frameCount );
pBeam->freq = cl.time * speed;
if( life == 0.0f ) pBeam->flags |= FBEAM_FOREVER;
pBeam->die += life;
pBeam->width = width;
pBeam->amplitude = amplitude * 10;
pBeam->speed = speed;
BeamNormalizeColor( pBeam, r, g, b, brightness );
VectorSubtract( pBeam->target, pBeam->source, pBeam->delta );
if( pBeam->amplitude >= 0.50f )
pBeam->segments = VectorLength( pBeam->delta ) * 0.25f + 3; // one per 4 pixels
else pBeam->segments = VectorLength( pBeam->delta ) * 0.075f + 3; // one per 16 pixels
CL_UpdateBeam( pBeam, 0.0f );
return pBeam;
}
/*
==============
CL_BeamRing
Create beam between two ents
==============
*/
BEAM *CL_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 )
{
cl_entity_t *pStart, *pEnd;
BEAM *pBeam;
// need a valid model.
if( Mod_GetType( modelIndex ) != mod_sprite )
return NULL;
pStart = CL_GetBeamEntityByIndex( startEnt );
pEnd = CL_GetBeamEntityByIndex( endEnt );
// don't start temporary beams out of the PVS
if( life != 0 && ( !pStart || !pStart->curstate.modelindex || !pEnd || !pEnd->curstate.modelindex ))
return NULL;
pBeam = CL_AllocBeam();
if( !pBeam ) return NULL;
pBeam->type = TE_BEAMRING;
pBeam->modelIndex = modelIndex;
pBeam->startEntity = startEnt;
pBeam->endEntity = endEnt;
pBeam->frame = startFrame;
pBeam->frameRate = framerate;
Mod_GetFrames( modelIndex, &pBeam->frameCount );
pBeam->freq = cl.time * speed;
pBeam->flags = FBEAM_STARTENTITY|FBEAM_ENDENTITY;
if( life == 0.0f ) pBeam->flags |= FBEAM_FOREVER;
pBeam->die += life;
pBeam->width = width;
pBeam->amplitude = amplitude;
pBeam->speed = speed;
BeamNormalizeColor( pBeam, r, g, b, brightness );
CL_UpdateBeam( pBeam, 0.0f );
return pBeam;
}
/*
==============
CL_BeamFollow
Create beam following with entity
==============
*/
BEAM *CL_BeamFollow( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float bright )
{
cl_entity_t *pStart;
BEAM *pBeam;
// need a valid model.
if( Mod_GetType( modelIndex ) != mod_sprite )
return NULL;
pStart = CL_GetBeamEntityByIndex( startEnt );
// don't start temporary beams out of the PVS
if( life != 0.0f && ( !pStart || !pStart->curstate.modelindex ))
return NULL;
pBeam = CL_AllocBeam();
if( !pBeam ) return NULL;
pBeam->type = TE_BEAMFOLLOW;
pBeam->flags = FBEAM_STARTENTITY;
pBeam->modelIndex = modelIndex;
pBeam->pFollowModel = Mod_Handle( modelIndex );
pBeam->startEntity = startEnt;
pBeam->frame = 0;
pBeam->frameRate = 1.0f;
Mod_GetFrames( modelIndex, &pBeam->frameCount );
if( life == 0.0f ) pBeam->flags |= FBEAM_FOREVER;
pBeam->freq = cl.time;
pBeam->die += life;
pBeam->width = width;
pBeam->amplitude = life; // partilces lifetime
pBeam->speed = 1.0f;
BeamNormalizeColor( pBeam, r, g, b, bright );
CL_UpdateBeam( pBeam, 0.0f );
return pBeam;
}
/*
==============
CL_BeamSprite
Create a beam with sprite at the end
Valve legacy
==============
*/
void CL_BeamSprite( const vec3_t start, const vec3_t end, int beamIndex, int spriteIndex )
{
CL_BeamLightning( start, end, beamIndex, 0.1f, 1.0f, 0.0f, 255, 1.0f );
CL_DefaultSprite( end, spriteIndex, 1.0f );
}
/*
==============
CL_ParseViewBeam
handle beam messages
==============
*/
void CL_ParseViewBeam( sizebuf_t *msg, int beamType )
{
vec3_t start, end;
int modelIndex, startFrame;
float frameRate, life, width;
float brightness, noise, speed;
int startEnt, endEnt;
float r, g, b;
switch( beamType )
{
case TE_BEAMPOINTS:
start[0] = BF_ReadCoord( msg );
start[1] = BF_ReadCoord( msg );
start[2] = BF_ReadCoord( msg );
end[0] = BF_ReadCoord( msg );
end[1] = BF_ReadCoord( msg );
end[2] = BF_ReadCoord( msg );
modelIndex = BF_ReadShort( msg );
startFrame = BF_ReadByte( msg );
frameRate = (float)BF_ReadByte( msg );
life = (float)(BF_ReadByte( msg ) * 0.1f);
width = (float)(BF_ReadByte( msg ) * 0.1f);
noise = (float)(BF_ReadByte( msg ) * 0.1f);
r = (float)BF_ReadByte( msg );
g = (float)BF_ReadByte( msg );
b = (float)BF_ReadByte( msg );
brightness = (float)BF_ReadByte( msg );
speed = (float)(BF_ReadByte( msg ) * 0.1f);
CL_BeamPoints( start, end, modelIndex, life, width, noise, brightness, speed, startFrame,
frameRate, r, g, b );
break;
case TE_BEAMENTPOINT:
startEnt = BF_ReadShort( msg );
end[0] = BF_ReadCoord( msg );
end[1] = BF_ReadCoord( msg );
end[2] = BF_ReadCoord( msg );
modelIndex = BF_ReadShort( msg );
startFrame = BF_ReadByte( msg );
frameRate = (float)BF_ReadByte( msg );
life = (float)(BF_ReadByte( msg ) * 0.1f);
width = (float)(BF_ReadByte( msg ) * 0.1f);
noise = (float)(BF_ReadByte( msg ) * 0.01f);
r = (float)BF_ReadByte( msg );
g = (float)BF_ReadByte( msg );
b = (float)BF_ReadByte( msg );
brightness = (float)BF_ReadByte( msg );
speed = (float)(BF_ReadByte( msg ) * 0.1f);
CL_BeamEntPoint( startEnt, end, modelIndex, life, width, noise, brightness, speed, startFrame,
frameRate, r, g, b );
break;
case TE_LIGHTNING:
start[0] = BF_ReadCoord( msg );
start[1] = BF_ReadCoord( msg );
start[2] = BF_ReadCoord( msg );
end[0] = BF_ReadCoord( msg );
end[1] = BF_ReadCoord( msg );
end[2] = BF_ReadCoord( msg );
life = (float)(BF_ReadByte( msg ) * 0.1f);
width = (float)(BF_ReadByte( msg ) * 0.1f);
noise = (float)(BF_ReadByte( msg ) * 0.1f);
modelIndex = BF_ReadShort( msg );
CL_BeamLightning( start, end, modelIndex, life, width, noise, 255.0f, 1.0f );
break;
case TE_BEAMENTS:
startEnt = BF_ReadShort( msg );
endEnt = BF_ReadShort( msg );
modelIndex = BF_ReadShort( msg );
startFrame = BF_ReadByte( msg );
frameRate = (float)(BF_ReadByte( msg ) * 0.1f);
life = (float)(BF_ReadByte( msg ) * 0.1f);
width = (float)(BF_ReadByte( msg ) * 0.1f);
noise = (float)(BF_ReadByte( msg ) * 0.01f);
r = (float)BF_ReadByte( msg );
g = (float)BF_ReadByte( msg );
b = (float)BF_ReadByte( msg );
brightness = (float)BF_ReadByte( msg );
speed = (float)(BF_ReadByte( msg ) * 0.1f);
CL_BeamEnts( startEnt, endEnt, modelIndex, life, width, noise, brightness, speed, startFrame,
frameRate, r, g, b );
break;
case TE_BEAM:
MsgDev( D_ERROR, "TE_BEAM is obsolete\n" );
break;
case TE_BEAMSPRITE:
start[0] = BF_ReadCoord( msg );
start[1] = BF_ReadCoord( msg );
start[2] = BF_ReadCoord( msg );
end[0] = BF_ReadCoord( msg );
end[1] = BF_ReadCoord( msg );
end[2] = BF_ReadCoord( msg );
modelIndex = BF_ReadShort( msg ); // beam model
startFrame = BF_ReadShort( msg ); // sprite model
CL_BeamSprite( start, end, modelIndex, startFrame );
break;
case TE_BEAMTORUS:
case TE_BEAMDISK:
case TE_BEAMCYLINDER:
start[0] = BF_ReadCoord( msg );
start[1] = BF_ReadCoord( msg );
start[2] = BF_ReadCoord( msg );
end[0] = BF_ReadCoord( msg );
end[1] = BF_ReadCoord( msg );
end[2] = BF_ReadCoord( msg );
modelIndex = BF_ReadShort( msg );
startFrame = BF_ReadByte( msg );
frameRate = (float)(BF_ReadByte( msg ) * 0.1f);
life = (float)(BF_ReadByte( msg ) * 0.1f);
width = (float)BF_ReadByte( msg );
noise = (float)(BF_ReadByte( msg ) * 0.1f);
r = (float)BF_ReadByte( msg );
g = (float)BF_ReadByte( msg );
b = (float)BF_ReadByte( msg );
brightness = (float)BF_ReadByte( msg );
speed = (float)(BF_ReadByte( msg ) * 0.1f);
CL_BeamCirclePoints( beamType, start, end, modelIndex, life, width, noise, brightness, speed,
startFrame, frameRate, r, g, b );
break;
case TE_BEAMFOLLOW:
startEnt = BF_ReadShort( msg );
modelIndex = BF_ReadShort( msg );
life = (float)(BF_ReadByte( msg ) * 0.1f);
width = (float)BF_ReadByte( msg );
r = (float)BF_ReadByte( msg );
g = (float)BF_ReadByte( msg );
b = (float)BF_ReadByte( msg );
brightness = (float)BF_ReadByte( msg );
CL_BeamFollow( startEnt, modelIndex, life, width, r, g, b, brightness );
break;
case TE_BEAMRING:
startEnt = BF_ReadShort( msg );
endEnt = BF_ReadShort( msg );
modelIndex = BF_ReadShort( msg );
startFrame = BF_ReadByte( msg );
frameRate = (float)BF_ReadByte( msg );
life = (float)(BF_ReadByte( msg ) * 0.1f);
width = (float)(BF_ReadByte( msg ) * 0.1f);
noise = (float)(BF_ReadByte( msg ) * 0.1f);
r = (float)BF_ReadByte( msg );
g = (float)BF_ReadByte( msg );
b = (float)BF_ReadByte( msg );
brightness = (float)BF_ReadByte( msg );
speed = (float)(BF_ReadByte( msg ) * 0.1f);
CL_BeamRing( startEnt, endEnt, modelIndex, life, width, noise, brightness, speed, startFrame,
frameRate, r, g, b );
break;
case TE_BEAMHOSE:
MsgDev( D_ERROR, "TE_BEAMHOSE is obsolete\n" );
break;
case TE_KILLBEAM:
startEnt = BF_ReadShort( msg );
CL_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[64];
string token;
Q_snprintf( filename, sizeof( filename ), "maps/%s.lin", clgame.mapname );
afile = FS_LoadFile( filename, NULL, false );
if( !afile )
{
MsgDev( D_ERROR, "couldn't open %s\n", filename );
return;
}
Msg( "Reading %s...\n", filename );
count = 0;
pfile = afile;
modelIndex = CL_FindModelIndex( "sprites/laserbeam.spr" );
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] != '-' )
{
MsgDev( D_ERROR, "%s is corrupted\n" );
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( !CL_BeamPoints( p1, p2, modelIndex, 99999, 2, 0, 255, 0, 0, 0, 255.0f, 0.0f, 0.0f ))
{
if( !modelIndex ) MsgDev( D_ERROR, "CL_ReadLineFile: no beam sprite!\n" );
else MsgDev( D_ERROR, "CL_ReadLineFile: not enough free beams!\n" );
break;
}
}
Mem_Free( afile );
if( count ) Msg( "%i lines read\n", count );
else Msg( "map %s has no leaks!\n", clgame.mapname );
}