mirror of
https://github.com/w23/xash3d-fwgs
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2020 lines
48 KiB
C
2020 lines
48 KiB
C
/*
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gl_beams.c - beams rendering
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Copyright (C) 2009 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "client.h"
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#include "r_efx.h"
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#include "event_flags.h"
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#include "entity_types.h"
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#include "triangleapi.h"
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#include "customentity.h"
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#include "cl_tent.h"
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#include "pm_local.h"
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#include "gl_local.h"
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#include "studio.h"
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#define NOISE_DIVISIONS 64 // don't touch - many tripmines cause the crash when it equal 128
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typedef struct
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{
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vec3_t pos;
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float texcoord; // Y texture coordinate
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float width;
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} beamseg_t;
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/*
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==============================================================
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FRACTAL NOISE
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==============================================================
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*/
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static float rgNoise[NOISE_DIVISIONS+1]; // global noise array
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// freq2 += step * 0.1;
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// Fractal noise generator, power of 2 wavelength
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static void FracNoise( float *noise, int divs )
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{
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int div2;
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div2 = divs >> 1;
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if( divs < 2 ) return;
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// noise is normalized to +/- scale
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noise[div2] = ( noise[0] + noise[divs] ) * 0.5f + divs * COM_RandomFloat( -0.125f, 0.125f );
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if( div2 > 1 )
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{
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FracNoise( &noise[div2], div2 );
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FracNoise( noise, div2 );
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}
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}
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static void SineNoise( float *noise, int divs )
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{
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float freq = 0;
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float step = M_PI / (float)divs;
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int i;
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for( i = 0; i < divs; i++ )
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{
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noise[i] = sin( freq );
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freq += step;
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}
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}
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/*
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==============================================================
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BEAM MATHLIB
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==============================================================
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*/
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static void R_BeamComputePerpendicular( const vec3_t vecBeamDelta, vec3_t pPerp )
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{
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// direction in worldspace of the center of the beam
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vec3_t vecBeamCenter;
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VectorNormalize2( vecBeamDelta, vecBeamCenter );
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CrossProduct( RI.vforward, vecBeamCenter, pPerp );
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VectorNormalize( pPerp );
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}
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static void R_BeamComputeNormal( const vec3_t vStartPos, const vec3_t vNextPos, vec3_t pNormal )
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{
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// vTangentY = line vector for beam
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vec3_t vTangentY, vDirToBeam;
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VectorSubtract( vStartPos, vNextPos, vTangentY );
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// vDirToBeam = vector from viewer origin to beam
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VectorSubtract( vStartPos, RI.vieworg, vDirToBeam );
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// get a vector that is perpendicular to us and perpendicular to the beam.
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// this is used to fatten the beam.
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CrossProduct( vTangentY, vDirToBeam, pNormal );
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VectorNormalizeFast( pNormal );
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}
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/*
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==============================================================
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BEAM ALLOCATE & PROCESSING
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==============================================================
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*/
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/*
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==============
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R_BeamAlloc
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==============
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*/
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BEAM *R_BeamAlloc( void )
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{
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BEAM *pBeam;
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if( !cl_free_beams )
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return NULL;
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pBeam = cl_free_beams;
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cl_free_beams = pBeam->next;
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memset( pBeam, 0, sizeof( *pBeam ));
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pBeam->next = cl_active_beams;
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cl_active_beams = pBeam;
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pBeam->die = cl.time;
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return pBeam;
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}
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/*
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==============
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R_BeamFree
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==============
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*/
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void R_BeamFree( BEAM *pBeam )
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{
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// free particles that have died off.
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R_FreeDeadParticles( &pBeam->particles );
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// now link into free list;
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pBeam->next = cl_free_beams;
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cl_free_beams = pBeam;
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}
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/*
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==============
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R_BeamSetup
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generic function. all beams must be
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passed through this
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==============
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*/
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void R_BeamSetup( BEAM *pbeam, vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed )
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{
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model_t *sprite = CL_ModelHandle( modelIndex );
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if( !sprite ) return;
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pbeam->type = BEAM_POINTS;
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pbeam->modelIndex = modelIndex;
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pbeam->frame = 0;
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pbeam->frameRate = 0;
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pbeam->frameCount = sprite->numframes;
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VectorCopy( start, pbeam->source );
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VectorCopy( end, pbeam->target );
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VectorSubtract( end, start, pbeam->delta );
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pbeam->freq = speed * cl.time;
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pbeam->die = life + cl.time;
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pbeam->amplitude = amplitude;
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pbeam->brightness = brightness;
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pbeam->width = width;
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pbeam->speed = speed;
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if( amplitude >= 0.50f )
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pbeam->segments = VectorLength( pbeam->delta ) * 0.25f + 3.0f; // one per 4 pixels
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else pbeam->segments = VectorLength( pbeam->delta ) * 0.075f + 3.0f; // one per 16 pixels
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pbeam->pFollowModel = NULL;
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pbeam->flags = 0;
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}
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/*
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==============
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R_BeamSetAttributes
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set beam attributes
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==============
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*/
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void R_BeamSetAttributes( BEAM *pbeam, float r, float g, float b, float framerate, int startFrame )
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{
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pbeam->frame = (float)startFrame;
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pbeam->frameRate = framerate;
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pbeam->r = r;
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pbeam->g = g;
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pbeam->b = b;
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}
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/*
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==============
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R_BeamLightning
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template for new beams
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==============
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*/
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BEAM *R_BeamLightning( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed )
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{
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BEAM *pbeam = R_BeamAlloc();
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if( !pbeam ) return NULL;
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pbeam->die = cl.time;
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if( modelIndex < 0 )
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return NULL;
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R_BeamSetup( pbeam, start, end, modelIndex, life, width, amplitude, brightness, speed );
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return pbeam;
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}
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/*
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==============
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R_BeamGetEntity
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extract entity number from index
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handle user entities
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==============
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*/
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static cl_entity_t *R_BeamGetEntity( int index )
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{
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if( index < 0 )
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return clgame.dllFuncs.pfnGetUserEntity( BEAMENT_ENTITY( -index ));
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return CL_GetEntityByIndex( BEAMENT_ENTITY( index ));
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}
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/*
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==============
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R_BeamComputePoint
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compute attachment point for beam
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==============
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*/
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static qboolean R_BeamComputePoint( int beamEnt, vec3_t pt )
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{
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cl_entity_t *ent;
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int attach;
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ent = R_BeamGetEntity( beamEnt );
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if( beamEnt < 0 )
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attach = BEAMENT_ATTACHMENT( -beamEnt );
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else attach = BEAMENT_ATTACHMENT( beamEnt );
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if( !ent )
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{
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Con_DPrintf( S_ERROR "R_BeamComputePoint: invalid entity %i\n", BEAMENT_ENTITY( beamEnt ));
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VectorClear( pt );
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return false;
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}
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// get attachment
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if( attach > 0 )
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VectorCopy( ent->attachment[attach - 1], pt );
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else if(( ent->index - 1 ) == cl.playernum )
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VectorCopy( cl.simorg, pt );
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else VectorCopy( ent->origin, pt );
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return true;
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}
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/*
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==============
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R_BeamRecomputeEndpoints
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Recomputes beam endpoints..
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==============
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*/
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qboolean R_BeamRecomputeEndpoints( BEAM *pbeam )
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{
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if( FBitSet( pbeam->flags, FBEAM_STARTENTITY ))
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{
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cl_entity_t *start = R_BeamGetEntity( pbeam->startEntity );
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if( R_BeamComputePoint( pbeam->startEntity, pbeam->source ))
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{
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if( !pbeam->pFollowModel )
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pbeam->pFollowModel = start->model;
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SetBits( pbeam->flags, FBEAM_STARTVISIBLE );
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}
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else if( !FBitSet( pbeam->flags, FBEAM_FOREVER ))
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{
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ClearBits( pbeam->flags, FBEAM_STARTENTITY );
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}
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}
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if( FBitSet( pbeam->flags, FBEAM_ENDENTITY ))
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{
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cl_entity_t *end = R_BeamGetEntity( pbeam->endEntity );
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if( R_BeamComputePoint( pbeam->endEntity, pbeam->target ))
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{
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if( !pbeam->pFollowModel )
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pbeam->pFollowModel = end->model;
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SetBits( pbeam->flags, FBEAM_ENDVISIBLE );
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}
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else if( !FBitSet( pbeam->flags, FBEAM_FOREVER ))
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{
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ClearBits( pbeam->flags, FBEAM_ENDENTITY );
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pbeam->die = cl.time;
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return false;
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}
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else
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{
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return false;
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}
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}
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if( FBitSet( pbeam->flags, FBEAM_STARTENTITY ) && !FBitSet( pbeam->flags, FBEAM_STARTVISIBLE ))
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return false;
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return true;
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}
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/*
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==============
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R_BeamCull
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Cull the beam by bbox
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==============
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*/
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qboolean R_BeamCull( const vec3_t start, const vec3_t end, qboolean pvsOnly )
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{
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vec3_t mins, maxs;
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int i;
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for( i = 0; i < 3; i++ )
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{
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if( start[i] < end[i] )
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{
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mins[i] = start[i];
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maxs[i] = end[i];
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}
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else
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{
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mins[i] = end[i];
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maxs[i] = start[i];
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}
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// don't let it be zero sized
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if( mins[i] == maxs[i] )
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maxs[i] += 1.0f;
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}
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// check bbox
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if( Mod_BoxVisible( mins, maxs, Mod_GetCurrentVis( )))
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{
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if( pvsOnly || !R_CullBox( mins, maxs ))
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{
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// beam is visible
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return false;
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}
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}
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// beam is culled
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return true;
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}
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/*
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==============================================================
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BEAM DRAW METHODS
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==============================================================
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*/
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/*
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================
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R_DrawSegs
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general code for drawing beams
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================
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*/
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static void R_DrawSegs( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments, int flags )
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{
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int noiseIndex, noiseStep;
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int i, total_segs, segs_drawn;
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float div, length, fraction, factor;
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float flMaxWidth, vLast, vStep, brightness;
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vec3_t perp1, vLastNormal;
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beamseg_t curSeg;
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if( segments < 2 ) return;
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length = VectorLength( delta );
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flMaxWidth = width * 0.5f;
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div = 1.0f / ( segments - 1 );
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if( length * div < flMaxWidth * 1.414f )
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{
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// here, we have too many segments; we could get overlap... so lets have less segments
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segments = (int)( length / ( flMaxWidth * 1.414f )) + 1.0f;
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if( segments < 2 ) segments = 2;
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}
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if( segments > NOISE_DIVISIONS )
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segments = NOISE_DIVISIONS;
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div = 1.0f / (segments - 1);
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length *= 0.01f;
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vStep = length * div; // Texture length texels per space pixel
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// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
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vLast = fmod( freq * speed, 1 );
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if( flags & FBEAM_SINENOISE )
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{
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if( segments < 16 )
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{
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segments = 16;
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div = 1.0f / ( segments - 1 );
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}
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scale *= 100.0f;
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length = segments * 0.1f;
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}
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else
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{
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scale *= length * 2.0;
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}
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// Iterator to resample noise waveform (it needs to be generated in powers of 2)
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noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f );
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brightness = 1.0f;
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noiseIndex = 0;
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if( FBitSet( flags, FBEAM_SHADEIN ))
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brightness = 0;
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// Choose two vectors that are perpendicular to the beam
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R_BeamComputePerpendicular( delta, perp1 );
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total_segs = segments;
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segs_drawn = 0;
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// specify all the segments.
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for( i = 0; i < segments; i++ )
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{
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beamseg_t nextSeg;
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vec3_t vPoint1, vPoint2;
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Assert( noiseIndex < ( NOISE_DIVISIONS << 16 ));
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fraction = i * div;
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VectorMA( source, fraction, delta, nextSeg.pos );
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// distort using noise
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if( scale != 0 )
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{
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factor = rgNoise[noiseIndex>>16] * scale;
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if( FBitSet( flags, FBEAM_SINENOISE ))
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{
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float s, c;
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SinCos( fraction * M_PI * length + freq, &s, &c );
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VectorMA( nextSeg.pos, (factor * s), RI.vup, nextSeg.pos );
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// rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
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VectorMA( nextSeg.pos, (factor * c), RI.vright, nextSeg.pos );
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}
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else
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{
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VectorMA( nextSeg.pos, factor, perp1, nextSeg.pos );
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}
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}
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// specify the next segment.
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nextSeg.width = width * 2.0f;
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nextSeg.texcoord = vLast;
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if( segs_drawn > 0 )
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{
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// Get a vector that is perpendicular to us and perpendicular to the beam.
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// This is used to fatten the beam.
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vec3_t vNormal, vAveNormal;
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R_BeamComputeNormal( curSeg.pos, nextSeg.pos, vNormal );
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if( segs_drawn > 1 )
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{
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// Average this with the previous normal
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VectorAdd( vNormal, vLastNormal, vAveNormal );
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VectorScale( vAveNormal, 0.5f, vAveNormal );
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VectorNormalizeFast( vAveNormal );
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}
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else
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{
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VectorCopy( vNormal, vAveNormal );
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}
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VectorCopy( vNormal, vLastNormal );
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// draw regular segment
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VectorMA( curSeg.pos, ( curSeg.width * 0.5f ), vAveNormal, vPoint1 );
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VectorMA( curSeg.pos, (-curSeg.width * 0.5f ), vAveNormal, vPoint2 );
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pglTexCoord2f( 0.0f, curSeg.texcoord );
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TriBrightness( brightness );
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pglNormal3fv( vAveNormal );
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pglVertex3fv( vPoint1 );
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pglTexCoord2f( 1.0f, curSeg.texcoord );
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TriBrightness( brightness );
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pglNormal3fv( vAveNormal );
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pglVertex3fv( vPoint2 );
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}
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curSeg = nextSeg;
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segs_drawn++;
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if( FBitSet( flags, FBEAM_SHADEIN ) && FBitSet( flags, FBEAM_SHADEOUT ))
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{
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if( fraction < 0.5f ) brightness = fraction;
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else brightness = ( 1.0f - fraction );
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}
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else if( FBitSet( flags, FBEAM_SHADEIN ))
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{
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brightness = fraction;
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}
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else if( FBitSet( flags, FBEAM_SHADEOUT ))
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{
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brightness = 1.0f - fraction;
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}
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if( segs_drawn == total_segs )
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{
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// draw the last segment
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VectorMA( curSeg.pos, ( curSeg.width * 0.5f ), vLastNormal, vPoint1 );
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VectorMA( curSeg.pos, (-curSeg.width * 0.5f ), vLastNormal, vPoint2 );
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// specify the points.
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pglTexCoord2f( 0.0f, curSeg.texcoord );
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TriBrightness( brightness );
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pglNormal3fv( vLastNormal );
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pglVertex3fv( vPoint1 );
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pglTexCoord2f( 1.0f, curSeg.texcoord );
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TriBrightness( brightness );
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pglNormal3fv( vLastNormal );
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pglVertex3fv( vPoint2 );
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}
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vLast += vStep; // Advance texture scroll (v axis only)
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noiseIndex += noiseStep;
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}
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}
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|
/*
|
|
================
|
|
R_DrawTorus
|
|
|
|
Draw beamtours
|
|
================
|
|
*/
|
|
void R_DrawTorus( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments )
|
|
{
|
|
int i, noiseIndex, noiseStep;
|
|
float div, length, fraction, factor, vLast, vStep;
|
|
vec3_t last1, last2, point, screen, screenLast, tmp, normal;
|
|
|
|
if( segments < 2 )
|
|
return;
|
|
|
|
if( segments > NOISE_DIVISIONS )
|
|
segments = NOISE_DIVISIONS;
|
|
|
|
length = VectorLength( delta ) * 0.01;
|
|
if( length < 0.5 ) length = 0.5; // 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;
|
|
|
|
// 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;
|
|
|
|
for( i = 0; i < segments; i++ )
|
|
{
|
|
float s, c;
|
|
|
|
fraction = i * div;
|
|
SinCos( fraction * M_PI2, &s, &c );
|
|
|
|
point[0] = s * freq * delta[2] + source[0];
|
|
point[1] = c * freq * delta[2] + source[1];
|
|
point[2] = source[2];
|
|
|
|
// distort using noise
|
|
if( scale != 0 )
|
|
{
|
|
if(( noiseIndex >> 16 ) < NOISE_DIVISIONS )
|
|
{
|
|
factor = rgNoise[noiseIndex>>16] * 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] * scale * cos( fraction * M_PI * 3 + 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 );
|
|
VectorScale( RI.vup, -tmp[0], normal ); // Build point along noraml line (normal is -y, x)
|
|
VectorMA( normal, tmp[1], RI.vright, normal );
|
|
|
|
// Make a wide line
|
|
VectorMA( point, width, normal, last1 );
|
|
VectorMA( point, -width, normal, last2 );
|
|
|
|
vLast += vStep; // advance texture scroll (v axis only)
|
|
TriTexCoord2f( 1, vLast );
|
|
TriVertex3fv( last2 );
|
|
TriTexCoord2f( 0, vLast );
|
|
TriVertex3fv( last1 );
|
|
}
|
|
|
|
VectorCopy( screen, screenLast );
|
|
noiseIndex += noiseStep;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawDisk
|
|
|
|
Draw beamdisk
|
|
================
|
|
*/
|
|
void R_DrawDisk( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments )
|
|
{
|
|
float div, length, fraction;
|
|
float w, vLast, vStep;
|
|
vec3_t point;
|
|
int i;
|
|
|
|
if( segments < 2 )
|
|
return;
|
|
|
|
if( segments > NOISE_DIVISIONS ) // UNDONE: Allow more segments?
|
|
segments = NOISE_DIVISIONS;
|
|
|
|
length = VectorLength( delta ) * 0.01f;
|
|
if( length < 0.5f ) length = 0.5f; // don't lose all of the noise/texture on short beams
|
|
|
|
div = 1.0f / (segments - 1);
|
|
vStep = length * div; // Texture length texels per space pixel
|
|
|
|
// scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
|
|
vLast = fmod( freq * speed, 1 );
|
|
scale = scale * length;
|
|
|
|
// clamp the beam width
|
|
w = fmod( freq, width ) * delta[2];
|
|
|
|
// NOTE: we must force the degenerate triangles to be on the edge
|
|
for( i = 0; i < segments; i++ )
|
|
{
|
|
float s, c;
|
|
|
|
fraction = i * div;
|
|
VectorCopy( source, point );
|
|
|
|
TriBrightness( 1.0f );
|
|
TriTexCoord2f( 1.0f, vLast );
|
|
TriVertex3fv( point );
|
|
|
|
SinCos( fraction * M_PI2, &s, &c );
|
|
point[0] = s * w + source[0];
|
|
point[1] = c * w + source[1];
|
|
point[2] = source[2];
|
|
|
|
TriBrightness( 1.0f );
|
|
TriTexCoord2f( 0.0f, vLast );
|
|
TriVertex3fv( point );
|
|
|
|
vLast += vStep; // advance texture scroll (v axis only)
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawCylinder
|
|
|
|
Draw beam cylinder
|
|
================
|
|
*/
|
|
void R_DrawCylinder( vec3_t source, vec3_t delta, float width, float scale, float freq, float speed, int segments )
|
|
{
|
|
float div, length, fraction;
|
|
float vLast, vStep;
|
|
vec3_t point;
|
|
int i;
|
|
|
|
if( segments < 2 )
|
|
return;
|
|
|
|
if( segments > NOISE_DIVISIONS )
|
|
segments = NOISE_DIVISIONS;
|
|
|
|
length = VectorLength( delta ) * 0.01f;
|
|
if( length < 0.5f ) length = 0.5f; // don't lose all of the noise/texture on short beams
|
|
|
|
div = 1.0f / (segments - 1);
|
|
vStep = length * div; // texture length texels per space pixel
|
|
|
|
// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
|
|
vLast = fmod( freq * speed, 1 );
|
|
scale = scale * length;
|
|
|
|
for ( i = 0; i < segments; i++ )
|
|
{
|
|
float s, c;
|
|
|
|
fraction = i * div;
|
|
SinCos( fraction * M_PI2, &s, &c );
|
|
|
|
point[0] = s * freq * delta[2] + source[0];
|
|
point[1] = c * freq * delta[2] + source[1];
|
|
point[2] = source[2] + width;
|
|
|
|
TriBrightness( 0 );
|
|
TriTexCoord2f( 1, vLast );
|
|
TriVertex3fv( point );
|
|
|
|
point[0] = s * freq * ( delta[2] + width ) + source[0];
|
|
point[1] = c * freq * ( delta[2] + width ) + source[1];
|
|
point[2] = source[2] - width;
|
|
|
|
TriBrightness( 1 );
|
|
TriTexCoord2f( 0, vLast );
|
|
TriVertex3fv( point );
|
|
|
|
vLast += vStep; // Advance texture scroll (v axis only)
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_DrawBeamFollow
|
|
|
|
drawi followed beam
|
|
==============
|
|
*/
|
|
void R_DrawBeamFollow( BEAM *pbeam, float frametime )
|
|
{
|
|
particle_t *pnew, *particles;
|
|
float fraction, div, vLast, vStep;
|
|
vec3_t last1, last2, tmp, screen;
|
|
vec3_t delta, screenLast, normal;
|
|
|
|
R_FreeDeadParticles( &pbeam->particles );
|
|
|
|
particles = pbeam->particles;
|
|
pnew = NULL;
|
|
|
|
div = 0;
|
|
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY ))
|
|
{
|
|
if( particles )
|
|
{
|
|
VectorSubtract( particles->org, pbeam->source, delta );
|
|
div = VectorLength( delta );
|
|
|
|
if( div >= 32 && cl_free_particles )
|
|
{
|
|
pnew = cl_free_particles;
|
|
cl_free_particles = pnew->next;
|
|
}
|
|
}
|
|
else if( cl_free_particles )
|
|
{
|
|
pnew = cl_free_particles;
|
|
cl_free_particles = pnew->next;
|
|
div = 0;
|
|
}
|
|
}
|
|
|
|
if( pnew )
|
|
{
|
|
VectorCopy( pbeam->source, pnew->org );
|
|
pnew->die = cl.time + pbeam->amplitude;
|
|
VectorClear( pnew->vel );
|
|
|
|
pnew->next = particles;
|
|
pbeam->particles = pnew;
|
|
particles = pnew;
|
|
}
|
|
|
|
// nothing to draw
|
|
if( !particles ) return;
|
|
|
|
if( !pnew && div != 0 )
|
|
{
|
|
VectorCopy( pbeam->source, delta );
|
|
TriWorldToScreen( pbeam->source, screenLast );
|
|
TriWorldToScreen( particles->org, screen );
|
|
}
|
|
else if( particles && particles->next )
|
|
{
|
|
VectorCopy( particles->org, delta );
|
|
TriWorldToScreen( particles->org, screenLast );
|
|
TriWorldToScreen( particles->next->org, screen );
|
|
particles = particles->next;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
// UNDONE: This won't work, screen and screenLast must be extrapolated here to fix the
|
|
// first beam segment for this trail
|
|
|
|
// build world-space normal to screen-space direction vector
|
|
VectorSubtract( screen, screenLast, tmp );
|
|
// we don't need Z, we're in screen space
|
|
tmp[2] = 0;
|
|
VectorNormalize( tmp );
|
|
|
|
// Build point along noraml line (normal is -y, x)
|
|
VectorScale( RI.vup, tmp[0], normal ); // Build point along normal line (normal is -y, x)
|
|
VectorMA( normal, tmp[1], RI.vright, normal );
|
|
|
|
// Make a wide line
|
|
VectorMA( delta, pbeam->width, normal, last1 );
|
|
VectorMA( delta, -pbeam->width, normal, last2 );
|
|
|
|
div = 1.0 / pbeam->amplitude;
|
|
fraction = ( pbeam->die - cl.time ) * div;
|
|
|
|
vLast = 0.0;
|
|
vStep = 1.0;
|
|
|
|
while( particles )
|
|
{
|
|
TriBrightness( fraction );
|
|
TriTexCoord2f( 1, 1 );
|
|
TriVertex3fv( last2 );
|
|
TriBrightness( fraction );
|
|
TriTexCoord2f( 0, 1 );
|
|
TriVertex3fv( last1 );
|
|
|
|
// Transform point into screen space
|
|
TriWorldToScreen( particles->org, screen );
|
|
// Build world-space normal to screen-space direction vector
|
|
VectorSubtract( screen, screenLast, tmp );
|
|
|
|
// we don't need Z, we're in screen space
|
|
tmp[2] = 0;
|
|
VectorNormalize( tmp );
|
|
VectorScale( RI.vup, tmp[0], normal ); // Build point along noraml line (normal is -y, x)
|
|
VectorMA( normal, tmp[1], RI.vright, normal );
|
|
|
|
// Make a wide line
|
|
VectorMA( particles->org, pbeam->width, normal, last1 );
|
|
VectorMA( particles->org, -pbeam->width, normal, last2 );
|
|
|
|
vLast += vStep; // Advance texture scroll (v axis only)
|
|
|
|
if( particles->next != NULL )
|
|
{
|
|
fraction = (particles->die - cl.time) * div;
|
|
}
|
|
else
|
|
{
|
|
fraction = 0.0;
|
|
}
|
|
|
|
TriBrightness( fraction );
|
|
TriTexCoord2f( 0, 0 );
|
|
TriVertex3fv( last1 );
|
|
TriBrightness( fraction );
|
|
TriTexCoord2f( 1, 0 );
|
|
TriVertex3fv( last2 );
|
|
|
|
VectorCopy( screen, screenLast );
|
|
|
|
particles = particles->next;
|
|
}
|
|
|
|
// drift popcorn trail if there is a velocity
|
|
particles = pbeam->particles;
|
|
|
|
while( particles )
|
|
{
|
|
VectorMA( particles->org, frametime, particles->vel, particles->org );
|
|
particles = particles->next;
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_DrawRing
|
|
|
|
Draw beamring
|
|
================
|
|
*/
|
|
void R_DrawRing( vec3_t source, vec3_t delta, float width, float amplitude, float freq, float speed, int segments )
|
|
{
|
|
int i, j, noiseIndex, noiseStep;
|
|
float div, length, fraction, factor, vLast, vStep;
|
|
vec3_t last1, last2, point, screen, screenLast;
|
|
vec3_t tmp, normal, center, xaxis, yaxis;
|
|
float radius, x, y, scale;
|
|
|
|
if( segments < 2 )
|
|
return;
|
|
|
|
VectorClear( screenLast );
|
|
segments = segments * M_PI;
|
|
|
|
if( segments > NOISE_DIVISIONS * 8 )
|
|
segments = NOISE_DIVISIONS * 8;
|
|
|
|
length = VectorLength( delta ) * 0.01f * M_PI;
|
|
if( length < 0.5f ) length = 0.5f; // Don't lose all of the noise/texture on short beams
|
|
|
|
div = 1.0f / ( segments - 1 );
|
|
|
|
vStep = length * div / 8.0f; // texture length texels per space pixel
|
|
|
|
// Scroll speed 3.5 -- initial texture position, scrolls 3.5/sec (1.0 is entire texture)
|
|
vLast = fmod( freq * speed, 1.0f );
|
|
scale = amplitude * length / 8.0f;
|
|
|
|
// Iterator to resample noise waveform (it needs to be generated in powers of 2)
|
|
noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f ) * 8;
|
|
noiseIndex = 0;
|
|
|
|
VectorScale( delta, 0.5f, delta );
|
|
VectorAdd( source, delta, center );
|
|
|
|
VectorCopy( delta, xaxis );
|
|
radius = VectorLength( xaxis );
|
|
|
|
// cull beamring
|
|
// --------------------------------
|
|
// Compute box center +/- radius
|
|
VectorSet( last1, radius, radius, scale );
|
|
VectorAdd( center, last1, tmp ); // maxs
|
|
VectorSubtract( center, last1, screen ); // mins
|
|
|
|
if( !cl.worldmodel )
|
|
return;
|
|
|
|
// is that box in PVS && frustum?
|
|
if( !Mod_BoxVisible( screen, tmp, Mod_GetCurrentVis( )) || R_CullBox( screen, tmp ))
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorSet( yaxis, xaxis[1], -xaxis[0], 0.0f );
|
|
VectorNormalize( yaxis );
|
|
VectorScale( yaxis, radius, yaxis );
|
|
|
|
j = segments / 8;
|
|
|
|
for( i = 0; i < segments + 1; i++ )
|
|
{
|
|
fraction = i * div;
|
|
SinCos( fraction * M_PI2, &x, &y );
|
|
|
|
VectorMAMAM( x, xaxis, y, yaxis, 1.0f, center, point );
|
|
|
|
// distort using noise
|
|
factor = rgNoise[(noiseIndex >> 16) & (NOISE_DIVISIONS - 1)] * scale;
|
|
VectorMA( point, factor, RI.vup, point );
|
|
|
|
// Rotate the noise along the perpendicluar axis a bit to keep the bolt from looking diagonal
|
|
factor = rgNoise[(noiseIndex >> 16) & (NOISE_DIVISIONS - 1)] * scale;
|
|
factor *= cos( fraction * M_PI * 24 + freq );
|
|
VectorMA( point, factor, RI.vright, point );
|
|
|
|
// Transform point into screen space
|
|
TriWorldToScreen( point, screen );
|
|
|
|
if( i != 0 )
|
|
{
|
|
// build world-space normal to screen-space direction vector
|
|
VectorSubtract( screen, screenLast, tmp );
|
|
|
|
// we don't need Z, we're in screen space
|
|
tmp[2] = 0;
|
|
VectorNormalize( tmp );
|
|
|
|
// Build point along normal line (normal is -y, x)
|
|
VectorScale( RI.vup, tmp[0], normal );
|
|
VectorMA( normal, tmp[1], RI.vright, normal );
|
|
|
|
// Make a wide line
|
|
VectorMA( point, width, normal, last1 );
|
|
VectorMA( point, -width, normal, last2 );
|
|
|
|
vLast += vStep; // Advance texture scroll (v axis only)
|
|
TriTexCoord2f( 1.0f, vLast );
|
|
TriVertex3fv( last2 );
|
|
TriTexCoord2f( 0.0f, vLast );
|
|
TriVertex3fv( last1 );
|
|
}
|
|
|
|
VectorCopy( screen, screenLast );
|
|
noiseIndex += noiseStep;
|
|
j--;
|
|
|
|
if( j == 0 && amplitude != 0 )
|
|
{
|
|
j = segments / 8;
|
|
FracNoise( rgNoise, NOISE_DIVISIONS );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamDraw
|
|
|
|
Update beam vars and draw it
|
|
==============
|
|
*/
|
|
void R_BeamDraw( BEAM *pbeam, float frametime )
|
|
{
|
|
model_t *model;
|
|
vec3_t delta;
|
|
|
|
model = CL_ModelHandle( pbeam->modelIndex );
|
|
SetBits( pbeam->flags, FBEAM_ISACTIVE );
|
|
|
|
if( !model || model->type != mod_sprite )
|
|
{
|
|
pbeam->flags &= ~FBEAM_ISACTIVE; // force to ignore
|
|
pbeam->die = cl.time;
|
|
return;
|
|
}
|
|
|
|
// update frequency
|
|
pbeam->freq += frametime;
|
|
|
|
// generate fractal noise
|
|
if( frametime != 0.0f )
|
|
{
|
|
rgNoise[0] = 0;
|
|
rgNoise[NOISE_DIVISIONS] = 0;
|
|
}
|
|
|
|
if( pbeam->amplitude != 0 && frametime != 0.0f )
|
|
{
|
|
if( FBitSet( pbeam->flags, FBEAM_SINENOISE ))
|
|
SineNoise( rgNoise, NOISE_DIVISIONS );
|
|
else FracNoise( rgNoise, NOISE_DIVISIONS );
|
|
}
|
|
|
|
// update end points
|
|
if( FBitSet( pbeam->flags, FBEAM_STARTENTITY|FBEAM_ENDENTITY ))
|
|
{
|
|
// makes sure attachment[0] + attachment[1] are valid
|
|
if( !R_BeamRecomputeEndpoints( pbeam ))
|
|
{
|
|
ClearBits( pbeam->flags, FBEAM_ISACTIVE ); // force to ignore
|
|
return;
|
|
}
|
|
|
|
// compute segments from the new endpoints
|
|
VectorSubtract( pbeam->target, pbeam->source, delta );
|
|
VectorClear( pbeam->delta );
|
|
|
|
if( VectorLength( delta ) > 0.0000001f )
|
|
VectorCopy( delta, pbeam->delta );
|
|
|
|
if( pbeam->amplitude >= 0.50f )
|
|
pbeam->segments = VectorLength( pbeam->delta ) * 0.25f + 3.0f; // one per 4 pixels
|
|
else pbeam->segments = VectorLength( pbeam->delta ) * 0.075f + 3.0f; // one per 16 pixels
|
|
}
|
|
|
|
if( pbeam->type == TE_BEAMPOINTS && R_BeamCull( pbeam->source, pbeam->target, 0 ))
|
|
{
|
|
ClearBits( pbeam->flags, FBEAM_ISACTIVE );
|
|
return;
|
|
}
|
|
|
|
// don't draw really short or inactive beams
|
|
if( !FBitSet( pbeam->flags, FBEAM_ISACTIVE ) || VectorLength( pbeam->delta ) < 0.1f )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( pbeam->flags & ( FBEAM_FADEIN|FBEAM_FADEOUT ))
|
|
{
|
|
// update life cycle
|
|
pbeam->t = pbeam->freq + ( pbeam->die - cl.time );
|
|
if( pbeam->t != 0.0f ) pbeam->t = 1.0f - pbeam->freq / pbeam->t;
|
|
}
|
|
|
|
if( pbeam->type == TE_BEAMHOSE )
|
|
{
|
|
float flDot;
|
|
|
|
VectorSubtract( pbeam->target, pbeam->source, delta );
|
|
VectorNormalize( delta );
|
|
|
|
flDot = DotProduct( delta, RI.vforward );
|
|
|
|
// abort if the player's looking along it away from the source
|
|
if( flDot > 0 )
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
float flFade = pow( flDot, 10 );
|
|
vec3_t localDir, vecProjection, tmp;
|
|
float flDistance;
|
|
|
|
// fade the beam if the player's not looking at the source
|
|
VectorSubtract( RI.vieworg, pbeam->source, localDir );
|
|
flDot = DotProduct( delta, localDir );
|
|
VectorScale( delta, flDot, vecProjection );
|
|
VectorSubtract( localDir, vecProjection, tmp );
|
|
flDistance = VectorLength( tmp );
|
|
|
|
if( flDistance > 30 )
|
|
{
|
|
flDistance = 1.0f - (( flDistance - 30.0f ) / 64.0f );
|
|
if( flDistance <= 0 ) flFade = 0;
|
|
else flFade *= pow( flDistance, 3 );
|
|
}
|
|
|
|
if( flFade < ( 1.0f / 255.0f ))
|
|
return;
|
|
|
|
// FIXME: needs to be testing
|
|
pbeam->brightness *= flFade;
|
|
}
|
|
}
|
|
|
|
TriRenderMode( FBitSet( pbeam->flags, FBEAM_SOLID ) ? kRenderNormal : kRenderTransAdd );
|
|
|
|
if( !TriSpriteTexture( model, (int)(pbeam->frame + pbeam->frameRate * cl.time) % pbeam->frameCount ))
|
|
{
|
|
ClearBits( pbeam->flags, FBEAM_ISACTIVE );
|
|
return;
|
|
}
|
|
|
|
if( pbeam->type == TE_BEAMFOLLOW )
|
|
{
|
|
cl_entity_t *pStart;
|
|
|
|
// XASH SPECIFIC: get brightness from head entity
|
|
pStart = R_BeamGetEntity( pbeam->startEntity );
|
|
if( pStart && pStart->curstate.rendermode != kRenderNormal )
|
|
pbeam->brightness = CL_FxBlend( pStart ) / 255.0f;
|
|
}
|
|
|
|
if( FBitSet( pbeam->flags, FBEAM_FADEIN ))
|
|
TriColor4f( pbeam->r, pbeam->g, pbeam->b, pbeam->t * pbeam->brightness );
|
|
else if( FBitSet( pbeam->flags, FBEAM_FADEOUT ))
|
|
TriColor4f( pbeam->r, pbeam->g, pbeam->b, ( 1.0f - pbeam->t ) * pbeam->brightness );
|
|
else TriColor4f( pbeam->r, pbeam->g, pbeam->b, pbeam->brightness );
|
|
|
|
switch( pbeam->type )
|
|
{
|
|
case TE_BEAMTORUS:
|
|
GL_Cull( GL_NONE );
|
|
TriBegin( TRI_TRIANGLE_STRIP );
|
|
R_DrawTorus( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments );
|
|
TriEnd();
|
|
break;
|
|
case TE_BEAMDISK:
|
|
GL_Cull( GL_NONE );
|
|
TriBegin( TRI_TRIANGLE_STRIP );
|
|
R_DrawDisk( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments );
|
|
TriEnd();
|
|
break;
|
|
case TE_BEAMCYLINDER:
|
|
GL_Cull( GL_NONE );
|
|
TriBegin( TRI_TRIANGLE_STRIP );
|
|
R_DrawCylinder( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments );
|
|
TriEnd();
|
|
break;
|
|
case TE_BEAMPOINTS:
|
|
case TE_BEAMHOSE:
|
|
TriBegin( TRI_TRIANGLE_STRIP );
|
|
R_DrawSegs( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments, pbeam->flags );
|
|
TriEnd();
|
|
break;
|
|
case TE_BEAMFOLLOW:
|
|
TriBegin( TRI_QUADS );
|
|
R_DrawBeamFollow( pbeam, frametime );
|
|
TriEnd();
|
|
break;
|
|
case TE_BEAMRING:
|
|
GL_Cull( GL_NONE );
|
|
TriBegin( TRI_TRIANGLE_STRIP );
|
|
R_DrawRing( pbeam->source, pbeam->delta, pbeam->width, pbeam->amplitude, pbeam->freq, pbeam->speed, pbeam->segments );
|
|
TriEnd();
|
|
break;
|
|
}
|
|
|
|
GL_Cull( GL_FRONT );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamDrawCustomEntity
|
|
|
|
initialize beam from server entity
|
|
==============
|
|
*/
|
|
void R_BeamDrawCustomEntity( cl_entity_t *ent )
|
|
{
|
|
BEAM beam;
|
|
float amp = ent->curstate.body / 100.0f;
|
|
float blend = CL_FxBlend( ent ) / 255.0f;
|
|
float r, g, b;
|
|
int beamFlags;
|
|
|
|
r = ent->curstate.rendercolor.r / 255.0f;
|
|
g = ent->curstate.rendercolor.g / 255.0f;
|
|
b = ent->curstate.rendercolor.b / 255.0f;
|
|
|
|
R_BeamSetup( &beam, ent->origin, ent->angles, ent->curstate.modelindex, 0, ent->curstate.scale, amp, blend, ent->curstate.animtime );
|
|
R_BeamSetAttributes( &beam, r, g, b, ent->curstate.framerate, ent->curstate.frame );
|
|
beam.pFollowModel = NULL;
|
|
|
|
switch( ent->curstate.rendermode & 0x0F )
|
|
{
|
|
case BEAM_ENTPOINT:
|
|
beam.type = TE_BEAMPOINTS;
|
|
if( ent->curstate.sequence )
|
|
{
|
|
SetBits( beam.flags, FBEAM_STARTENTITY );
|
|
beam.startEntity = ent->curstate.sequence;
|
|
}
|
|
if( ent->curstate.skin )
|
|
{
|
|
SetBits( beam.flags, FBEAM_ENDENTITY );
|
|
beam.endEntity = ent->curstate.skin;
|
|
}
|
|
break;
|
|
case BEAM_ENTS:
|
|
beam.type = TE_BEAMPOINTS;
|
|
SetBits( beam.flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY );
|
|
beam.startEntity = ent->curstate.sequence;
|
|
beam.endEntity = ent->curstate.skin;
|
|
break;
|
|
case BEAM_HOSE:
|
|
beam.type = TE_BEAMHOSE;
|
|
break;
|
|
case BEAM_POINTS:
|
|
// already set up
|
|
break;
|
|
}
|
|
|
|
beamFlags = ( ent->curstate.rendermode & 0xF0 );
|
|
|
|
if( FBitSet( beamFlags, BEAM_FSINE ))
|
|
SetBits( beam.flags, FBEAM_SINENOISE );
|
|
|
|
if( FBitSet( beamFlags, BEAM_FSOLID ))
|
|
SetBits( beam.flags, FBEAM_SOLID );
|
|
|
|
if( FBitSet( beamFlags, BEAM_FSHADEIN ))
|
|
SetBits( beam.flags, FBEAM_SHADEIN );
|
|
|
|
if( FBitSet( beamFlags, BEAM_FSHADEOUT ))
|
|
SetBits( beam.flags, FBEAM_SHADEOUT );
|
|
|
|
// draw it
|
|
R_BeamDraw( &beam, tr.frametime );
|
|
}
|
|
|
|
/*
|
|
==============================================================
|
|
|
|
VIEWBEAMS MANAGEMENT
|
|
|
|
==============================================================
|
|
*/
|
|
BEAM *cl_active_beams;
|
|
BEAM *cl_free_beams;
|
|
BEAM *cl_viewbeams = NULL; // beams pool
|
|
|
|
/*
|
|
================
|
|
CL_InitViewBeams
|
|
|
|
================
|
|
*/
|
|
void CL_InitViewBeams( void )
|
|
{
|
|
cl_viewbeams = Mem_Calloc( cls.mempool, sizeof( BEAM ) * GI->max_beams );
|
|
CL_ClearViewBeams();
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_ClearViewBeams
|
|
|
|
================
|
|
*/
|
|
void CL_ClearViewBeams( void )
|
|
{
|
|
int i;
|
|
|
|
if( !cl_viewbeams ) return;
|
|
|
|
// clear beams
|
|
cl_free_beams = cl_viewbeams;
|
|
cl_active_beams = NULL;
|
|
|
|
for( i = 0; i < GI->max_beams - 1; i++ )
|
|
cl_viewbeams[i].next = &cl_viewbeams[i+1];
|
|
cl_viewbeams[GI->max_beams - 1].next = NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_FreeViewBeams
|
|
|
|
================
|
|
*/
|
|
void CL_FreeViewBeams( void )
|
|
{
|
|
if( cl_viewbeams )
|
|
Mem_Free( cl_viewbeams );
|
|
cl_viewbeams = NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_AddCustomBeam
|
|
|
|
Add the beam that encoded as custom entity
|
|
================
|
|
*/
|
|
void CL_AddCustomBeam( cl_entity_t *pEnvBeam )
|
|
{
|
|
if( tr.draw_list->num_beam_entities >= MAX_VISIBLE_PACKET )
|
|
{
|
|
Con_Printf( S_ERROR "Too many beams %d!\n", tr.draw_list->num_beam_entities );
|
|
return;
|
|
}
|
|
|
|
if( pEnvBeam )
|
|
{
|
|
tr.draw_list->beam_entities[tr.draw_list->num_beam_entities] = pEnvBeam;
|
|
tr.draw_list->num_beam_entities++;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
CL_KillDeadBeams
|
|
|
|
==============
|
|
*/
|
|
void CL_KillDeadBeams( cl_entity_t *pDeadEntity )
|
|
{
|
|
BEAM *pbeam;
|
|
BEAM *pnewlist;
|
|
BEAM *pnext;
|
|
particle_t *pHead; // build a new list to replace cl_active_beams.
|
|
|
|
pbeam = cl_active_beams; // old list.
|
|
pnewlist = NULL; // new list.
|
|
|
|
while( pbeam )
|
|
{
|
|
pnext = pbeam->next;
|
|
|
|
// link into new list.
|
|
if( R_BeamGetEntity( pbeam->startEntity ) != pDeadEntity )
|
|
{
|
|
pbeam->next = pnewlist;
|
|
pnewlist = pbeam;
|
|
|
|
pbeam = pnext;
|
|
continue;
|
|
}
|
|
|
|
pbeam->flags &= ~(FBEAM_STARTENTITY | FBEAM_ENDENTITY);
|
|
|
|
if( pbeam->type != TE_BEAMFOLLOW )
|
|
{
|
|
// remove beam
|
|
pbeam->die = cl.time - 0.1f;
|
|
|
|
// kill off particles
|
|
pHead = pbeam->particles;
|
|
while( pHead )
|
|
{
|
|
pHead->die = cl.time - 0.1f;
|
|
pHead = pHead->next;
|
|
}
|
|
|
|
// free the beam
|
|
R_BeamFree( pbeam );
|
|
}
|
|
else
|
|
{
|
|
// stay active
|
|
pbeam->next = pnewlist;
|
|
pnewlist = pbeam;
|
|
}
|
|
|
|
pbeam = pnext;
|
|
}
|
|
|
|
// We now have a new list with the bogus stuff released.
|
|
cl_active_beams = pnewlist;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_BeamAttemptToDie
|
|
|
|
Check for expired beams
|
|
==============
|
|
*/
|
|
qboolean CL_BeamAttemptToDie( BEAM *pBeam )
|
|
{
|
|
Assert( pBeam != NULL );
|
|
|
|
// premanent beams never die automatically
|
|
if( FBitSet( pBeam->flags, FBEAM_FOREVER ))
|
|
return false;
|
|
|
|
if( pBeam->type == TE_BEAMFOLLOW && pBeam->particles )
|
|
{
|
|
// wait for all trails are dead
|
|
return false;
|
|
}
|
|
|
|
// other beams
|
|
if( pBeam->die > cl.time )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_DrawBeams
|
|
|
|
draw beam loop
|
|
==============
|
|
*/
|
|
void CL_DrawBeams( int fTrans )
|
|
{
|
|
BEAM *pBeam, *pNext;
|
|
BEAM *pPrev = NULL;
|
|
int i, flags;
|
|
|
|
if( !CVAR_TO_BOOL( cl_draw_beams ))
|
|
return;
|
|
|
|
pglShadeModel( GL_SMOOTH );
|
|
pglDepthMask( fTrans ? GL_FALSE : GL_TRUE );
|
|
|
|
// server beams don't allocate beam chains
|
|
// all params are stored in cl_entity_t
|
|
for( i = 0; i < tr.draw_list->num_beam_entities; i++ )
|
|
{
|
|
RI.currentbeam = tr.draw_list->beam_entities[i];
|
|
flags = RI.currentbeam->curstate.rendermode & 0xF0;
|
|
|
|
if( fTrans && FBitSet( flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
if( !fTrans && !FBitSet( flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
R_BeamDrawCustomEntity( RI.currentbeam );
|
|
r_stats.c_view_beams_count++;
|
|
}
|
|
|
|
RI.currentbeam = NULL;
|
|
|
|
// draw temporary entity beams
|
|
for( pBeam = cl_active_beams; pBeam; pBeam = pNext )
|
|
{
|
|
// need to store the next one since we may delete this one
|
|
pNext = pBeam->next;
|
|
|
|
if( fTrans && FBitSet( pBeam->flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
if( !fTrans && !FBitSet( pBeam->flags, FBEAM_SOLID ))
|
|
continue;
|
|
|
|
// retire old beams
|
|
if( CL_BeamAttemptToDie( pBeam ))
|
|
{
|
|
// reset links
|
|
if( pPrev ) pPrev->next = pNext;
|
|
else cl_active_beams = pNext;
|
|
|
|
// free the beam
|
|
R_BeamFree( pBeam );
|
|
|
|
pBeam = NULL;
|
|
continue;
|
|
}
|
|
|
|
R_BeamDraw( pBeam, cl.time - cl.oldtime );
|
|
r_stats.c_view_beams_count++;
|
|
pPrev = pBeam;
|
|
}
|
|
|
|
pglShadeModel( GL_FLAT );
|
|
pglDepthMask( GL_TRUE );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamKill
|
|
|
|
Remove beam attached to specified entity
|
|
and all particle trails (if this is a beamfollow)
|
|
==============
|
|
*/
|
|
void R_BeamKill( int deadEntity )
|
|
{
|
|
cl_entity_t *pDeadEntity;
|
|
|
|
pDeadEntity = R_BeamGetEntity( deadEntity );
|
|
if( !pDeadEntity ) return;
|
|
|
|
CL_KillDeadBeams( pDeadEntity );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamEnts
|
|
|
|
Create beam between two ents
|
|
==============
|
|
*/
|
|
BEAM *R_BeamEnts( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness,
|
|
float speed, int startFrame, float framerate, float r, float g, float b )
|
|
{
|
|
cl_entity_t *start, *end;
|
|
BEAM *pbeam;
|
|
model_t *mod;
|
|
|
|
mod = CL_ModelHandle( modelIndex );
|
|
|
|
// need a valid model.
|
|
if( !mod || mod->type != mod_sprite )
|
|
return NULL;
|
|
|
|
start = R_BeamGetEntity( startEnt );
|
|
end = R_BeamGetEntity( endEnt );
|
|
|
|
if( !start || !end )
|
|
return NULL;
|
|
|
|
// don't start temporary beams out of the PVS
|
|
if( life != 0 && ( !start->model || !end->model ))
|
|
return NULL;
|
|
|
|
pbeam = R_BeamLightning( vec3_origin, vec3_origin, modelIndex, life, width, amplitude, brightness, speed );
|
|
if( !pbeam ) return NULL;
|
|
|
|
pbeam->type = TE_BEAMPOINTS;
|
|
SetBits( pbeam->flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY );
|
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
|
|
|
|
pbeam->startEntity = startEnt;
|
|
pbeam->endEntity = endEnt;
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
|
|
|
|
return pbeam;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamPoints
|
|
|
|
Create beam between two points
|
|
==============
|
|
*/
|
|
BEAM *R_BeamPoints( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude,
|
|
float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
|
|
{
|
|
BEAM *pbeam;
|
|
|
|
if( life != 0 && R_BeamCull( start, end, true ))
|
|
return NULL;
|
|
|
|
pbeam = R_BeamAlloc();
|
|
if( !pbeam ) return NULL;
|
|
|
|
pbeam->die = cl.time;
|
|
|
|
if( modelIndex < 0 )
|
|
return NULL;
|
|
|
|
R_BeamSetup( pbeam, start, end, modelIndex, life, width, amplitude, brightness, speed );
|
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
|
|
|
|
return pbeam;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamCirclePoints
|
|
|
|
Create beam cicrle
|
|
==============
|
|
*/
|
|
BEAM *R_BeamCirclePoints( int type, vec3_t start, vec3_t end, int modelIndex, float life, float width,
|
|
float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
|
|
{
|
|
BEAM *pbeam = R_BeamLightning( start, end, modelIndex, life, width, amplitude, brightness, speed );
|
|
|
|
if( !pbeam ) return NULL;
|
|
pbeam->type = type;
|
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
|
|
|
|
return pbeam;
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
R_BeamEntPoint
|
|
|
|
Create beam between entity and point
|
|
==============
|
|
*/
|
|
BEAM *R_BeamEntPoint( int startEnt, vec3_t end, int modelIndex, float life, float width, float amplitude,
|
|
float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
|
|
{
|
|
BEAM *pbeam;
|
|
cl_entity_t *start;
|
|
|
|
start = R_BeamGetEntity( startEnt );
|
|
|
|
if( !start ) return NULL;
|
|
|
|
if( life == 0 && !start->model )
|
|
return NULL;
|
|
|
|
pbeam = R_BeamAlloc();
|
|
if ( !pbeam ) return NULL;
|
|
|
|
pbeam->die = cl.time;
|
|
if( modelIndex < 0 )
|
|
return NULL;
|
|
|
|
R_BeamSetup( pbeam, vec3_origin, end, modelIndex, life, width, amplitude, brightness, speed );
|
|
|
|
pbeam->type = TE_BEAMPOINTS;
|
|
SetBits( pbeam->flags, FBEAM_STARTENTITY );
|
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
|
|
pbeam->startEntity = startEnt;
|
|
pbeam->endEntity = 0;
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
|
|
|
|
return pbeam;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamRing
|
|
|
|
Create beam between two ents
|
|
==============
|
|
*/
|
|
BEAM *R_BeamRing( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness,
|
|
float speed, int startFrame, float framerate, float r, float g, float b )
|
|
{
|
|
BEAM *pbeam;
|
|
cl_entity_t *start, *end;
|
|
|
|
start = R_BeamGetEntity( startEnt );
|
|
end = R_BeamGetEntity( endEnt );
|
|
|
|
if( !start || !end )
|
|
return NULL;
|
|
|
|
if( life != 0 && ( !start->model || !end->model ))
|
|
return NULL;
|
|
|
|
pbeam = R_BeamLightning( vec3_origin, vec3_origin, modelIndex, life, width, amplitude, brightness, speed );
|
|
if( !pbeam ) return NULL;
|
|
|
|
pbeam->type = TE_BEAMRING;
|
|
SetBits( pbeam->flags, FBEAM_STARTENTITY | FBEAM_ENDENTITY );
|
|
if( life == 0 ) SetBits( pbeam->flags, FBEAM_FOREVER );
|
|
pbeam->startEntity = startEnt;
|
|
pbeam->endEntity = endEnt;
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, framerate, startFrame );
|
|
|
|
return pbeam;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamFollow
|
|
|
|
Create beam following with entity
|
|
==============
|
|
*/
|
|
BEAM *R_BeamFollow( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness )
|
|
{
|
|
BEAM *pbeam = R_BeamAlloc();
|
|
|
|
if( !pbeam ) return NULL;
|
|
pbeam->die = cl.time;
|
|
|
|
if( modelIndex < 0 )
|
|
return NULL;
|
|
|
|
R_BeamSetup( pbeam, vec3_origin, vec3_origin, modelIndex, life, width, life, brightness, 1.0f );
|
|
|
|
pbeam->type = TE_BEAMFOLLOW;
|
|
SetBits( pbeam->flags, FBEAM_STARTENTITY );
|
|
pbeam->startEntity = startEnt;
|
|
|
|
R_BeamSetAttributes( pbeam, r, g, b, 1.0f, 0 );
|
|
|
|
return pbeam;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
R_BeamSprite
|
|
|
|
Create a beam with sprite at the end
|
|
Valve legacy
|
|
==============
|
|
*/
|
|
void R_BeamSprite( vec3_t start, vec3_t end, int beamIndex, int spriteIndex )
|
|
{
|
|
R_BeamPoints( start, end, beamIndex, 0.01f, 0.4f, 0, COM_RandomFloat( 0.5f, 0.655f ), 5.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f );
|
|
R_TempSprite( end, vec3_origin, 0.1f, spriteIndex, kRenderTransAdd, kRenderFxNone, 0.35f, 0.01f, 0.0f );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_ParseViewBeam
|
|
|
|
handle beam messages
|
|
==============
|
|
*/
|
|
void CL_ParseViewBeam( sizebuf_t *msg, int beamType )
|
|
{
|
|
vec3_t start, end;
|
|
int modelIndex, startFrame;
|
|
float frameRate, life, width;
|
|
int startEnt, endEnt;
|
|
float noise, speed;
|
|
float r, g, b, a;
|
|
|
|
switch( beamType )
|
|
{
|
|
case TE_BEAMPOINTS:
|
|
start[0] = MSG_ReadCoord( msg );
|
|
start[1] = MSG_ReadCoord( msg );
|
|
start[2] = MSG_ReadCoord( msg );
|
|
end[0] = MSG_ReadCoord( msg );
|
|
end[1] = MSG_ReadCoord( msg );
|
|
end[2] = MSG_ReadCoord( msg );
|
|
modelIndex = MSG_ReadShort( msg );
|
|
startFrame = MSG_ReadByte( msg );
|
|
frameRate = (float)MSG_ReadByte( msg );
|
|
life = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
width = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
noise = (float)(MSG_ReadByte( msg ) * 0.01f);
|
|
r = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
g = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
b = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
a = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
speed = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
R_BeamPoints( start, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
|
|
break;
|
|
case TE_BEAMENTPOINT:
|
|
startEnt = MSG_ReadShort( msg );
|
|
end[0] = MSG_ReadCoord( msg );
|
|
end[1] = MSG_ReadCoord( msg );
|
|
end[2] = MSG_ReadCoord( msg );
|
|
modelIndex = MSG_ReadShort( msg );
|
|
startFrame = MSG_ReadByte( msg );
|
|
frameRate = (float)MSG_ReadByte( msg );
|
|
life = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
width = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
noise = (float)(MSG_ReadByte( msg ) * 0.01f);
|
|
r = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
g = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
b = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
a = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
speed = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
R_BeamEntPoint( startEnt, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
|
|
break;
|
|
case TE_LIGHTNING:
|
|
start[0] = MSG_ReadCoord( msg );
|
|
start[1] = MSG_ReadCoord( msg );
|
|
start[2] = MSG_ReadCoord( msg );
|
|
end[0] = MSG_ReadCoord( msg );
|
|
end[1] = MSG_ReadCoord( msg );
|
|
end[2] = MSG_ReadCoord( msg );
|
|
life = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
width = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
noise = (float)(MSG_ReadByte( msg ) * 0.01f);
|
|
modelIndex = MSG_ReadShort( msg );
|
|
R_BeamLightning( start, end, modelIndex, life, width, noise, 0.6F, 3.5f );
|
|
break;
|
|
case TE_BEAMENTS:
|
|
startEnt = MSG_ReadShort( msg );
|
|
endEnt = MSG_ReadShort( msg );
|
|
modelIndex = MSG_ReadShort( msg );
|
|
startFrame = MSG_ReadByte( msg );
|
|
frameRate = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
life = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
width = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
noise = (float)(MSG_ReadByte( msg ) * 0.01f);
|
|
r = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
g = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
b = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
a = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
speed = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
R_BeamEnts( startEnt, endEnt, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
|
|
break;
|
|
case TE_BEAM:
|
|
break;
|
|
case TE_BEAMSPRITE:
|
|
start[0] = MSG_ReadCoord( msg );
|
|
start[1] = MSG_ReadCoord( msg );
|
|
start[2] = MSG_ReadCoord( msg );
|
|
end[0] = MSG_ReadCoord( msg );
|
|
end[1] = MSG_ReadCoord( msg );
|
|
end[2] = MSG_ReadCoord( msg );
|
|
modelIndex = MSG_ReadShort( msg ); // beam model
|
|
startFrame = MSG_ReadShort( msg ); // sprite model
|
|
R_BeamSprite( start, end, modelIndex, startFrame );
|
|
break;
|
|
case TE_BEAMTORUS:
|
|
case TE_BEAMDISK:
|
|
case TE_BEAMCYLINDER:
|
|
start[0] = MSG_ReadCoord( msg );
|
|
start[1] = MSG_ReadCoord( msg );
|
|
start[2] = MSG_ReadCoord( msg );
|
|
end[0] = MSG_ReadCoord( msg );
|
|
end[1] = MSG_ReadCoord( msg );
|
|
end[2] = MSG_ReadCoord( msg );
|
|
modelIndex = MSG_ReadShort( msg );
|
|
startFrame = MSG_ReadByte( msg );
|
|
frameRate = (float)(MSG_ReadByte( msg ));
|
|
life = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
width = (float)(MSG_ReadByte( msg ));
|
|
noise = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
r = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
g = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
b = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
a = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
speed = (float)(MSG_ReadByte( msg ) / 0.1f);
|
|
R_BeamCirclePoints( beamType, start, end, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
|
|
break;
|
|
case TE_BEAMFOLLOW:
|
|
startEnt = MSG_ReadShort( msg );
|
|
modelIndex = MSG_ReadShort( msg );
|
|
life = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
width = (float)MSG_ReadByte( msg );
|
|
r = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
g = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
b = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
a = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
R_BeamFollow( startEnt, modelIndex, life, width, r, g, b, a );
|
|
break;
|
|
case TE_BEAMRING:
|
|
startEnt = MSG_ReadShort( msg );
|
|
endEnt = MSG_ReadShort( msg );
|
|
modelIndex = MSG_ReadShort( msg );
|
|
startFrame = MSG_ReadByte( msg );
|
|
frameRate = (float)MSG_ReadByte( msg );
|
|
life = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
width = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
noise = (float)(MSG_ReadByte( msg ) * 0.01f);
|
|
r = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
g = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
b = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
a = (float)MSG_ReadByte( msg ) / 255.0f;
|
|
speed = (float)(MSG_ReadByte( msg ) * 0.1f);
|
|
R_BeamRing( startEnt, endEnt, modelIndex, life, width, noise, a, speed, startFrame, frameRate, r, g, b );
|
|
break;
|
|
case TE_BEAMHOSE:
|
|
break;
|
|
case TE_KILLBEAM:
|
|
startEnt = MSG_ReadShort( msg );
|
|
R_BeamKill( startEnt );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_ReadLineFile_f
|
|
|
|
Optimized version of pointfile - use beams instead of particles
|
|
===============
|
|
*/
|
|
void CL_ReadLineFile_f( void )
|
|
{
|
|
char *afile, *pfile;
|
|
vec3_t p1, p2;
|
|
int count, modelIndex;
|
|
char filename[MAX_QPATH];
|
|
model_t *model;
|
|
string token;
|
|
|
|
Q_snprintf( filename, sizeof( filename ), "maps/%s.lin", clgame.mapname );
|
|
afile = FS_LoadFile( filename, NULL, false );
|
|
|
|
if( !afile )
|
|
{
|
|
Con_Printf( S_ERROR "couldn't open %s\n", filename );
|
|
return;
|
|
}
|
|
|
|
Con_Printf( "Reading %s...\n", filename );
|
|
|
|
count = 0;
|
|
pfile = afile;
|
|
model = CL_LoadModel( DEFAULT_LASERBEAM_PATH, &modelIndex );
|
|
|
|
while( 1 )
|
|
{
|
|
pfile = COM_ParseFile( pfile, token );
|
|
if( !pfile ) break;
|
|
p1[0] = Q_atof( token );
|
|
|
|
pfile = COM_ParseFile( pfile, token );
|
|
if( !pfile ) break;
|
|
p1[1] = Q_atof( token );
|
|
|
|
pfile = COM_ParseFile( pfile, token );
|
|
if( !pfile ) break;
|
|
p1[2] = Q_atof( token );
|
|
|
|
pfile = COM_ParseFile( pfile, token );
|
|
if( !pfile ) break;
|
|
|
|
if( token[0] != '-' )
|
|
{
|
|
Con_Printf( S_ERROR "%s is corrupted\n", filename );
|
|
break;
|
|
}
|
|
|
|
pfile = COM_ParseFile( pfile, token );
|
|
if( !pfile ) break;
|
|
p2[0] = Q_atof( token );
|
|
|
|
pfile = COM_ParseFile( pfile, token );
|
|
if( !pfile ) break;
|
|
p2[1] = Q_atof( token );
|
|
|
|
pfile = COM_ParseFile( pfile, token );
|
|
if( !pfile ) break;
|
|
p2[2] = Q_atof( token );
|
|
|
|
count++;
|
|
|
|
if( !R_BeamPoints( p1, p2, modelIndex, 99999, 2, 0, 255, 0, 0, 0, 255.0f, 0.0f, 0.0f ))
|
|
{
|
|
if( !model || model->type != mod_sprite )
|
|
Con_Printf( S_ERROR "failed to load \"%s\"!\n", DEFAULT_LASERBEAM_PATH );
|
|
else Con_Printf( S_ERROR "not enough free beams!\n" );
|
|
break;
|
|
}
|
|
}
|
|
|
|
Mem_Free( afile );
|
|
|
|
if( count ) Con_Printf( "%i lines read\n", count );
|
|
else Con_Printf( "map %s has no leaks!\n", clgame.mapname );
|
|
}
|