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cg_marks.c
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cg_marks.c
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/*
===========================================================================
Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).
RTCW MP Source Code 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.
RTCW MP Source Code 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.
You should have received a copy of the GNU General Public License
along with RTCW MP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// cg_marks.c -- wall marks
#include "cg_local.h"
/*
===================================================================
MARK POLYS
===================================================================
*/
markPoly_t cg_activeMarkPolys; // double linked list
markPoly_t *cg_freeMarkPolys; // single linked list
markPoly_t cg_markPolys[MAX_MARK_POLYS];
/*
===================
CG_InitMarkPolys
This is called at startup and for tournement restarts
===================
*/
void CG_InitMarkPolys( void ) {
int i;
markPoly_t *trav, *lasttrav;
memset( cg_markPolys, 0, sizeof( cg_markPolys ) );
cg_activeMarkPolys.nextMark = &cg_activeMarkPolys;
cg_activeMarkPolys.prevMark = &cg_activeMarkPolys;
cg_freeMarkPolys = cg_markPolys;
for ( i = 0, trav = cg_markPolys + 1, lasttrav = cg_markPolys ; i < MAX_MARK_POLYS - 1 ; i++, trav++ ) {
lasttrav->nextMark = trav;
lasttrav = trav;
}
}
/*
==================
CG_FreeMarkPoly
==================
*/
void CG_FreeMarkPoly( markPoly_t *le ) {
if ( !le->prevMark || !le->nextMark ) {
CG_Error( "CG_FreeLocalEntity: not active" );
}
// remove from the doubly linked active list
le->prevMark->nextMark = le->nextMark;
le->nextMark->prevMark = le->prevMark;
// the free list is only singly linked
le->nextMark = cg_freeMarkPolys;
cg_freeMarkPolys = le;
}
/*
===================
CG_AllocMark
Will allways succeed, even if it requires freeing an old active mark
===================
*/
markPoly_t *CG_AllocMark( int endTime ) {
markPoly_t *le; //, *trav, *lastTrav;
int time;
if ( !cg_freeMarkPolys ) {
// no free entities, so free the one at the end of the chain
// remove the oldest active entity
time = cg_activeMarkPolys.prevMark->time;
while ( cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time ) {
CG_FreeMarkPoly( cg_activeMarkPolys.prevMark );
}
}
le = cg_freeMarkPolys;
cg_freeMarkPolys = cg_freeMarkPolys->nextMark;
memset( le, 0, sizeof( *le ) );
// Ridah, TODO: sort this, so the list is always sorted by longest duration -> shortest duration,
// this way the shortest duration mark will always get overwritten first
//for (trav = cg_activeMarkPolys.nextMark; (trav->duration + trav->time > endTime) && (trav != cg_activeMarkPolys.prevMark) ; lastTrav = trav, trav++ ) {
// Respect the FOR loop
//}
// link into the active list
le->nextMark = cg_activeMarkPolys.nextMark;
le->prevMark = &cg_activeMarkPolys;
cg_activeMarkPolys.nextMark->prevMark = le;
cg_activeMarkPolys.nextMark = le;
return le;
}
/*
=================
CG_ImpactMark
origin should be a point within a unit of the plane
dir should be the plane normal
temporary marks will not be stored or randomly oriented, but immediately
passed to the renderer.
=================
*/
// Ridah, increased this since we leave them around for longer
#define MAX_MARK_FRAGMENTS 384
#define MAX_MARK_POINTS 1024
//#define MAX_MARK_FRAGMENTS 128
//#define MAX_MARK_POINTS 384
// these are ignored now for the most part
//#define MARK_TOTAL_TIME 20000 // (SA) made this a cvar: cg_markTime (we could cap the time or remove marks quicker if too long a time starts to cause new marks to not appear)
#define MARK_FADE_TIME 10000
void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir,
float orientation, float red, float green, float blue, float alpha,
qboolean alphaFade, float radius, qboolean temporary, int duration ) {
vec3_t axis[3];
float texCoordScale;
vec3_t originalPoints[4];
byte colors[4];
int i, j;
int numFragments;
markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf;
vec5_t markPoints[MAX_MARK_POINTS]; // Ridah, made it vec5_t so it includes S/T
vec3_t projection;
int multMaxFragments = 1;
if ( !cg_markTime.integer ) {
return;
}
if ( radius <= 0 ) {
CG_Error( "CG_ImpactMark called with <= 0 radius" );
}
// Ridah, if no duration, use the default
if ( duration < 0 ) {
if ( duration == -2 ) {
multMaxFragments = -1; // use original mapping
}
// duration = MARK_TOTAL_TIME;
duration = cg_markTime.integer;
}
// create the texture axis
VectorNormalize2( dir, axis[0] );
PerpendicularVector( axis[1], axis[0] );
RotatePointAroundVector( axis[2], axis[0], axis[1], orientation );
CrossProduct( axis[0], axis[2], axis[1] );
texCoordScale = 0.5 * 1.0 / radius;
// create the full polygon
for ( i = 0 ; i < 3 ; i++ ) {
originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
originalPoints[3][i] = origin[i] - radius * axis[1][i] + radius * axis[2][i];
}
// get the fragments
//VectorScale( dir, -20, projection );
VectorScale( dir, radius * 2, projection );
numFragments = trap_CM_MarkFragments( (int)orientation, (void *)originalPoints,
projection, MAX_MARK_POINTS, (float *)&markPoints[0],
MAX_MARK_FRAGMENTS * multMaxFragments, markFragments );
colors[0] = red * 255;
colors[1] = green * 255;
colors[2] = blue * 255;
colors[3] = alpha * 255;
for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ ) {
polyVert_t *v;
polyVert_t verts[MAX_VERTS_ON_POLY];
markPoly_t *mark;
qboolean hasST;
// we have an upper limit on the complexity of polygons
// that we store persistantly
if ( mf->numPoints > MAX_VERTS_ON_POLY ) {
mf->numPoints = MAX_VERTS_ON_POLY;
}
if ( mf->numPoints < 0 ) {
hasST = qtrue;
mf->numPoints *= -1;
} else {
hasST = qfalse;
}
for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ ) {
vec3_t delta;
VectorCopy( markPoints[mf->firstPoint + j], v->xyz );
if ( !hasST ) {
VectorSubtract( v->xyz, origin, delta );
v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale;
v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale;
} else {
v->st[0] = markPoints[mf->firstPoint + j][3];
v->st[1] = markPoints[mf->firstPoint + j][4];
}
*(int *)v->modulate = *(int *)colors;
}
// if it is a temporary (shadow) mark, add it immediately and forget about it
if ( temporary ) {
trap_R_AddPolyToScene( markShader, mf->numPoints, verts );
continue;
}
// otherwise save it persistantly
mark = CG_AllocMark( cg.time + duration );
mark->time = cg.time;
mark->alphaFade = alphaFade;
mark->markShader = markShader;
mark->poly.numVerts = mf->numPoints;
mark->color[0] = red;
mark->color[1] = green;
mark->color[2] = blue;
mark->color[3] = alpha;
mark->duration = duration;
memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[0] ) );
}
}
/*
===============
CG_AddMarks
===============
*/
void CG_AddMarks( void ) {
int j;
markPoly_t *mp, *next;
int t;
int fade;
if ( !cg_markTime.integer ) {
return;
}
mp = cg_activeMarkPolys.nextMark;
for ( ; mp != &cg_activeMarkPolys ; mp = next ) {
// grab next now, so if the local entity is freed we
// still have it
next = mp->nextMark;
// see if it is time to completely remove it
if ( cg.time > mp->time + mp->duration ) {
CG_FreeMarkPoly( mp );
continue;
}
// fade out the energy bursts
if ( mp->markShader == cgs.media.energyMarkShader ) {
fade = 450 - 450 * ( ( cg.time - mp->time ) / 3000.0 );
if ( fade < 255 ) {
if ( fade < 0 ) {
fade = 0;
}
if ( mp->verts[0].modulate[0] != 0 ) {
for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
mp->verts[j].modulate[0] = mp->color[0] * fade;
mp->verts[j].modulate[1] = mp->color[1] * fade;
mp->verts[j].modulate[2] = mp->color[2] * fade;
}
}
}
}
// fade in the zombie spirit marks
if ( mp->markShader == cgs.media.zombieSpiritWallShader ) {
fade = 255 * ( ( cg.time - mp->time ) / 2000.0 );
if ( fade < 255 ) {
if ( fade < 0 ) {
fade = 0;
}
if ( mp->verts[0].modulate[0] != 0 ) {
for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
mp->verts[j].modulate[0] = mp->color[0] * fade;
mp->verts[j].modulate[1] = mp->color[1] * fade;
mp->verts[j].modulate[2] = mp->color[2] * fade;
}
}
}
}
// fade all marks out with time
t = mp->time + mp->duration - cg.time;
if ( t < (float)mp->duration / 2.0 ) {
fade = (int)( 255.0 * (float)t / ( (float)mp->duration / 2.0 ) );
if ( mp->alphaFade ) {
for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
mp->verts[j].modulate[3] = fade;
}
} else {
for ( j = 0 ; j < mp->poly.numVerts ; j++ ) {
mp->verts[j].modulate[0] = mp->color[0] * fade;
mp->verts[j].modulate[1] = mp->color[1] * fade;
mp->verts[j].modulate[2] = mp->color[2] * fade;
}
}
}
trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts );
}
}