openmohaa/code/cgame/cg_beam.cpp

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2023-04-30 00:02:16 +02:00
/*
===========================================================================
Copyright (C) 2023 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA 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 2 of the License,
or (at your option) any later version.
OpenMoHAA 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// DESCRIPTION:
// Beam effects
#include "cg_local.h"
#include "vector.h"
#include "container.h"
#include "cg_commands.h"
class beam_t : public Class
{
public:
beam_t();
int entity;
qhandle_t hModel;
int endtime;
Vector start, end;
float scale;
float alpha;
int flags;
int parent;
float max_offset;
float min_offset;
int numSubdivisions;
int overlap;
int beamshader;
byte shaderRGBA[4];
int update_time;
int delay;
float life;
int numspherebeams;
float sphereradius;
int toggletime;
int toggledelay;
qboolean active;
float alphastep;
int renderfx;
str name;
};
beam_t::beam_t()
{
entity=0;
hModel=0;
endtime=0;
scale=0;
alpha=0;
flags=0;
parent=ENTITYNUM_NONE;
max_offset=0;
min_offset=0;
numSubdivisions=0;
overlap=0;
beamshader=0;
update_time=0;
delay=0;
life=0;
numspherebeams=0;
sphereradius=0;
toggletime=0;
toggledelay=0;
active=0;
alphastep=0;
renderfx=0;
memset( shaderRGBA, 0, 4 );
}
beam_t cl_beams[MAX_BEAMS];
static int seed = 100;
// Recursive beam builder - I don't use it anymore
/*
void CG_BuildRenderBeam_r
(
Vector start,
Vector end,
float angleVar,
int numSubdivisions,
int maxSubdivisions
)
{
if ( numSubdivisions == maxSubdivisions )
{
return;
}
else
{
// subdivide line and call on both halves
numSubdivisions += 1;
mid = ( p1 * 0.5 ) + ( p2 * 0.5 );
int seed = 100;
mid[0] += Q_crandom( &seed ) * angleVar;
mid[1] += Q_crandom( &seed ) * angleVar;
mid[2] += Q_crandom( &seed ) * angleVar;
CG_BuildRendererBeam( p1, mid, angleVar, numSubdivisions, maxSubdivisions, color, beamshader, scale );
CG_BuildRendererBeam( mid, p2, angleVar, numSubdivisions, maxSubdivisions, color, beamshader, scale );
}
}
*/
#define MAX_BEAM_BACKUP 6
#define MAX_BEAM_SEGMENTS 32
typedef struct beamSegment_t
{
polyVert_t points[4];
} beamSegment_t;
typedef struct beamList_t
{
int time;
int updatetime;
int numsegments;
beamSegment_t segments[MAX_BEAM_SEGMENTS];
} beamList_t;
typedef struct beamEnt_t
{
int owner;
int numbeams;
int life;
int renderfx;
beamList_t beamlist[MAX_BEAM_BACKUP];
} beamEnt_t;
Container<beamEnt_t *> beamManager;
void RemoveBeamList
(
int owner
)
{
int i,num;
num = beamManager.NumObjects();
for ( i=1; i<=num; i++ )
{
beamEnt_t *be = beamManager.ObjectAt( i );
if ( be->owner == owner )
{
beamManager.RemoveObjectAt( i );
delete be;
return;
}
}
}
beamEnt_t *FindBeamList
(
int owner
)
{
int i,num;
num = beamManager.NumObjects();
for ( i=1; i<=num; i++ )
{
beamEnt_t *be = beamManager.ObjectAt( i );
if ( be->owner == owner )
return be;
}
return NULL;
}
int CreateNewBeamEntity
(
int owner,
float life
)
{
beamEnt_t *be;
int i,oldest,oldest_time;
be = FindBeamList( owner );
if ( !be )
{
be = new beamEnt_t;
if ( !be )
cgi.Error( ERR_DROP, "Could not allocate memory for beamEnt.\n" );
memset ( be, 0, sizeof( beamEnt_t ) );
memset ( be->beamlist, 0, sizeof( beamList_t ) * MAX_BEAM_BACKUP );
be->owner = owner;
be->life = life;
beamManager.AddObject( be );
}
// find the oldest beam and overwrite it.
oldest = -1;
oldest_time = 999999999;
for ( i=0; i<MAX_BEAM_BACKUP; i++ )
{
// Check for update time
float t = be->beamlist[ i ].time;
if ( !t )
{
oldest = i;
break;
}
if ( t < oldest_time )
{
oldest = i;
oldest_time = t;
}
}
// Use the oldest beam for the next beam.
be->beamlist[ oldest ].numsegments = 0;
be->beamlist[ oldest ].time = cg.time;
be->beamlist[ oldest ].updatetime = cg.time + be->life;
return oldest;
}
void RemoveBeamEntity
(
int owner
)
{
RemoveBeamList( owner );
}
void AddBeamSegmentToList
(
int owner,
polyVert_t points[4],
int beamnum,
int segnum,
int renderfx
)
{
beamEnt_t *be;
be = FindBeamList( owner );
if ( !be )
{
cgi.DPrintf( "Could not find beam entity for owner:%d\n", owner );
return;
}
if ( segnum >= MAX_BEAM_SEGMENTS )
return;
be->renderfx = renderfx;
// Copy the 4 points
memcpy( &be->beamlist[beamnum].segments[segnum].points, points, 4 * sizeof( polyVert_t ) );
// Increase the segment counter
be->beamlist[beamnum].numsegments++;
}
void CG_AddBeamsFromList
(
int owner,
int beamshader
)
{
int i,j,k,l;
float frac, fade;
beamEnt_t *be = FindBeamList( owner );
polyVert_t newpoints[4];
if ( !be )
{
return;
}
for ( i=0; i<MAX_BEAM_BACKUP; i++ )
{
beamList_t *bl = &be->beamlist[i];
if ( !bl->time )
continue;
// Calculate the blend factor for fading
frac = (float)( cg.time - bl->time ) / (float)be->life;
fade = 1.0f - frac;
if ( fade <= 0 )
{
bl->time = 0; // RemoveBeamList( owner );
continue;
}
// Go through each segment and draw it with the new modulate
assert( bl->numsegments < MAX_BEAM_SEGMENTS );
for ( j=0; j<bl->numsegments; j++ )
{
memcpy( newpoints, bl->segments[j].points, 4 * sizeof( polyVert_t ) );
for ( k=0; k<4; k++ )
{
for ( l=0; l<4; l++ )
{
newpoints[k].modulate[l] = bl->segments[j].points[k].modulate[l] * fade;
}
}
cgi.R_AddPolyToScene( beamshader, 4, newpoints, be->renderfx );
}
}
}
void RenderSegment
(
Vector pt1a,
Vector pt1b,
Vector pt2a,
Vector pt2b,
byte modulate[4],
int beamshader,
int renderfx
)
{
int i,j;
polyVert_t points[4];
VectorCopy( pt1a, points[0].xyz );
VectorCopy( pt2a, points[1].xyz );
VectorCopy( pt2b, points[2].xyz );
VectorCopy( pt1b, points[3].xyz );
points[0].st[0] = 1; points[0].st[1] = 1;
points[1].st[0] = 0; points[1].st[1] = 1;
points[2].st[0] = 0; points[2].st[1] = 0;
points[3].st[0] = 1; points[3].st[1] = 0;
// Set the color of the verts
for ( i=0; i<4; i++ )
{
for ( j=0; j<4; j++ )
{
points[i].modulate[j] = modulate[j];
}
}
// Add a segment to the list
cgi.R_AddPolyToScene( beamshader, 4, points, renderfx );
}
const int MAX_SUBPOINTS=256;
static Vector subpoints[MAX_SUBPOINTS];
static int ptctr=0;
/*
===============
CG_Subdivide
a, b, and c are control points.
the subdivided sequence will be: a, out1, out2, out3, c
===============
*/
static void CG_Subdivide( Vector a, Vector b, Vector c, Vector &out1, Vector &out2, Vector &out3 )
{
out1 = 0.5 * (a + b);
out3 = 0.5 * (b + c);
out2 = 0.5 * (out1 + out3);
}
void CG_MultiBeamBegin
(
void
)
{
ptctr = 0;
}
void CG_MultiBeamAddPoints
(
vec3_t start,
vec3_t end,
int numsegments,
int flags,
float minoffset,
float maxoffset,
qboolean addstartpoint
)
{
Vector delta,dir,randdir;
float length;
int i;
if ( ptctr > MAX_SUBPOINTS )
return;
if ( addstartpoint )
{
subpoints[ ptctr++ ] = start;
}
delta = Vector( end ) - Vector( start );
length = delta.length();
length /= numsegments;
// get the dir of beam
dir = delta;
dir.normalize();
for ( i=1; i<numsegments; i++ )
{
Vector newpt;
if ( ptctr > MAX_SUBPOINTS )
return;
randdir = Vector( crandom(), crandom(), crandom() );
newpt = Vector( start ) + dir * i * length;
newpt += minoffset * randdir + maxoffset * randdir;
subpoints[ ptctr++ ] = newpt;
}
subpoints[ ptctr++ ] = end;
}
void CG_MultiBeamEnd
(
float scale,
int renderfx,
const char *beamshadername,
byte modulate[4],
int flags,
int owner,
float life
)
{
Vector prevpt,currpt;
Vector p1,p2,p3,p4,v1,v2,up,currpt1,currpt2,prevpt1,prevpt2;
qboolean prevptvalid=false;
int i,beamshader;
beamshader = cgi.R_RegisterShader( beamshadername );
prevpt = subpoints[0];
prevptvalid = false;
for ( i=1; i<ptctr; i++ )
{
currpt = subpoints[i];
// Generate the up vector
v1 = prevpt - cg.refdef.vieworg;
v2 = currpt - cg.refdef.vieworg;
#if 0
cgi.R_DebugLine( prevpt, currpt, 1,1,1,1);
Vector pt = prevpt + up * 5;
cgi.R_DebugLine( prevpt, pt, 0,0,1,1);
#endif
up.CrossProduct( v1, v2 );
up.normalize();
// Calculate the first points
currpt1 = currpt + ( up * scale );
currpt2 = currpt + ( up * -scale );
if ( !prevptvalid )
{
prevpt1 = prevpt + up * scale;
prevpt2 = prevpt + up * -scale;
prevptvalid = true;
}
#if 1
RenderSegment( currpt1, currpt2, prevpt1, prevpt2, modulate, beamshader, renderfx );
#endif
prevpt = currpt;
prevpt1 = currpt1;
prevpt2 = currpt2;
}
if ( flags & BEAM_PERSIST_EFFECT )
CG_AddBeamsFromList( owner, beamshader );
}
static void CG_MultiBeamSubdivide
(
centity_t *cent
)
{
Vector pt1, pt2, pt3;
Vector out1, out2, out3, out4, out5, out6, out7, out8, out9;
centity_t *current;
ptctr = 0;
current = cent;
// Multibeam requires at least 3 points to start with
// Get pt1
if ( current->currentState.tag_num == ENTITYNUM_NONE )
{
cgi.DPrintf( "CG_MultiBeamSubdivide : Multi beam entity does not have a child\n" );
return;
}
pt1 = current->lerpOrigin;
// Get pt2
current = &cg_entities[ current->currentState.tag_num ];
// Make sure that child is a multibeam
if ( current->currentState.eType != ET_MULTIBEAM )
return;
if ( current->currentState.tag_num == ENTITYNUM_NONE )
{
cgi.DPrintf( "CG_MultiBeamSubdivide : Multi beam entity does not have a child\n" );
return;
}
pt2 = current->lerpOrigin;
// Get pt3
current = &cg_entities[ current->currentState.tag_num ];
// Make sure that child is a multibeam
if ( current->currentState.eType != ET_MULTIBEAM )
{
return;
}
if ( current->currentState.tag_num == ENTITYNUM_NONE )
{
cgi.DPrintf( "CG_MultiBeamSubdivide : Multi beam entity does not have a child\n" );
return;
}
pt3 = current->lerpOrigin;
// First point into the subdivided points
subpoints[ptctr++] = pt1;
while ( 1 )
{
// Do the subdivide
CG_Subdivide( pt1, pt2, pt3, out1, out2, out3 );
CG_Subdivide( pt1, out1, out2, out4, out5, out6 );
if ( ( ptctr + 4 ) > MAX_SUBPOINTS )
break;
// Save the points
subpoints[ptctr++] = out4;
subpoints[ptctr++] = out5;
subpoints[ptctr++] = out6;
subpoints[ptctr++] = out2;
// end condition
if ( ( current->currentState.tag_num == ENTITYNUM_NONE ) || ( !current->currentValid ) )
{
CG_Subdivide( out2, out3, pt3, out7, out8, out9 );
subpoints[ptctr++] = out7;
subpoints[ptctr++] = out8;
subpoints[ptctr++] = out9;
subpoints[ptctr++] = pt3;
break;
}
// Advance to next ent
current = &cg_entities[ current->currentState.tag_num ];
if ( !current->currentValid )
{
break;
}
// Advance the points down the line
pt1 = out2;
pt2 = pt3;
pt3 = current->lerpOrigin;
}
}
void CG_MultiBeam
(
centity_t *cent
)
{
Vector prevpt,currpt;
entityState_t *s1;
Vector p1,p2,p3,p4,v1,v2,up,currpt1,currpt2,prevpt1,prevpt2;
const char *beamshadername;
int beamshader;
byte modulate[4];
qboolean prevptvalid=false;
int i;
s1 = &cent->currentState;
// If this isn't the parent of the beam, then return
if ( !s1->surfaces[0] )
{
return;
}
// Subdivide up the segments
CG_MultiBeamSubdivide( cent );
// This is the top of the beam ent list, build up a renderer beam based on all the children
beamshadername = CG_ConfigString( CS_IMAGES + s1->surfaces[1] ); // index for shader configstring
beamshader = cgi.R_RegisterShader( beamshadername );
//beamshader = cgi.R_RegisterShader( "<default>" );
for ( i=0;i<4;i++ )
modulate[i] = cent->color[i] * 255;
if ( ptctr < 3 )
{
return;
}
prevpt = subpoints[0];
prevptvalid = false;
for ( i=1; i<ptctr; i++ )
{
currpt = subpoints[i];
// Generate the up vector
v1 = prevpt - cg.refdef.vieworg;
v2 = currpt - cg.refdef.vieworg;
#if 0
cgi.R_DebugLine( prevpt, currpt, 1,1,1,1);
Vector pt = prevpt + up * 5;
cgi.R_DebugLine( prevpt, pt, 0,0,1,1);
#endif
up.CrossProduct( v1, v2 );
up.normalize();
// Calculate the first points
currpt1 = currpt + ( up * s1->scale );
currpt2 = currpt + ( up * -s1->scale );
if ( !prevptvalid )
{
prevpt1 = prevpt + up * s1->scale;
prevpt2 = prevpt + up * -s1->scale;
prevptvalid = true;
}
RenderSegment( currpt1, currpt2, prevpt1, prevpt2, modulate, beamshader, s1->renderfx );
prevpt = currpt;
prevpt1 = currpt1;
prevpt2 = currpt2;
}
}
void CG_BuildRendererBeam
(
Vector start,
Vector end,
float angleVar,
int numSubdivisions,
byte color[4],
int beamshader,
float scale,
float overlap,
int owner,
float life,
int flags,
float startalpha,
float alphastep,
int renderfx
)
{
Vector p1, p2, v1, v2, dir, prevpt1, prevpt2, nextpt, mid, delta, up;
int i,ii,jj;
polyVert_t points[4];
float length;
int segnum = 0;
int beamnum = 0;
float alphafactor;
int picW;
// Create or increment the number of beams for this owner and check to
// see if we should add a new beam
if ( flags & BEAM_PERSIST_EFFECT )
{
beamnum = CreateNewBeamEntity( owner, life );
if ( beamnum < 0 )
return;
}
// For debugging texture coords
//beamshader = cgi.R_RegisterShader( "<default>" );
picW = cgi.R_GetShaderWidth( beamshader );
// calcluate length of beam segment
delta = end-start;
length = delta.length();
length /= numSubdivisions;
// get the dir of beam
dir = delta;
dir.normalize();
// Calculate the first up vector
v1 = start - cg.refdef.vieworg;
v2 = end - cg.refdef.vieworg;
up.CrossProduct( v1, v2 );
up.normalize();
// Calculate the first points
prevpt1 = start + ( up * scale );
prevpt2 = start + ( up * -scale );
p1 = start;
// go through and calculate each point of the beam and offset it by the anglevar
for ( i=1; i<=numSubdivisions; i++ )
{
// Calculate the next point along the beam
p2 = start + ( dir * i * length );
// Random variance on the next point ( except if it's the last )
if ( i != numSubdivisions )
{
if ( flags & BEAM_WAVE_EFFECT )
{
float phase = p2.x + p2.y;
p2.z += sin( phase + cg.time ) * angleVar;
}
else if ( flags & BEAM_USE_NOISE )
{
p2.x += cgi.R_Noise( p2.x,p2.y,p2.z,cg.time ) * angleVar;
p2.y += cgi.R_Noise( p2.x,p2.y,p2.z,cg.time ) * angleVar;
p2.z += cgi.R_Noise( p2.x,p2.y,p2.z,cg.time ) * angleVar;
}
else
{
p2.x += Q_crandom( &seed ) * angleVar;
p2.y += Q_crandom( &seed ) * angleVar;
p2.z += Q_crandom( &seed ) * angleVar;
}
}
// Create the up vec for the beam which is parallel to the viewplane
v1 = p1 - cg.refdef.vieworg;
v2 = p2 - cg.refdef.vieworg;
up.CrossProduct( v1, v2 );
up.normalize();
// Build the quad
VectorMA( p2, scale, up, points[0].xyz );
VectorCopy( prevpt1, points[1].xyz );
VectorCopy( prevpt2, points[2].xyz );
VectorMA( p2, -scale, up, points[3].xyz );
if ( flags & BEAM_TILESHADER ) // Tile the shader across the beam
{
float startS = ( length * ( i-1 ) ) / (float)picW;
float endS = ( length * ( i ) ) / (float)picW;
points[0].st[0] = startS; points[0].st[1] = 1;
points[1].st[0] = endS; points[1].st[1] = 1;
points[2].st[0] = endS; points[2].st[1] = 0;
points[3].st[0] = startS; points[3].st[1] = 0;
}
else
{
points[0].st[0] = 1; points[0].st[1] = 1;
points[1].st[0] = 0; points[1].st[1] = 1;
points[2].st[0] = 0; points[2].st[1] = 0;
points[3].st[0] = 1; points[3].st[1] = 0;
}
if ( !alphastep )
alphafactor = 1.0f;
else
alphafactor = startalpha + (alphastep * i);
// Set the color of the verts
for ( ii=0; ii<4; ii++ )
{
for ( jj=0; jj<4; jj++ )
{
points[ii].modulate[jj] = color[jj] * alphafactor;
}
}
if ( flags & BEAM_PERSIST_EFFECT )
{
// Save the segment for backup for drawing faded out
AddBeamSegmentToList( owner, points, beamnum, segnum++, renderfx );
}
else
{
// Add it to the ref
cgi.R_AddPolyToScene( beamshader, 4, points, renderfx );
}
// Subtract off the overlap
if ( overlap )
{
p2 = p2 + ( dir * -overlap );
}
// Save off the last point to use as the first point on the next quad
VectorMA( p2, scale, up, prevpt1 );
VectorMA( p2, -scale, up, prevpt2 );
p1 = p2;
}
}
void CG_CreateModelBeam
(
beam_t *b,
vec3_t org,
vec3_t dist,
float total_length,
vec3_t ndir,
vec3_t left,
vec3_t up
)
{
dtiki_t* tiki;
vec3_t mins, maxs;
int single_beam_length;
refEntity_t ent;
int count;
int j;
float factor[3];
float t;
vec3_t angles;
int i;
// Find the length of a single beam
tiki = cgi.R_Model_GetHandle(b->hModel);
// Calculate the bounds of the model to get it's length
cgi.TIKI_CalculateBounds(tiki, 1.0, mins, maxs);
single_beam_length = maxs[0] - mins[0];
// Create the beam entity
memset(&ent, 0, sizeof(ent));
count = 0;
// Initialize the factors
for (j = 0; j < 3; j++)
factor[j] = 0.3f * crandom();
t = 0;
while (t >= 0 && t < 1)
{
float dot;
vec3_t pdir;
float delta;
vec3_t distance_point;
count++;
// Set the origin of the current beam using the last calculated org
VectorCopy(org, ent.origin);
// Advance the org one beam length in the new direction ( dist is the newly calculated direction )
for (j = 0; j < 3; j++)
org[j] += dist[j] * (single_beam_length - b->overlap);
// Offset the org by a random amount to simulate lightning
VectorMA(org, single_beam_length * factor[2], up, org);
VectorMA(org, single_beam_length * factor[1], left, org);
// Calculate (t) - how far this new point is along the overall distance
VectorSubtract(org, b->start, pdir);
dot = DotProduct(pdir, ndir);
t = dot / total_length;
// Calculate point at current distance along center beam
VectorMA(b->start, total_length * t, ndir, distance_point);
// Allow any variations
if (t > 0.1 && t < 0.9)
{
for (j = 0; j < 3; j++)
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{
delta = org[j] - distance_point[j];
if (delta > b->max_offset)
{
org[j] = distance_point[j] + b->max_offset;
factor[j] = -0.3 * crandom();
}
else if (delta < -b->max_offset)
{
org[j] = distance_point[j] - b->max_offset;
factor[j] = 0.3 * crandom();
}
else
factor[j] = 0.3 * crandom();
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}
}
else // Clamp to mins
{
for (j = 0; j < 3; j++)
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{
delta = org[j] - distance_point[j];
if (delta > b->min_offset)
{
org[j] -= 0.4 * single_beam_length;
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factor[j] = -0.2f;
}
else if (delta < -b->min_offset)
{
org[j] += 0.4 * single_beam_length;
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factor[j] = 0.2f;
}
else
factor[j] = 0;
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}
}
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// Calculate the new dist vector so we can get pitch and yaw for this beam
VectorSubtract(org, ent.origin, dist);
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// Set the pitch and the yaw based off this new vector
vectoangles(dist, angles);
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// Fill in the ent fields
ent.hModel = b->hModel;
ent.scale = b->scale;
ent.renderfx = b->renderfx;
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for (i = 0; i < 4; i++)
ent.shaderRGBA[i] = b->shaderRGBA[i];
VectorCopy(ent.origin, ent.oldorigin);
AnglesToAxis(angles, ent.axis);
// Add in this beam to the ref
cgi.R_AddRefEntityToScene(&ent);
}
}
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void CG_AddBeams
(
void
)
{
int i,ii;
beam_t *b;
vec3_t delta;
vec3_t angles;
vec3_t forward, left, up;
float length;
byte color[4];
float fade;
for (i=0, b=cl_beams ; i<MAX_BEAMS ; i++, b++)
{
// If no model is set or the endtime < current time remove the whole beam entity
if ( !b->hModel || b->endtime < cg.time )
{
// Make sure endtime is not 0, and remove the beam entirely
if ( b->endtime )
{
RemoveBeamList( b->entity );
b->entity = ENTITYNUM_NONE;
b->endtime = 0;
}
continue;
}
// Fade the beam based on it's life
fade = (float)( b->endtime - cg.time ) / (float) b->life;
for ( ii=0; ii<4; ii++ )
color[ii] = b->shaderRGBA[ii] * fade;
// Check to see if the beam should be toggled
if ( b->flags & BEAM_TOGGLE )
{
if ( cg.time > b->toggletime )
{
b->active = !b->active;
if ( b->flags & BEAM_RANDOM_TOGGLEDELAY )
b->toggletime = cg.time + random() * b->toggledelay;
else
b->toggletime = cg.time + b->toggledelay;
}
}
if ( !b->active )
{
CG_AddBeamsFromList( b->entity, b->beamshader );
continue;
}
if ( ( b->flags & BEAM_PERSIST_EFFECT ) && ( b->update_time > cg.time ) )
{
CG_AddBeamsFromList( b->entity, b->beamshader );
continue;
}
b->update_time = cg.time + b->delay;
if ( !b->active )
continue;
if ( b->flags & BEAM_USEMODEL )
{
// Calculate the direction
VectorSubtract( b->start, b->end, delta );
// Calculate the beam length
length = VectorLength( delta );
// Get the perpendicular vectors to this vector
vectoangles( delta, angles );
AngleVectors( angles, forward, left, up );
CG_CreateModelBeam( b, b->start, delta, length, forward, left, up );
}
else
{
// Do a sphere effect
if ( b->flags & BEAM_SPHERE_EFFECT )
{
int k;
// Calculate the direction
VectorSubtract( b->start, b->end, delta );
// Calculate the beam length
length = VectorLength( delta );
for( k=0; k<b->numspherebeams; k++ )
{
Vector offset( crandom(), crandom(), crandom() );
Vector start( b->start + offset * b->sphereradius );
Vector end( b->start + offset * length );
CG_BuildRendererBeam( start,
end,
b->max_offset,
b->numSubdivisions,
color,
b->beamshader,
b->scale,
b->overlap,
b->entity,
b->life,
b->flags,
b->alpha,
b->alphastep,
b->renderfx
);
}
}
else
{
//cgi.DPrintf( "%2f %2f %2f\n", b->start[0],b->start[1],b->start[2] );
CG_BuildRendererBeam( b->start,
b->end,
b->max_offset,
b->numSubdivisions,
color,
b->beamshader,
b->scale,
b->overlap,
b->entity,
b->life,
b->flags,
b->alpha,
b->alphastep,
b->renderfx
);
}
if ( b->flags & BEAM_PERSIST_EFFECT )
CG_AddBeamsFromList( b->entity, b->beamshader );
}
}
}
void CG_CreateBeam
(
vec3_t start,
vec3_t dir,
int owner,
qhandle_t hModel,
float alpha,
float scale,
int flags,
float length,
int life,
qboolean create,
vec3_t endpointvec,
int min_offset,
int max_offset,
int overlap,
int numSubdivisions,
int delay,
const char *beamshadername,
2023-04-30 17:22:32 +02:00
float modulate[4],
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int numspherebeams,
float sphereradius,
int toggledelay,
float endalpha,
int renderfx,
const char *name
)
{
int i;
beam_t *b;
vec3_t end;
trace_t trace;
// Check to see if endpoint is specified
if ( endpointvec )
{
VectorCopy( endpointvec, end );
}
else
{
// Trace to find the endpoint with a shot
VectorMA( start, length, dir, end );
CG_Trace( &trace,start, vec3_origin, vec3_origin, end, 0, MASK_SHOT, false, true, "Create Beam" );
VectorCopy( trace.endpos, end );
}
// If we aren't creating a beam, then search the beams for this one already active
if ( !create )
{
for ( i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++ )
{
if ( b->entity == owner )
{
if ( name && b->name == name )
{
b->endtime = cg.time + life;
b->hModel = hModel;
b->scale = scale;
b->flags = flags;
b->overlap = overlap;
b->min_offset = min_offset;
b->max_offset = max_offset;
b->alpha = alpha;
b->beamshader = cgi.R_RegisterShader( beamshadername );
b->numSubdivisions = numSubdivisions;
b->delay = delay;
b->life = life;
b->numspherebeams = numspherebeams;
b->sphereradius = sphereradius;
b->renderfx = renderfx;
// take the alpha from the entity if less than 1, else grab it from the client commands version
if ( alpha < 1 )
b->shaderRGBA[ 3 ] = alpha * 255;
else
b->shaderRGBA[ 3 ] = modulate[3];
// Modulation based off the color
for( i=0; i<3; i++ )
b->shaderRGBA[ i ] = modulate[ i ] * ( (float)b->shaderRGBA[3] / 255.0f );
b->alphastep = ( (float)( endalpha - alpha ) / (float)b->numSubdivisions );
VectorCopy( start, b->start );
VectorCopy( end, b->end );
return;
}
}
}
}
// find a free beam
for ( i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++ )
{
if ( b->endtime < cg.time )
{
b->entity = owner;
b->endtime = cg.time + life;
b->hModel = hModel;
b->alpha = alpha;
b->scale = scale;
b->flags = flags;
b->overlap = overlap;
b->min_offset = min_offset;
b->max_offset = max_offset;
b->beamshader = cgi.R_RegisterShader( beamshadername );
b->numSubdivisions = numSubdivisions;
b->delay = delay;
b->update_time = 0;//cg.time + delay;
b->life = life;
b->numspherebeams = numspherebeams;
b->sphereradius = sphereradius;
b->active = true;
b->toggledelay = toggledelay;
b->renderfx = renderfx;
b->name = name;
// take the alpha from the entity if less than 1, else grab it from the client commands version
if ( alpha < 1 )
b->shaderRGBA[ 3 ] = alpha * 255;
else
b->shaderRGBA[ 3 ] = modulate[ 3 ];
// Modulation based off the color
for( i=0; i<3; i++ )
b->shaderRGBA[ i ] = modulate[ i ] * ( (float)b->shaderRGBA[3] / 255.0f );
b->alphastep = ( (float)( endalpha - alpha ) / (float)b->numSubdivisions );
VectorCopy( start, b->start );
VectorCopy( end, b->end );
return;
}
}
return;
}
void CG_KillBeams
(
int entity_number
)
{
int i;
beam_t *b;
for ( i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++ )
{
if ( b->entity == entity_number )
{
b->entity = ENTITYNUM_NONE;
b->endtime = 0;
}
}
}
void CG_RestartBeams
(
int timedelta
)
{
int i;
beam_t *b;
for ( i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++ )
{
if ( b->active && ( b->update_time > cg.time ) )
{
b->endtime -= timedelta;
b->update_time -= timedelta;
if ( b->toggletime )
b->toggletime -= timedelta;
}
}
}
void CG_Rope
(
centity_t *cent
)
{
Vector prevpt,currpt;
entityState_t *s1;
Vector top, mid, bottom, up, v1, v2;
Vector currpt1, currpt2, prevpt1, prevpt2;
const char *beamshadername;
int beamshader;
byte modulate[4];
float picH, length, endT;
int i,j;
polyVert_t points[4];
s1 = &cent->currentState;
top = s1->origin2;
mid = cent->lerpOrigin;
bottom = cent->lerpOrigin;
bottom.z -= s1->alpha;
// This is the top of the beam ent list, build up a renderer beam based on all the children
beamshadername = CG_ConfigString( CS_IMAGES + s1->surfaces[0] ); // index for shader configstring
beamshader = cgi.R_RegisterShader( beamshadername );
picH = cgi.R_GetShaderHeight( beamshader );
for ( i=0;i<4;i++ )
modulate[i] = cent->color[i] * 255;
// Generate the up vector
v1 = top - cg.refdef.vieworg;
v2 = bottom - cg.refdef.vieworg;
up.CrossProduct( v1, v2 );
up.normalize();
// Set the color of the verts
for ( i=0; i<4; i++ )
{
for ( j=0; j<4; j++ )
{
points[i].modulate[j] = modulate[j];
}
}
// set the s coordinates
points[0].st[0] = 1;
points[1].st[0] = 1;
points[2].st[0] = 0;
points[3].st[0] = 0;
// Calculate the first points
prevpt1 = top + ( up * s1->scale );
prevpt2 = top + ( up * -s1->scale );
// draw the top section
currpt1 = mid + ( up * s1->scale );
currpt2 = mid + ( up * -s1->scale );
length = Vector( mid - top ).length();
VectorCopy( currpt1, points[0].xyz );
VectorCopy( prevpt1, points[1].xyz );
VectorCopy( prevpt2, points[2].xyz );
VectorCopy( currpt2, points[3].xyz );
endT = length / picH;
points[0].st[1] = endT;
points[3].st[1] = endT;
points[1].st[1] = 0;
points[2].st[1] = 0;
// Add a segment to the list
cgi.R_AddPolyToScene( beamshader, 4, points, s1->renderfx );
if ( s1->alpha > 0 )
{
// draw the bottom section
prevpt1 = currpt1;
prevpt2 = currpt2;
currpt1 = bottom + ( up * s1->scale );
currpt2 = bottom + ( up * -s1->scale );
VectorCopy( currpt1, points[0].xyz );
VectorCopy( prevpt1, points[1].xyz );
VectorCopy( prevpt2, points[2].xyz );
VectorCopy( currpt2, points[3].xyz );
// add on the rest of the rope
length += s1->alpha;
// use previous T value for the start of this segment
points[1].st[1] = endT;
points[2].st[1] = endT;
endT = length / picH;
points[0].st[1] = endT;
points[3].st[1] = endT;
// Add a segment to the list
cgi.R_AddPolyToScene( beamshader, 4, points, s1->renderfx );
}
}