mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 21:57:57 +03:00
1459 lines
40 KiB
C++
1459 lines
40 KiB
C++
/*
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===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, 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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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// DESCRIPTION:
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// Beam effects
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#include "cg_local.h"
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#include "vector.h"
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#include "container.h"
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#include "cg_commands.h"
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class beam_t : public Class
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{
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public:
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beam_t();
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int entity;
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qhandle_t hModel;
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int endtime;
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Vector start, end;
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float scale;
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float alpha;
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int flags;
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int parent;
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float max_offset;
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float min_offset;
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int numSubdivisions;
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int overlap;
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int beamshader;
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byte shaderRGBA[4];
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int update_time;
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int delay;
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float life;
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int numspherebeams;
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float sphereradius;
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int toggletime;
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int toggledelay;
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qboolean active;
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float alphastep;
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int renderfx;
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str name;
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beam_t *next;
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beam_t *prev;
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};
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beam_t::beam_t()
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{
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entity = 0;
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hModel = 0;
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endtime = 0;
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scale = 0;
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alpha = 0;
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flags = 0;
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parent = ENTITYNUM_NONE;
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max_offset = 0;
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min_offset = 0;
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numSubdivisions = 0;
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overlap = 0;
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beamshader = 0;
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update_time = 0;
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delay = 0;
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life = 0;
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numspherebeams = 0;
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sphereradius = 0;
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toggletime = 0;
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toggledelay = 0;
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active = 0;
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alphastep = 0;
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renderfx = 0;
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memset(shaderRGBA, 0, 4);
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next = NULL;
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prev = NULL;
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}
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beam_t cl_beams[MAX_BEAMS];
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beam_t *cl_free_beams;
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beam_t *cl_active_beams;
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static int seed = 100;
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// Recursive beam builder - I don't use it anymore
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/*
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void CG_BuildRenderBeam_r
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(
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Vector start,
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Vector end,
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float angleVar,
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int numSubdivisions,
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int maxSubdivisions
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)
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{
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if ( numSubdivisions == maxSubdivisions )
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{
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return;
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}
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else
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{
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// subdivide line and call on both halves
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numSubdivisions += 1;
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mid = ( p1 * 0.5 ) + ( p2 * 0.5 );
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int seed = 100;
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mid[0] += Q_crandom( &seed ) * angleVar;
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mid[1] += Q_crandom( &seed ) * angleVar;
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mid[2] += Q_crandom( &seed ) * angleVar;
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CG_BuildRendererBeam( p1, mid, angleVar, numSubdivisions, maxSubdivisions, color, beamshader, scale );
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CG_BuildRendererBeam( mid, p2, angleVar, numSubdivisions, maxSubdivisions, color, beamshader, scale );
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}
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}
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*/
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#define MAX_BEAM_BACKUP 6
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#define MAX_BEAM_SEGMENTS 32
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typedef struct beamSegment_t {
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polyVert_t points[4];
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} beamSegment_t;
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typedef struct beamList_t {
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int time;
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int updatetime;
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int numsegments;
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beamSegment_t segments[MAX_BEAM_SEGMENTS];
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} beamList_t;
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typedef struct beamEnt_t {
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int owner;
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int numbeams;
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int life;
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int renderfx;
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beamList_t beamlist[MAX_BEAM_BACKUP];
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} beamEnt_t;
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Container<beamEnt_t *> beamManager;
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void ClientGameCommandManager::InitializeBeams()
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{
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int i;
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beam_t *b;
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cl_free_beams = NULL;
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cl_active_beams = NULL;
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for (i = 0; i < MAX_BEAMS; i++) {
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b = &cl_beams[i];
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if (cl_free_beams) {
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cl_free_beams->prev = b;
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}
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b->next = cl_free_beams;
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b->prev = 0;
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cl_free_beams = b;
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}
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}
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void RemoveBeamList(int owner)
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{
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int i, num;
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num = beamManager.NumObjects();
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for (i = 1; i <= num; i++) {
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beamEnt_t *be = beamManager.ObjectAt(i);
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if (be->owner == owner) {
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beamManager.RemoveObjectAt(i);
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delete be;
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return;
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}
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}
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}
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beamEnt_t *FindBeamList(int owner)
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{
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int i, num;
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num = beamManager.NumObjects();
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for (i = 1; i <= num; i++) {
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beamEnt_t *be = beamManager.ObjectAt(i);
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if (be->owner == owner) {
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return be;
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}
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}
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return NULL;
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}
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int CreateNewBeamEntity(int owner, float life)
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{
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beamEnt_t *be;
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int i, oldest, oldest_time;
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be = FindBeamList(owner);
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if (!be) {
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be = new beamEnt_t;
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if (!be) {
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cgi.Error(ERR_DROP, "Could not allocate memory for beamEnt.\n");
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}
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memset(be, 0, sizeof(beamEnt_t));
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memset(be->beamlist, 0, sizeof(beamList_t) * MAX_BEAM_BACKUP);
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be->owner = owner;
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be->life = life;
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beamManager.AddObject(be);
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}
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// find the oldest beam and overwrite it.
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oldest = -1;
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oldest_time = 999999999;
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for (i = 0; i < MAX_BEAM_BACKUP; i++) {
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// Check for update time
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float t = be->beamlist[i].time;
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if (!t) {
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oldest = i;
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break;
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}
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if (t < oldest_time) {
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oldest = i;
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oldest_time = t;
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}
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}
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// Use the oldest beam for the next beam.
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be->beamlist[oldest].numsegments = 0;
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be->beamlist[oldest].time = cg.time;
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be->beamlist[oldest].updatetime = cg.time + be->life;
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return oldest;
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}
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void RemoveBeamEntity(int owner)
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{
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RemoveBeamList(owner);
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}
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void AddBeamSegmentToList(int owner, polyVert_t points[4], int beamnum, int segnum, int renderfx)
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{
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beamEnt_t *be;
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be = FindBeamList(owner);
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if (!be) {
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cgi.DPrintf("Could not find beam entity for owner:%d\n", owner);
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return;
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}
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if (segnum >= MAX_BEAM_SEGMENTS) {
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return;
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}
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be->renderfx = renderfx;
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// Copy the 4 points
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memcpy(&be->beamlist[beamnum].segments[segnum].points, points, 4 * sizeof(polyVert_t));
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// Increase the segment counter
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be->beamlist[beamnum].numsegments++;
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}
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void CG_AddBeamsFromList(int owner, int beamshader)
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{
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int i, j, k, l;
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float frac, fade;
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beamEnt_t *be = FindBeamList(owner);
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polyVert_t newpoints[4];
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if (!be) {
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return;
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}
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for (i = 0; i < MAX_BEAM_BACKUP; i++) {
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beamList_t *bl = &be->beamlist[i];
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if (!bl->time) {
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continue;
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}
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// Calculate the blend factor for fading
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frac = (float)(cg.time - bl->time) / (float)be->life;
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fade = 1.0f - frac;
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if (fade <= 0) {
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bl->time = 0; // RemoveBeamList( owner );
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continue;
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}
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// Go through each segment and draw it with the new modulate
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assert(bl->numsegments < MAX_BEAM_SEGMENTS);
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for (j = 0; j < bl->numsegments; j++) {
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memcpy(newpoints, bl->segments[j].points, 4 * sizeof(polyVert_t));
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for (k = 0; k < 4; k++) {
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for (l = 0; l < 4; l++) {
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newpoints[k].modulate[l] = bl->segments[j].points[k].modulate[l] * fade;
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}
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}
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cgi.R_AddPolyToScene(beamshader, 4, newpoints, be->renderfx);
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}
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}
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}
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void RenderSegment(Vector pt1a, Vector pt1b, Vector pt2a, Vector pt2b, byte modulate[4], int beamshader, int renderfx)
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{
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int i, j;
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polyVert_t points[4];
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VectorCopy(pt1a, points[0].xyz);
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VectorCopy(pt2a, points[1].xyz);
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VectorCopy(pt2b, points[2].xyz);
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VectorCopy(pt1b, points[3].xyz);
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points[0].st[0] = 1;
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points[0].st[1] = 1;
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points[1].st[0] = 0;
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points[1].st[1] = 1;
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points[2].st[0] = 0;
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points[2].st[1] = 0;
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points[3].st[0] = 1;
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points[3].st[1] = 0;
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// Set the color of the verts
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for (i = 0; i < 4; i++) {
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for (j = 0; j < 4; j++) {
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points[i].modulate[j] = modulate[j];
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}
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}
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// Add a segment to the list
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cgi.R_AddPolyToScene(beamshader, 4, points, renderfx);
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}
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const int MAX_SUBPOINTS = 256;
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static Vector subpoints[MAX_SUBPOINTS];
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static int ptctr = 0;
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/*
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===============
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CG_Subdivide
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a, b, and c are control points.
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the subdivided sequence will be: a, out1, out2, out3, c
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===============
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*/
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static void CG_Subdivide(Vector a, Vector b, Vector c, Vector& out1, Vector& out2, Vector& out3)
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{
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out1 = 0.5 * (a + b);
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out3 = 0.5 * (b + c);
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out2 = 0.5 * (out1 + out3);
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}
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void CG_MultiBeamBegin(void)
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{
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ptctr = 0;
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}
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void CG_MultiBeamAddPoints(
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vec3_t start, vec3_t end, int numsegments, int flags, float minoffset, float maxoffset, qboolean addstartpoint
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)
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{
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Vector delta, dir, randdir;
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float length;
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int i;
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if (ptctr > MAX_SUBPOINTS) {
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return;
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}
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if (addstartpoint) {
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subpoints[ptctr++] = start;
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}
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delta = Vector(end) - Vector(start);
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length = delta.length();
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length /= numsegments;
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// get the dir of beam
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dir = delta;
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dir.normalize();
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for (i = 1; i < numsegments; i++) {
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Vector newpt;
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if (ptctr > MAX_SUBPOINTS) {
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return;
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}
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randdir = Vector(crandom(), crandom(), crandom());
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newpt = Vector(start) + dir * i * length;
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newpt += minoffset * randdir + maxoffset * randdir;
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subpoints[ptctr++] = newpt;
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}
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subpoints[ptctr++] = end;
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}
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void CG_MultiBeamEnd(
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float scale, int renderfx, const char *beamshadername, byte modulate[4], int flags, int owner, float life
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)
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{
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Vector prevpt, currpt;
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Vector p1, p2, p3, p4, v1, v2, up, currpt1, currpt2, prevpt1, prevpt2;
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qboolean prevptvalid = false;
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int i, beamshader;
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beamshader = cgi.R_RegisterShader(beamshadername);
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prevpt = subpoints[0];
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prevptvalid = false;
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for (i = 1; i < ptctr; i++) {
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currpt = subpoints[i];
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// Generate the up vector
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v1 = prevpt - cg.refdef.vieworg;
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v2 = currpt - cg.refdef.vieworg;
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#if 0
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cgi.R_DebugLine(prevpt, currpt, 1, 1, 1, 1);
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Vector pt = prevpt + up * 5;
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cgi.R_DebugLine(prevpt, pt, 0, 0, 1, 1);
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#endif
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up.CrossProduct(v1, v2);
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up.normalize();
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// Calculate the first points
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currpt1 = currpt + (up * scale);
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currpt2 = currpt + (up * -scale);
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if (!prevptvalid) {
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prevpt1 = prevpt + up * scale;
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prevpt2 = prevpt + up * -scale;
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prevptvalid = true;
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}
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#if 1
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RenderSegment(currpt1, currpt2, prevpt1, prevpt2, modulate, beamshader, renderfx);
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#endif
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prevpt = currpt;
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prevpt1 = currpt1;
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prevpt2 = currpt2;
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}
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if (flags & BEAM_PERSIST_EFFECT) {
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CG_AddBeamsFromList(owner, beamshader);
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}
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}
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static void CG_MultiBeamSubdivide(centity_t *cent)
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{
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Vector pt1, pt2, pt3;
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Vector out1, out2, out3, out4, out5, out6, out7, out8, out9;
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centity_t *current;
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ptctr = 0;
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current = cent;
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// Multibeam requires at least 3 points to start with
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// Get pt1
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if (current->currentState.tag_num == ENTITYNUM_NONE) {
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cgi.DPrintf("CG_MultiBeamSubdivide : Multi beam entity does not have a child\n");
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return;
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}
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pt1 = current->lerpOrigin;
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// Get pt2
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current = &cg_entities[current->currentState.tag_num];
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// Make sure that child is a multibeam
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if (current->currentState.eType != ET_MULTIBEAM) {
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return;
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}
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if (current->currentState.tag_num == ENTITYNUM_NONE) {
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cgi.DPrintf("CG_MultiBeamSubdivide : Multi beam entity does not have a child\n");
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return;
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}
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pt2 = current->lerpOrigin;
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// Get pt3
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current = &cg_entities[current->currentState.tag_num];
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// Make sure that child is a multibeam
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if (current->currentState.eType != ET_MULTIBEAM) {
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return;
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}
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if (current->currentState.tag_num == ENTITYNUM_NONE) {
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cgi.DPrintf("CG_MultiBeamSubdivide : Multi beam entity does not have a child\n");
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return;
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}
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pt3 = current->lerpOrigin;
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// First point into the subdivided points
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subpoints[ptctr++] = pt1;
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while (1) {
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// Do the subdivide
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CG_Subdivide(pt1, pt2, pt3, out1, out2, out3);
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CG_Subdivide(pt1, out1, out2, out4, out5, out6);
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if ((ptctr + 4) > MAX_SUBPOINTS) {
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break;
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}
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// Save the points
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subpoints[ptctr++] = out4;
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subpoints[ptctr++] = out5;
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subpoints[ptctr++] = out6;
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subpoints[ptctr++] = out2;
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// end condition
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if ((current->currentState.tag_num == ENTITYNUM_NONE) || (!current->currentValid)) {
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CG_Subdivide(out2, out3, pt3, out7, out8, out9);
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subpoints[ptctr++] = out7;
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subpoints[ptctr++] = out8;
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subpoints[ptctr++] = out9;
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subpoints[ptctr++] = pt3;
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break;
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}
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// Advance to next ent
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current = &cg_entities[current->currentState.tag_num];
|
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|
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if (!current->currentValid) {
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break;
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}
|
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|
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// Advance the points down the line
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pt1 = out2;
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pt2 = pt3;
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pt3 = current->lerpOrigin;
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}
|
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}
|
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|
|
void CG_MultiBeam(centity_t *cent)
|
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{
|
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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 = ¢->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_BuildRendererBeam_Fast(
|
|
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
|
|
)
|
|
{
|
|
int ii, jj;
|
|
polyVert_t points[4];
|
|
int beamnum;
|
|
float alphafactor;
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
VectorMA(end, scale, cg.refdef.viewaxis[1], points[0].xyz);
|
|
VectorMA(start, scale, cg.refdef.viewaxis[1], points[1].xyz);
|
|
VectorMA(start, -scale, cg.refdef.viewaxis[1], points[2].xyz);
|
|
VectorMA(end, -scale, cg.refdef.viewaxis[1], points[3].xyz);
|
|
|
|
points[0].st[0] = 1.0;
|
|
points[0].st[1] = 1.0;
|
|
points[1].st[0] = 0.0;
|
|
points[1].st[1] = 1.0;
|
|
points[2].st[0] = 0.0;
|
|
points[2].st[1] = 0.0;
|
|
points[3].st[0] = 1.0;
|
|
points[3].st[1] = 0.0;
|
|
|
|
if (!alphastep) {
|
|
for (ii = 0; ii < 4; ++ii) {
|
|
for (jj = 0; jj < 4; ++jj) {
|
|
points[ii].modulate[jj] = color[jj];
|
|
}
|
|
}
|
|
} else {
|
|
alphafactor = startalpha + alphastep;
|
|
for (ii = 0; ii < 4; ++ii) {
|
|
for (jj = 0; jj < 4; ++jj) {
|
|
points[ii].modulate[jj] = (int)((float)color[jj] * alphafactor);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (flags & BEAM_PERSIST_EFFECT) {
|
|
AddBeamSegmentToList(owner, points, beamnum, 0, renderfx);
|
|
} else {
|
|
cgi.R_AddPolyToScene(beamshader, 4, points, renderfx);
|
|
}
|
|
}
|
|
|
|
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++) {
|
|
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();
|
|
}
|
|
}
|
|
} else // Clamp to mins
|
|
{
|
|
for (j = 0; j < 3; j++) {
|
|
delta = org[j] - distance_point[j];
|
|
if (delta > b->min_offset) {
|
|
org[j] -= 0.4 * single_beam_length;
|
|
factor[j] = -0.2f;
|
|
} else if (delta < -b->min_offset) {
|
|
org[j] += 0.4 * single_beam_length;
|
|
factor[j] = 0.2f;
|
|
} else {
|
|
factor[j] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Calculate the new dist vector so we can get pitch and yaw for this beam
|
|
VectorSubtract(org, ent.origin, dist);
|
|
|
|
// Set the pitch and the yaw based off this new vector
|
|
vectoangles(dist, angles);
|
|
|
|
// Fill in the ent fields
|
|
ent.hModel = b->hModel;
|
|
ent.scale = b->scale;
|
|
ent.renderfx = b->renderfx;
|
|
|
|
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, ENTITYNUM_NONE);
|
|
}
|
|
}
|
|
|
|
void CG_AddBeams(void)
|
|
{
|
|
int i, ii;
|
|
beam_t *b;
|
|
beam_t *bNext;
|
|
vec3_t delta;
|
|
vec3_t angles;
|
|
vec3_t forward, left, up;
|
|
float length;
|
|
byte color[4];
|
|
float fade;
|
|
|
|
for (i = 0, b = cl_active_beams; b; i++, b = bNext) {
|
|
bNext = b->next;
|
|
// If no model is set or the endtime < current time remove the whole beam entity
|
|
if (!b->hModel || b->endtime < cg.time) {
|
|
RemoveBeamList(b->entity);
|
|
b->entity = ENTITYNUM_NONE;
|
|
b->endtime = 0;
|
|
if (b->next) {
|
|
b->next->prev = b->prev;
|
|
}
|
|
|
|
if (b->prev) {
|
|
b->prev->next = b->next;
|
|
}
|
|
|
|
if (b == cl_active_beams) {
|
|
cl_active_beams = b->next;
|
|
}
|
|
|
|
if (cl_free_beams) {
|
|
cl_free_beams->prev = b;
|
|
}
|
|
|
|
b->next = cl_free_beams;
|
|
b->prev = 0;
|
|
cl_free_beams = b;
|
|
continue;
|
|
}
|
|
|
|
// Fade the beam based on it's life
|
|
fade = (float)(b->endtime - cg.time) / (float)b->life;
|
|
|
|
if (b->flags & BEAM_FADE) {
|
|
for (ii = 0; ii < 4; ii++) {
|
|
color[ii] = b->shaderRGBA[ii] * fade;
|
|
}
|
|
} else {
|
|
for (ii = 0; ii < 4; ii++) {
|
|
color[ii] = b->shaderRGBA[ii];
|
|
}
|
|
}
|
|
|
|
// 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 if (b->flags & BEAM_INVERTED) {
|
|
vec3_t vCurrStart, vCurrEnd;
|
|
vec3_t vDir;
|
|
float fLength;
|
|
|
|
// Calculate the direction
|
|
VectorSubtract(b->end, b->start, vDir);
|
|
|
|
VectorMA(b->start, 1.0 - fade, vDir, vCurrEnd);
|
|
fLength = VectorNormalize(vDir);
|
|
VectorMA(vCurrEnd, -b->toggledelay, vDir, vCurrStart);
|
|
|
|
CG_BuildRendererBeam(
|
|
vCurrStart,
|
|
vCurrEnd,
|
|
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 if (b->flags & BEAM_INVERTED_FAST) {
|
|
vec3_t vCurrStart, vCurrEnd;
|
|
vec3_t vDir;
|
|
|
|
// Calculate the direction
|
|
VectorSubtract(b->end, b->start, vDir);
|
|
|
|
VectorMA(b->start, 1.0 - fade, vDir, vCurrEnd);
|
|
VectorNormalizeFast(vDir);
|
|
VectorMA(vCurrEnd, -b->toggledelay, vDir, vCurrStart);
|
|
|
|
CG_BuildRendererBeam_Fast(
|
|
vCurrStart,
|
|
vCurrEnd,
|
|
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(
|
|
const vec3_t start,
|
|
const vec3_t dir,
|
|
int owner,
|
|
qhandle_t hModel,
|
|
float alpha,
|
|
float scale,
|
|
int flags,
|
|
float length,
|
|
int life,
|
|
qboolean create,
|
|
const vec3_t endpointvec,
|
|
int min_offset,
|
|
int max_offset,
|
|
int overlap,
|
|
int numSubdivisions,
|
|
int delay,
|
|
const char *beamshadername,
|
|
float modulate[4],
|
|
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_active_beams; b; i++, b = b->next) {
|
|
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] * 255;
|
|
}
|
|
|
|
// Modulation based off the color
|
|
for (i = 0; i < 3; i++) {
|
|
b->shaderRGBA[i] = modulate[i] * (float)b->shaderRGBA[3];
|
|
}
|
|
|
|
b->alphastep = ((float)(endalpha - alpha) / (float)b->numSubdivisions);
|
|
|
|
VectorCopy(start, b->start);
|
|
VectorCopy(end, b->end);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// find a free beam
|
|
if (cl_free_beams) {
|
|
b = cl_free_beams;
|
|
cl_free_beams = cl_free_beams->next;
|
|
|
|
if (cl_active_beams) {
|
|
cl_active_beams->prev = b;
|
|
}
|
|
|
|
b->next = cl_active_beams;
|
|
b->prev = 0;
|
|
cl_active_beams = b;
|
|
|
|
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] * 255;
|
|
}
|
|
|
|
// Modulation based off the color
|
|
for (i = 0; i < 3; i++) {
|
|
b->shaderRGBA[i] = modulate[i] * (float)b->shaderRGBA[3];
|
|
}
|
|
|
|
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;
|
|
|
|
if (b->next) {
|
|
b->next->prev = b->prev;
|
|
}
|
|
|
|
if (b->prev) {
|
|
b->prev->next = b->next;
|
|
}
|
|
|
|
if (b == cl_active_beams) {
|
|
cl_active_beams = b->next;
|
|
}
|
|
|
|
if (cl_free_beams) {
|
|
cl_free_beams->prev = b;
|
|
}
|
|
|
|
b->next = cl_free_beams;
|
|
cl_free_beams = b;
|
|
b->prev = 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 = ¢->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);
|
|
}
|
|
}
|