=====================
*/
-void CL_ClearState (void)
+void CL_ClearState(void)
{
int i;
cls.signon = 0;
}
-void CL_Disconnect_f (void)
+void CL_Disconnect_f(void)
{
CL_Disconnect ();
if (sv.active)
CL_PrintEntities_f
==============
*/
-static void CL_PrintEntities_f (void)
+static void CL_PrintEntities_f(void)
{
entity_t *ent;
int i, j;
}
}
-void CL_LerpUpdate(entity_t *e)
-{
- entity_persistent_t *p;
- entity_render_t *r;
- p = &e->persistent;
- r = &e->render;
-
- if (p->modelindex != e->state_current.modelindex)
- {
- // reset all interpolation information
- p->modelindex = e->state_current.modelindex;
- p->frame1 = p->frame2 = e->state_current.frame;
- p->frame1time = p->frame2time = cl.time;
- p->framelerp = 1;
- }
- else if (p->frame2 != e->state_current.frame)
- {
- // transition to new frame
- p->frame1 = p->frame2;
- p->frame1time = p->frame2time;
- p->frame2 = e->state_current.frame;
- p->frame2time = cl.time;
- p->framelerp = 0;
- }
- else
- {
- // update transition
- p->framelerp = (cl.time - p->frame2time) * 10;
- p->framelerp = bound(0, p->framelerp, 1);
- }
-
- r->model = cl.model_precache[e->state_current.modelindex];
- Mod_CheckLoaded(r->model);
- r->frame = e->state_current.frame;
- r->frame1 = p->frame1;
- r->frame2 = p->frame2;
- r->framelerp = p->framelerp;
- r->frame1time = p->frame1time;
- r->frame2time = p->frame2time;
-}
-
/*
===============
CL_LerpPoint
should be put at.
===============
*/
-static float CL_LerpPoint (void)
+static float CL_LerpPoint(void)
{
float f;
cl_num_temp_entities = 0;
}
-entity_t *CL_NewTempEntity (void)
+entity_t *CL_NewTempEntity(void)
{
entity_t *ent;
return ent;
}
-void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+{
+ int i;
+ cl_effect_t *e;
+ if (!modelindex) // sanity check
+ return;
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ {
+ if (e->active)
+ continue;
+ e->active = true;
+ VectorCopy(org, e->origin);
+ e->modelindex = modelindex;
+ e->starttime = cl.time;
+ e->startframe = startframe;
+ e->endframe = startframe + framecount;
+ e->framerate = framerate;
+
+ e->frame = 0;
+ e->frame1time = cl.time;
+ e->frame2time = cl.time;
+ break;
+ }
+}
+
+void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
{
int i;
dlight_t *dl;
dl->die = 0;
}
-void CL_DecayLights (void)
+void CL_DecayLights(void)
{
int i;
dlight_t *dl;
}
}
-void CL_RelinkWorld (void)
-{
- entity_t *ent = &cl_entities[0];
- if (cl_num_entities < 1)
- cl_num_entities = 1;
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
- Matrix4x4_CreateIdentity(&ent->render.matrix);
- Matrix4x4_CreateIdentity(&ent->render.inversematrix);
- CL_BoundingBoxForEntity(&ent->render);
-}
-
-static void CL_RelinkStaticEntities(void)
-{
- int i;
- for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
- {
- Mod_CheckLoaded(cl_static_entities[i].render.model);
- r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
- }
-}
-
-/*
-===============
-CL_RelinkEntities
-===============
-*/
extern qboolean Nehahrademcompatibility;
#define MAXVIEWMODELS 32
entity_t *viewmodels[MAXVIEWMODELS];
int numviewmodels;
-static void CL_RelinkNetworkEntities(void)
+void CL_RelinkNetworkEntity(entity_t *e)
{
- entity_t *ent;
- int i, effects, temp;
- float d, bobjrotate, bobjoffset, lerp;
- vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
-
- numviewmodels = 0;
-
- bobjrotate = ANGLEMOD(100*cl.time);
- if (cl_itembobheight.value)
- bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
- else
- bobjoffset = 0;
+ int trailtype, temp;
+ float oldorg[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
+ entity_persistent_t *p;
+ entity_render_t *r;
+ p = &e->persistent;
+ r = &e->render;
- // start on the entity after the world
- for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+ if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
{
- // if the object isn't active in the current network frame, skip it
- if (!cl_entities_active[i])
- continue;
- if (!ent->state_current.active)
+ // movement lerp
+ if (p->lerpdeltatime > 0 && (lerp = (cl.time - p->lerpstarttime) / p->lerpdeltatime) < 1)
{
- cl_entities_active[i] = false;
- continue;
+ // read the old origin
+ VectorCopy(r->origin, oldorg);
+ // interpolate the origin and angles
+ r->origin[0] = p->oldorigin[0] + lerp * (p->neworigin[0] - p->oldorigin[0]);
+ r->origin[1] = p->oldorigin[1] + lerp * (p->neworigin[1] - p->oldorigin[1]);
+ r->origin[2] = p->oldorigin[2] + lerp * (p->neworigin[2] - p->oldorigin[2]);
+ VectorSubtract(p->newangles, p->oldangles, delta);
+ if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+ if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+ if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+ VectorMA(p->oldangles, lerp, delta, r->angles);
}
-
- VectorCopy(ent->persistent.trail_origin, oldorg);
-
- if (!ent->state_previous.active)
+ else
{
- // only one state available
- VectorCopy (ent->persistent.neworigin, neworg);
- VectorCopy (ent->persistent.newangles, ent->render.angles);
- VectorCopy (neworg, oldorg);
+ // no interpolation
+ VectorCopy(p->neworigin, r->origin);
+ VectorCopy(p->neworigin, oldorg);
+ VectorCopy(p->newangles, r->angles);
}
- else
+ // animation lerp
+ if (r->frame2 != e->state_current.frame)
{
- // if the delta is large, assume a teleport and don't lerp
- VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
- if (ent->persistent.lerpdeltatime > 0)
- {
- lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
- if (lerp < 1)
- {
- // interpolate the origin and angles
- VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
- VectorSubtract(ent->persistent.newangles, ent->persistent.oldangles, delta);
- if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
- if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
- if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
- VectorMA(ent->persistent.oldangles, lerp, delta, ent->render.angles);
- }
- else
- {
- // no interpolation
- VectorCopy (ent->persistent.neworigin, neworg);
- VectorCopy (ent->persistent.newangles, ent->render.angles);
- }
- }
- else
- {
- // no interpolation
- VectorCopy (ent->persistent.neworigin, neworg);
- VectorCopy (ent->persistent.newangles, ent->render.angles);
- }
+ // begin a new frame lerp
+ r->frame1 = r->frame2;
+ r->frame1time = r->frame2time;
+ r->frame = r->frame2 = e->state_current.frame;
+ r->frame2time = cl.time;
+ r->framelerp = 0;
}
-
- if (!ent->render.model || ent->render.model->type != mod_brush)
- ent->render.angles[0] = -ent->render.angles[0];
-
- VectorCopy (neworg, ent->persistent.trail_origin);
- // persistent.modelindex will be updated by CL_LerpUpdate
- if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
- VectorCopy(neworg, oldorg);
-
- VectorCopy (neworg, ent->render.origin);
- ent->render.flags = ent->state_current.flags;
- if (i == cl.viewentity)
- ent->render.flags |= RENDER_EXTERIORMODEL;
- ent->render.effects = effects = ent->state_current.effects;
- if (ent->state_current.flags & RENDER_COLORMAPPED)
- ent->render.colormap = ent->state_current.colormap;
- else if (cl.scores == NULL || !ent->state_current.colormap)
- ent->render.colormap = -1; // no special coloring
else
- ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
- ent->render.skinnum = ent->state_current.skin;
- ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
- ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
-
- if (ent->render.model && ent->render.model->flags & EF_ROTATE)
{
- ent->render.angles[1] = bobjrotate;
- ent->render.origin[2] += bobjoffset;
+ // update frame lerp fraction
+ r->framelerp = r->frame2time > r->frame1time ? ((cl.time - r->frame2time) / (r->frame2time - r->frame1time)) : 1;
+ r->framelerp = bound(0, r->framelerp, 1);
}
+ }
+ else
+ {
+ // no interpolation
+ VectorCopy(p->neworigin, r->origin);
+ VectorCopy(p->neworigin, oldorg);
+ VectorCopy(p->newangles, r->angles);
+ r->frame = r->frame1 = r->frame2 = e->state_current.frame;
+ r->frame1time = r->frame2time = cl.time;
+ r->framelerp = 1;
+ }
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
-
- // update interpolation info
- CL_LerpUpdate(ent);
+ r->alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+ r->scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+ r->flags = e->state_current.flags;
+ if (e - cl_entities == cl.viewentity)
+ r->flags |= RENDER_EXTERIORMODEL;
+ r->effects = e->state_current.effects;
+ if (e->state_current.flags & RENDER_COLORMAPPED)
+ r->colormap = e->state_current.colormap;
+ else if (cl.scores != NULL && e->state_current.colormap)
+ r->colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+ else
+ r->colormap = -1; // no special coloring
+ r->skinnum = e->state_current.skin;
- // handle effects now...
- dlightcolor[0] = 0;
- dlightcolor[1] = 0;
- dlightcolor[2] = 0;
+ // handle effects now...
+ trailtype = -1;
+ dlightcolor[0] = 0;
+ dlightcolor[1] = 0;
+ dlightcolor[2] = 0;
- // LordHavoc: if the entity has no effects, don't check each
- if (effects)
+ // LordHavoc: if the entity has no effects, don't check each
+ if (r->effects)
+ {
+ if (r->effects & EF_BRIGHTFIELD)
{
- if (effects & EF_BRIGHTFIELD)
- {
- if (gamemode == GAME_NEXUIZ)
- {
- dlightcolor[0] += 100.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 400.0f;
- // don't do trail if we have no previous location
- if (ent->state_previous.active)
- CL_RocketTrail (oldorg, neworg, 8, ent);
- }
- else
- CL_EntityParticles (ent);
- }
- if (effects & EF_MUZZLEFLASH)
- ent->persistent.muzzleflash = 100.0f;
- if (effects & EF_DIMLIGHT)
+ if (gamemode == GAME_NEXUIZ)
{
- dlightcolor[0] += 200.0f;
+ dlightcolor[0] += 100.0f;
dlightcolor[1] += 200.0f;
- dlightcolor[2] += 200.0f;
- }
- if (effects & EF_BRIGHTLIGHT)
- {
- dlightcolor[0] += 400.0f;
- dlightcolor[1] += 400.0f;
dlightcolor[2] += 400.0f;
+ trailtype = 8;
}
- // LordHavoc: added EF_RED and EF_BLUE
- if (effects & EF_RED) // red
- {
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 20.0f;
- }
- if (effects & EF_BLUE) // blue
- {
- dlightcolor[0] += 20.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 200.0f;
- }
- if (effects & EF_FLAME)
- {
- if (ent->render.model)
- {
- mins[0] = neworg[0] - 16.0f;
- mins[1] = neworg[1] - 16.0f;
- mins[2] = neworg[2] - 16.0f;
- maxs[0] = neworg[0] + 16.0f;
- maxs[1] = neworg[1] + 16.0f;
- maxs[2] = neworg[2] + 16.0f;
- // how many flames to make
- temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
- CL_FlameCube(mins, maxs, temp);
- }
- d = lhrandom(200, 250);
- dlightcolor[0] += d * 1.0f;
- dlightcolor[1] += d * 0.7f;
- dlightcolor[2] += d * 0.3f;
- }
- if (effects & EF_STARDUST)
- {
- if (ent->render.model)
- {
- mins[0] = neworg[0] - 16.0f;
- mins[1] = neworg[1] - 16.0f;
- mins[2] = neworg[2] - 16.0f;
- maxs[0] = neworg[0] + 16.0f;
- maxs[1] = neworg[1] + 16.0f;
- maxs[2] = neworg[2] + 16.0f;
- // how many particles to make
- temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
- CL_Stardust(mins, maxs, temp);
- }
- d = 100;
- dlightcolor[0] += d * 1.0f;
- dlightcolor[1] += d * 0.7f;
- dlightcolor[2] += d * 0.3f;
- }
+ else
+ CL_EntityParticles(e);
}
-
- if (ent->persistent.muzzleflash > 0)
+ if (r->effects & EF_MUZZLEFLASH)
+ p->muzzleflash = 100.0f;
+ if (r->effects & EF_DIMLIGHT)
{
- v2[0] = ent->render.matrix.m[0][0] * 18 + neworg[0];
- v2[1] = ent->render.matrix.m[0][1] * 18 + neworg[1];
- v2[2] = ent->render.matrix.m[0][2] * 18 + neworg[2] + 16;
- CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
-
- CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
- ent->persistent.muzzleflash -= cl.frametime * 1000;
+ dlightcolor[0] += 200.0f;
+ dlightcolor[1] += 200.0f;
+ dlightcolor[2] += 200.0f;
}
-
- // LordHavoc: if the model has no flags, don't check each
- if (ent->render.model && ent->render.model->flags)
+ if (r->effects & EF_BRIGHTLIGHT)
{
- // note: EF_ROTATE handled above, above matrix calculation
- // only do trails if present in the previous frame as well
- if (ent->state_previous.active)
- {
- if (ent->render.model->flags & EF_GIB)
- CL_RocketTrail (oldorg, neworg, 2, ent);
- else if (ent->render.model->flags & EF_ZOMGIB)
- CL_RocketTrail (oldorg, neworg, 4, ent);
- else if (ent->render.model->flags & EF_TRACER)
- {
- CL_RocketTrail (oldorg, neworg, 3, ent);
- dlightcolor[0] += 0x10;
- dlightcolor[1] += 0x40;
- dlightcolor[2] += 0x10;
- }
- else if (ent->render.model->flags & EF_TRACER2)
- {
- CL_RocketTrail (oldorg, neworg, 5, ent);
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x30;
- dlightcolor[2] += 0x10;
- }
- else if (ent->render.model->flags & EF_ROCKET)
- {
- CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 160.0f;
- dlightcolor[2] += 80.0f;
- }
- else if (ent->render.model->flags & EF_GRENADE)
- {
- if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
- CL_RocketTrail (oldorg, neworg, 7, ent);
- else
- CL_RocketTrail (oldorg, neworg, 1, ent);
- }
- else if (ent->render.model->flags & EF_TRACER3)
- {
- CL_RocketTrail (oldorg, neworg, 6, ent);
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x20;
- dlightcolor[2] += 0x40;
- }
- }
+ dlightcolor[0] += 400.0f;
+ dlightcolor[1] += 400.0f;
+ dlightcolor[2] += 400.0f;
}
- // LordHavoc: customizable glow
- if (ent->state_current.glowsize)
+ // LordHavoc: added EF_RED and EF_BLUE
+ if (r->effects & EF_RED) // red
{
- // * 4 for the expansion from 0-255 to 0-1023 range,
- // / 255 to scale down byte colors
- VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
+ dlightcolor[0] += 200.0f;
+ dlightcolor[1] += 20.0f;
+ dlightcolor[2] += 20.0f;
}
- // LordHavoc: customizable trail
- if (ent->render.flags & RENDER_GLOWTRAIL)
- CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
-
- if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
+ if (r->effects & EF_BLUE) // blue
{
- VectorCopy(neworg, v);
- // hack to make glowing player light shine on their gun
- if (i == cl.viewentity/* && !chase_active.integer*/)
- v[2] += 30;
- CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+ dlightcolor[0] += 20.0f;
+ dlightcolor[1] += 20.0f;
+ dlightcolor[2] += 200.0f;
}
+ if (r->effects & EF_FLAME)
+ {
+ mins[0] = r->origin[0] - 16.0f;
+ mins[1] = r->origin[1] - 16.0f;
+ mins[2] = r->origin[2] - 16.0f;
+ maxs[0] = r->origin[0] + 16.0f;
+ maxs[1] = r->origin[1] + 16.0f;
+ maxs[2] = r->origin[2] + 16.0f;
+ // how many flames to make
+ temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+ CL_FlameCube(mins, maxs, temp);
+ d = lhrandom(200, 250);
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;
+ }
+ if (r->effects & EF_STARDUST)
+ {
+ mins[0] = r->origin[0] - 16.0f;
+ mins[1] = r->origin[1] - 16.0f;
+ mins[2] = r->origin[2] - 16.0f;
+ maxs[0] = r->origin[0] + 16.0f;
+ maxs[1] = r->origin[1] + 16.0f;
+ maxs[2] = r->origin[2] + 16.0f;
+ // how many particles to make
+ temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+ CL_Stardust(mins, maxs, temp);
+ d = 100;
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;
+ }
+ }
- if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
- continue;
+ r->model = cl.model_precache[e->state_current.modelindex];
+ if (r->model)
+ {
+ Mod_CheckLoaded(r->model);
+ if (r->model->type != mod_brush)
+ r->angles[0] = -r->angles[0];
+ // LordHavoc: if the model has no flags, don't check each
+ if (r->model->flags & EF_ROTATE)
+ {
+ r->angles[1] = ANGLEMOD(100*cl.time);
+ if (cl_itembobheight.value)
+ r->origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+ }
+ }
- // don't show entities with no modelindex (note: this still shows
- // entities which have a modelindex that resolved to a NULL model)
- if (!ent->state_current.modelindex)
- continue;
- if (effects & EF_NODRAW)
- continue;
+ Matrix4x4_CreateFromQuakeEntity(&r->matrix, r->origin[0], r->origin[1], r->origin[2], r->angles[0], r->angles[1], r->angles[2], r->scale);
+ Matrix4x4_Invert_Simple(&r->inversematrix, &r->matrix);
+ CL_BoundingBoxForEntity(&e->render);
- // store a list of view-relative entities for later adjustment in view code
- if (ent->render.flags & RENDER_VIEWMODEL)
+ // LordHavoc: if the model has no flags, don't check each
+ if (r->model && r->model->flags)
+ {
+ if (r->model->flags & EF_GIB)
+ trailtype = 2;
+ else if (r->model->flags & EF_ZOMGIB)
+ trailtype = 4;
+ else if (r->model->flags & EF_TRACER)
{
- if (numviewmodels < MAXVIEWMODELS)
- viewmodels[numviewmodels++] = ent;
- continue;
+ trailtype = 3;
+ dlightcolor[0] += 0x10;
+ dlightcolor[1] += 0x40;
+ dlightcolor[2] += 0x10;
+ }
+ else if (r->model->flags & EF_TRACER2)
+ {
+ trailtype = 5;
+ dlightcolor[0] += 0x50;
+ dlightcolor[1] += 0x30;
+ dlightcolor[2] += 0x10;
+ }
+ else if (r->model->flags & EF_ROCKET)
+ {
+ trailtype = 0;
+ dlightcolor[0] += 200.0f;
+ dlightcolor[1] += 160.0f;
+ dlightcolor[2] += 80.0f;
+ }
+ else if (r->model->flags & EF_GRENADE)
+ {
+ // LordHavoc: r->alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = r->alpha == -1 ? 7 : 1;
+ }
+ else if (r->model->flags & EF_TRACER3)
+ {
+ trailtype = 6;
+ dlightcolor[0] += 0x50;
+ dlightcolor[1] += 0x20;
+ dlightcolor[2] += 0x40;
}
+ }
- Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+ // LordHavoc: customizable glow
+ if (e->state_current.glowsize)
+ {
+ // * 4 for the expansion from 0-255 to 0-1023 range,
+ // / 255 to scale down byte colors
+ VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ }
- CL_BoundingBoxForEntity(&ent->render);
- if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+ // trails need a previous frame...
+ if (e->state_previous.active)
+ {
+ // LordHavoc: customizable trail
+ if (r->flags & RENDER_GLOWTRAIL)
+ CL_RocketTrail2(oldorg, r->origin, e->state_current.glowcolor, e);
+ else if (trailtype >= 0)
+ CL_RocketTrail(oldorg, r->origin, trailtype, e);
+ }
- // note: the cl.viewentity and intermission check is to hide player
- // shadow during intermission and during the Nehahra movie and
- // Nehahra cinematics
- if (!(ent->state_current.effects & EF_NOSHADOW)
- && !(ent->state_current.effects & EF_ADDITIVE)
- && (ent->state_current.alpha == 255)
- && !(ent->render.flags & RENDER_VIEWMODEL)
- && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
- ent->render.flags |= RENDER_SHADOW;
+ if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
+ {
+ VectorCopy(r->origin, v);
+ // hack to make glowing player light shine on their gun
+ if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+ v[2] += 30;
+ CL_AllocDlight(r, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+ }
- if (r_refdef.numentities < r_refdef.maxentities)
- r_refdef.entities[r_refdef.numentities++] = &ent->render;
+ if (p->muzzleflash > 0)
+ {
+ v2[0] = r->matrix.m[0][0] * 18 + r->matrix.m[0][3];
+ v2[1] = r->matrix.m[0][1] * 18 + r->matrix.m[1][3];
+ v2[2] = r->matrix.m[0][2] * 18 + r->matrix.m[2][3];
+ CL_TraceLine(r->origin, v2, v, NULL, 0, true, NULL);
- if (cl_num_entities < i + 1)
- cl_num_entities = i + 1;
+ CL_AllocDlight(NULL, v, p->muzzleflash, 1, 1, 1, 0, 0);
+ p->muzzleflash -= cl.frametime * 1000;
+ }
+
+ // note: the cl.viewentity and intermission check is to hide player
+ // shadow during intermission and during the Nehahra movie and
+ // Nehahra cinematics
+ if (!(r->effects & (EF_NOSHADOW | EF_ADDITIVE))
+ && (r->alpha == 1)
+ && !(r->flags & RENDER_VIEWMODEL)
+ && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
+ r->flags |= RENDER_SHADOW;
+
+ // don't show entities with no modelindex (note: this still shows
+ // entities which have a modelindex that resolved to a NULL model)
+ if (r->model && !(r->effects & EF_NODRAW))
+ {
+ if (r->flags & RENDER_VIEWMODEL)
+ {
+ // store a list of view-relative entities for later adjustment in view code
+ if (numviewmodels < MAXVIEWMODELS)
+ viewmodels[numviewmodels++] = e;
+ }
+ else
+ {
+ if (r->model->name[0] == '*' && r->model->type == mod_brush)
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
+ if (r_refdef.numentities < r_refdef.maxentities)
+ r_refdef.entities[r_refdef.numentities++] = &e->render;
+ if (cl_num_entities < e->state_current.number + 1)
+ cl_num_entities = e->state_current.number + 1;
+ }
}
}
-void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+void CL_RelinkWorld (void)
+{
+ entity_t *ent = &cl_entities[0];
+ if (cl_num_entities < 1)
+ cl_num_entities = 1;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+ Matrix4x4_CreateIdentity(&ent->render.matrix);
+ Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ CL_BoundingBoxForEntity(&ent->render);
+}
+
+static void CL_RelinkStaticEntities(void)
{
int i;
- cl_effect_t *e;
- if (!modelindex) // sanity check
- return;
- for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
{
- if (e->active)
- continue;
- e->active = true;
- VectorCopy(org, e->origin);
- e->modelindex = modelindex;
- e->starttime = cl.time;
- e->startframe = startframe;
- e->endframe = startframe + framecount;
- e->framerate = framerate;
+ Mod_CheckLoaded(cl_static_entities[i].render.model);
+ r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+ }
+}
- e->frame = 0;
- e->frame1time = cl.time;
- e->frame2time = cl.time;
- break;
+/*
+===============
+CL_RelinkEntities
+===============
+*/
+static void CL_RelinkNetworkEntities(void)
+{
+ entity_t *ent;
+ int i;
+
+ // start on the entity after the world
+ for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+ {
+ if (cl_entities_active[i])
+ {
+ if (ent->state_current.active)
+ CL_RelinkNetworkEntity(ent);
+ else
+ cl_entities_active[i] = false;
+ }
}
}
intframe = frame;
if (intframe < 0 || intframe >= e->endframe)
{
- e->active = false;
memset(e, 0, sizeof(*e));
continue;
}
ent->render.frame2time = e->frame2time;
// normal stuff
- //VectorCopy(e->origin, ent->render.origin);
ent->render.model = cl.model_precache[e->modelindex];
ent->render.frame = ent->render.frame2;
ent->render.colormap = -1; // no special coloring
- //ent->render.scale = 1;
ent->render.alpha = 1;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
}
}
-void CL_RelinkBeams (void)
+void CL_RelinkBeams(void)
{
int i;
beam_t *b;
}
}
-cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
-cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
-cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
-cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
-cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
-cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
-
-rtexture_t *r_lightningbeamtexture;
-rtexture_t *r_lightningbeamqmbtexture;
-rtexturepool_t *r_lightningbeamtexturepool;
-
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
-
-void r_lightningbeams_start(void)
-{
- r_lightningbeamtexturepool = R_AllocTexturePool();
- r_lightningbeamtexture = NULL;
- r_lightningbeamqmbtexture = NULL;
-}
-
-void r_lightningbeams_setupqmbtexture(void)
-{
- r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
- if (r_lightningbeamqmbtexture == NULL)
- Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
-}
-
-void r_lightningbeams_setuptexture(void)
-{
-#if 0
-#define BEAMWIDTH 128
-#define BEAMHEIGHT 64
-#define PATHPOINTS 8
- int i, j, px, py, nearestpathindex, imagenumber;
- float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
- qbyte *pixels;
- int *image;
- struct {float x, y, strength;} path[PATHPOINTS], temppath;
-
- image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
- pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
-
- for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
- {
- for (i = 0;i < PATHPOINTS;i++)
- {
- path[i].x = lhrandom(0, 1);
- path[i].y = lhrandom(0.2, 0.8);
- path[i].strength = lhrandom(0, 1);
- }
- for (i = 0;i < PATHPOINTS;i++)
- {
- for (j = i + 1;j < PATHPOINTS;j++)
- {
- if (path[j].x < path[i].x)
- {
- temppath = path[j];
- path[j] = path[i];
- path[i] = temppath;
- }
- }
- }
- particlex = path[0].x;
- particley = path[0].y;
- particlexv = lhrandom(0, 0.02);
- particlexv = lhrandom(-0.02, 0.02);
- memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
- for (i = 0;i < 65536;i++)
- {
- for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
- if (path[nearestpathindex].x > particlex)
- break;
- nearestpathindex %= PATHPOINTS;
- dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
- dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
- s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
- particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
- particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
- particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
- particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
- px = particlex * BEAMWIDTH;
- py = particley * BEAMHEIGHT;
- if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
- image[py*BEAMWIDTH+px] += 16;
- }
-
- for (py = 0;py < BEAMHEIGHT;py++)
- {
- for (px = 0;px < BEAMWIDTH;px++)
- {
- pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+3] = 255;
- }
- }
-
- Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
- }
-
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-
- Mem_Free(pixels);
- Mem_Free(image);
-#else
-#define BEAMWIDTH 64
-#define BEAMHEIGHT 128
- float r, g, b, intensity, fx, width, center;
- int x, y;
- qbyte *data, *noise1, *noise2;
-
- data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
- noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
- noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
- fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
- fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
-
- for (y = 0;y < BEAMHEIGHT;y++)
- {
- width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
- center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
- for (x = 0;x < BEAMWIDTH;x++, fx++)
- {
- fx = (((float) x / BEAMWIDTH) - center) / width;
- intensity = 1.0f - sqrt(fx * fx);
- if (intensity > 0)
- intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
- intensity = bound(0, intensity, 1);
- r = intensity * 1.0f;
- g = intensity * 1.0f;
- b = intensity * 1.0f;
- data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255;
- }
- }
-
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- Mem_Free(noise1);
- Mem_Free(noise2);
- Mem_Free(data);
-#endif
-}
-
-void r_lightningbeams_shutdown(void)
-{
- r_lightningbeamtexture = NULL;
- r_lightningbeamqmbtexture = NULL;
- R_FreeTexturePool(&r_lightningbeamtexturepool);
-}
-
-void r_lightningbeams_newmap(void)
-{
-}
-
-void R_LightningBeams_Init(void)
-{
- Cvar_RegisterVariable(&r_lightningbeam_thickness);
- Cvar_RegisterVariable(&r_lightningbeam_scroll);
- Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
- Cvar_RegisterVariable(&r_lightningbeam_color_red);
- Cvar_RegisterVariable(&r_lightningbeam_color_green);
- Cvar_RegisterVariable(&r_lightningbeam_color_blue);
- Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
- R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
-}
-
-void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
-{
- // near right corner
- VectorAdd (start, offset, (v + 0));
- // near left corner
- VectorSubtract(start, offset, (v + 3));
- // far left corner
- VectorSubtract(end , offset, (v + 6));
- // far right corner
- VectorAdd (end , offset, (v + 9));
-}
-
-void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
-{
- if (r_lightningbeam_qmbtexture.integer)
- {
- // near right corner
- tc[0] = t1;tc[1] = 0;
- // near left corner
- tc[2] = t1;tc[3] = 1;
- // far left corner
- tc[4] = t2;tc[5] = 1;
- // far right corner
- tc[6] = t2;tc[7] = 0;
- }
- else
- {
- // near right corner
- tc[0] = 0;tc[1] = t1;
- // near left corner
- tc[2] = 1;tc[3] = t1;
- // far left corner
- tc[4] = 1;tc[5] = t2;
- // far right corner
- tc[6] = 0;tc[7] = t2;
- }
-}
-
-void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
-{
- int i;
- vec3_t fogvec;
- float ifog;
- for (i = 0;i < numverts;i++, v += 3, c += 4)
- {
- VectorSubtract(v, r_origin, fogvec);
- ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
- c[0] = r * ifog;
- c[1] = g * ifog;
- c[2] = b * ifog;
- c[3] = a;
- }
-}
-
-float beamrepeatscale;
-
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
-{
- const beam_t *b = calldata1;
- rmeshstate_t m;
- vec3_t beamdir, right, up, offset;
- float length, t1, t2;
-
- R_Mesh_Matrix(&r_identitymatrix);
-
- // calculate beam direction (beamdir) vector and beam length
- // get difference vector
- VectorSubtract(b->end, b->start, beamdir);
- // find length of difference vector
- length = sqrt(DotProduct(beamdir, beamdir));
- // calculate scale to make beamdir a unit vector (normalized)
- t1 = 1.0f / length;
- // scale beamdir so it is now normalized
- VectorScale(beamdir, t1, beamdir);
-
- // calculate up vector such that it points toward viewer, and rotates around the beamdir
- // get direction from start of beam to viewer
- VectorSubtract(r_origin, b->start, up);
- // remove the portion of the vector that moves along the beam
- // (this leaves only a vector pointing directly away from the beam)
- t1 = -DotProduct(up, beamdir);
- VectorMA(up, t1, beamdir, up);
- // now we have a vector pointing away from the beam, now we need to normalize it
- VectorNormalizeFast(up);
- // generate right vector from forward and up, the result is already normalized
- // (CrossProduct returns a vector of multiplied length of the two inputs)
- CrossProduct(beamdir, up, right);
-
- // calculate T coordinate scrolling (start and end texcoord along the beam)
- t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
- t1 = t1 - (int) t1;
- t2 = t1 + beamrepeatscale * length;
-
- // the beam is 3 polygons in this configuration:
- // * 2
- // * *
- // 1******
- // * *
- // * 3
- // they are showing different portions of the beam texture, creating an
- // illusion of a beam that appears to curl around in 3D space
- // (and realize that the whole polygon assembly orients itself to face
- // the viewer)
-
- memset(&m, 0, sizeof(m));
- if (r_lightningbeam_qmbtexture.integer)
- m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
- else
- m.tex[0] = R_GetTexture(r_lightningbeamtexture);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Mesh_State_Texture(&m);
-
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
- r_lightningbeams_setupqmbtexture();
- if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
- r_lightningbeams_setuptexture();
-
- // polygon 1, verts 0-3
- VectorScale(right, r_lightningbeam_thickness.value, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 0, b->start, b->end, offset);
- // polygon 2, verts 4-7
- VectorAdd(right, up, offset);
- VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset);
- // polygon 3, verts 8-11
- VectorSubtract(right, up, offset);
- VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
- GL_VertexPointer(varray_vertex3f);
-
- if (fogenabled)
- {
- // per vertex colors if fog is used
- GL_ColorPointer(varray_color4f);
- R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
- }
- else
- {
- // solid color if fog is not used
- GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
- }
-
- // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
- R_Mesh_Draw(12, 6, r_lightningbeamelements);
-}
-
-void R_DrawLightningBeams (void)
-{
- int i;
- beam_t *b;
- vec3_t org;
-
- if (!cl_beams_polygons.integer)
- return;
-
- beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
- for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
- {
- if (b->model && b->endtime >= cl.time && b->lightning)
- {
- VectorAdd(b->start, b->end, org);
- VectorScale(org, 0.5f, org);
- R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
- }
- }
-}
-
-
void CL_LerpPlayer(float frac)
{
int i;
float d;
+ entity_t *ent;
cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
}
}
+
+ // set up gun
+ ent = &cl.viewent;
+ ent->state_previous = ent->state_current;
+ ClearStateToDefault(&ent->state_current);
+ ent->state_current.time = cl.time;
+ ent->state_current.number = -1;
+ ent->state_current.active = true;
+ ent->state_current.modelindex = cl.stats[STAT_WEAPON];
+ ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
+ if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ {
+ ent->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
+ ent->state_current.effects = cl_entities[cl.viewentity].state_current.effects;
+ }
+ ent->state_current.flags = RENDER_VIEWMODEL;
+ CL_RelinkNetworkEntity(ent);
}
-void CL_RelinkEntities (void)
+void CL_RelinkEntities(void)
{
float frac;
+ numviewmodels = 0;
+
// fraction from previous network update to current
frac = CL_LerpPoint();
Cvar_RegisterVariable(&cl_beams_lightatend);
Cvar_RegisterVariable(&cl_noplayershadow);
- R_LightningBeams_Init();
-
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
--- /dev/null
+
+#include "quakedef.h"
+#include "image.h"
+
+cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
+cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
+cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
+cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
+cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
+cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
+cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
+
+rtexture_t *r_lightningbeamtexture;
+rtexture_t *r_lightningbeamqmbtexture;
+rtexturepool_t *r_lightningbeamtexturepool;
+
+int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
+
+void r_lightningbeams_start(void)
+{
+ r_lightningbeamtexturepool = R_AllocTexturePool();
+ r_lightningbeamtexture = NULL;
+ r_lightningbeamqmbtexture = NULL;
+}
+
+void r_lightningbeams_setupqmbtexture(void)
+{
+ r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+ if (r_lightningbeamqmbtexture == NULL)
+ Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
+}
+
+void r_lightningbeams_setuptexture(void)
+{
+#if 0
+#define BEAMWIDTH 128
+#define BEAMHEIGHT 64
+#define PATHPOINTS 8
+ int i, j, px, py, nearestpathindex, imagenumber;
+ float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
+ qbyte *pixels;
+ int *image;
+ struct {float x, y, strength;} path[PATHPOINTS], temppath;
+
+ image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
+ pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
+
+ for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
+ {
+ for (i = 0;i < PATHPOINTS;i++)
+ {
+ path[i].x = lhrandom(0, 1);
+ path[i].y = lhrandom(0.2, 0.8);
+ path[i].strength = lhrandom(0, 1);
+ }
+ for (i = 0;i < PATHPOINTS;i++)
+ {
+ for (j = i + 1;j < PATHPOINTS;j++)
+ {
+ if (path[j].x < path[i].x)
+ {
+ temppath = path[j];
+ path[j] = path[i];
+ path[i] = temppath;
+ }
+ }
+ }
+ particlex = path[0].x;
+ particley = path[0].y;
+ particlexv = lhrandom(0, 0.02);
+ particlexv = lhrandom(-0.02, 0.02);
+ memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
+ for (i = 0;i < 65536;i++)
+ {
+ for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
+ if (path[nearestpathindex].x > particlex)
+ break;
+ nearestpathindex %= PATHPOINTS;
+ dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
+ dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
+ s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
+ particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
+ particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
+ particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
+ particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
+ px = particlex * BEAMWIDTH;
+ py = particley * BEAMHEIGHT;
+ if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
+ image[py*BEAMWIDTH+px] += 16;
+ }
+
+ for (py = 0;py < BEAMHEIGHT;py++)
+ {
+ for (px = 0;px < BEAMWIDTH;px++)
+ {
+ pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
+ pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
+ pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
+ pixels[(py*BEAMWIDTH+px)*4+3] = 255;
+ }
+ }
+
+ Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
+ }
+
+ r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+
+ Mem_Free(pixels);
+ Mem_Free(image);
+#else
+#define BEAMWIDTH 64
+#define BEAMHEIGHT 128
+ float r, g, b, intensity, fx, width, center;
+ int x, y;
+ qbyte *data, *noise1, *noise2;
+
+ data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
+ noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
+ noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
+ fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
+ fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
+
+ for (y = 0;y < BEAMHEIGHT;y++)
+ {
+ width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
+ center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
+ for (x = 0;x < BEAMWIDTH;x++, fx++)
+ {
+ fx = (((float) x / BEAMWIDTH) - center) / width;
+ intensity = 1.0f - sqrt(fx * fx);
+ if (intensity > 0)
+ intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
+ intensity = bound(0, intensity, 1);
+ r = intensity * 1.0f;
+ g = intensity * 1.0f;
+ b = intensity * 1.0f;
+ data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
+ data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
+ data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
+ data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255;
+ }
+ }
+
+ r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ Mem_Free(noise1);
+ Mem_Free(noise2);
+ Mem_Free(data);
+#endif
+}
+
+void r_lightningbeams_shutdown(void)
+{
+ r_lightningbeamtexture = NULL;
+ r_lightningbeamqmbtexture = NULL;
+ R_FreeTexturePool(&r_lightningbeamtexturepool);
+}
+
+void r_lightningbeams_newmap(void)
+{
+}
+
+void R_LightningBeams_Init(void)
+{
+ Cvar_RegisterVariable(&r_lightningbeam_thickness);
+ Cvar_RegisterVariable(&r_lightningbeam_scroll);
+ Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
+ Cvar_RegisterVariable(&r_lightningbeam_color_red);
+ Cvar_RegisterVariable(&r_lightningbeam_color_green);
+ Cvar_RegisterVariable(&r_lightningbeam_color_blue);
+ Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
+ R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
+}
+
+void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
+{
+ // near right corner
+ VectorAdd (start, offset, (v + 0));
+ // near left corner
+ VectorSubtract(start, offset, (v + 3));
+ // far left corner
+ VectorSubtract(end , offset, (v + 6));
+ // far right corner
+ VectorAdd (end , offset, (v + 9));
+}
+
+void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
+{
+ if (r_lightningbeam_qmbtexture.integer)
+ {
+ // near right corner
+ tc[0] = t1;tc[1] = 0;
+ // near left corner
+ tc[2] = t1;tc[3] = 1;
+ // far left corner
+ tc[4] = t2;tc[5] = 1;
+ // far right corner
+ tc[6] = t2;tc[7] = 0;
+ }
+ else
+ {
+ // near right corner
+ tc[0] = 0;tc[1] = t1;
+ // near left corner
+ tc[2] = 1;tc[3] = t1;
+ // far left corner
+ tc[4] = 1;tc[5] = t2;
+ // far right corner
+ tc[6] = 0;tc[7] = t2;
+ }
+}
+
+void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
+{
+ int i;
+ vec3_t fogvec;
+ float ifog;
+ for (i = 0;i < numverts;i++, v += 3, c += 4)
+ {
+ VectorSubtract(v, r_origin, fogvec);
+ ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
+ c[0] = r * ifog;
+ c[1] = g * ifog;
+ c[2] = b * ifog;
+ c[3] = a;
+ }
+}
+
+float beamrepeatscale;
+
+void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
+{
+ const beam_t *b = calldata1;
+ rmeshstate_t m;
+ vec3_t beamdir, right, up, offset;
+ float length, t1, t2;
+
+ R_Mesh_Matrix(&r_identitymatrix);
+
+ // calculate beam direction (beamdir) vector and beam length
+ // get difference vector
+ VectorSubtract(b->end, b->start, beamdir);
+ // find length of difference vector
+ length = sqrt(DotProduct(beamdir, beamdir));
+ // calculate scale to make beamdir a unit vector (normalized)
+ t1 = 1.0f / length;
+ // scale beamdir so it is now normalized
+ VectorScale(beamdir, t1, beamdir);
+
+ // calculate up vector such that it points toward viewer, and rotates around the beamdir
+ // get direction from start of beam to viewer
+ VectorSubtract(r_origin, b->start, up);
+ // remove the portion of the vector that moves along the beam
+ // (this leaves only a vector pointing directly away from the beam)
+ t1 = -DotProduct(up, beamdir);
+ VectorMA(up, t1, beamdir, up);
+ // now we have a vector pointing away from the beam, now we need to normalize it
+ VectorNormalizeFast(up);
+ // generate right vector from forward and up, the result is already normalized
+ // (CrossProduct returns a vector of multiplied length of the two inputs)
+ CrossProduct(beamdir, up, right);
+
+ // calculate T coordinate scrolling (start and end texcoord along the beam)
+ t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
+ t1 = t1 - (int) t1;
+ t2 = t1 + beamrepeatscale * length;
+
+ // the beam is 3 polygons in this configuration:
+ // * 2
+ // * *
+ // 1******
+ // * *
+ // * 3
+ // they are showing different portions of the beam texture, creating an
+ // illusion of a beam that appears to curl around in 3D space
+ // (and realize that the whole polygon assembly orients itself to face
+ // the viewer)
+
+ memset(&m, 0, sizeof(m));
+ if (r_lightningbeam_qmbtexture.integer)
+ m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
+ else
+ m.tex[0] = R_GetTexture(r_lightningbeamtexture);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Mesh_State_Texture(&m);
+
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
+ r_lightningbeams_setupqmbtexture();
+ if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
+ r_lightningbeams_setuptexture();
+
+ // polygon 1, verts 0-3
+ VectorScale(right, r_lightningbeam_thickness.value, offset);
+ R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 0, b->start, b->end, offset);
+ // polygon 2, verts 4-7
+ VectorAdd(right, up, offset);
+ VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+ R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset);
+ // polygon 3, verts 8-11
+ VectorSubtract(right, up, offset);
+ VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
+ R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
+ R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
+ R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
+ R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
+ GL_VertexPointer(varray_vertex3f);
+
+ if (fogenabled)
+ {
+ // per vertex colors if fog is used
+ GL_ColorPointer(varray_color4f);
+ R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+ }
+ else
+ {
+ // solid color if fog is not used
+ GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
+ }
+
+ // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
+ R_Mesh_Draw(12, 6, r_lightningbeamelements);
+}
+
+void R_DrawLightningBeams(void)
+{
+ int i;
+ beam_t *b;
+ vec3_t org;
+
+ if (!cl_beams_polygons.integer)
+ return;
+
+ beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
+ for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+ {
+ if (b->model && b->endtime >= cl.time && b->lightning)
+ {
+ VectorAdd(b->start, b->end, org);
+ VectorScale(org, 0.5f, org);
+ R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
+ }
+ }
+}
+
}
-static float V_CalcBob (void)
-{
- double bob, cycle;
-
- // LordHavoc: easy case
- if (cl_bob.value == 0)
- return 0;
- if (cl_bobcycle.value == 0)
- return 0;
-
- // LordHavoc: FIXME: this code is *weird*, redesign it sometime
- cycle = cl.time / cl_bobcycle.value;
- cycle -= (int) cycle;
- if (cycle < cl_bobup.value)
- cycle = M_PI * cycle / cl_bobup.value;
- else
- cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
-
- // bob is proportional to velocity in the xy plane
- // (don't count Z, or jumping messes it up)
-
- bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
- bob = bob*0.3 + bob*0.7*sin(cycle);
- bob = bound(-7, bob, 4);
- return bob;
-
-}
-
void V_StartPitchDrift (void)
{
if (cl.laststop == cl.time)
cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
-//
-// calculate view angle kicks
-//
- ent = &cl_entities[cl.viewentity];
- Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
- VectorNormalize(localfrom);
- v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
- v_dmg_roll = count * localfrom[1] * v_kickroll.value;
- v_dmg_time = v_kicktime.value;
-
- //VectorSubtract (from, ent->render.origin, from);
- //VectorNormalize (from);
-
- //AngleVectors (ent->render.angles, forward, right, NULL);
-
- //side = DotProduct (from, right);
- //v_dmg_roll = count*side*v_kickroll.value;
-
- //side = DotProduct (from, forward);
- //v_dmg_pitch = count*side*v_kickpitch.value;
-
- //v_dmg_time = v_kicktime.value;
+ // calculate view angle kicks
+ if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ {
+ ent = &cl_entities[cl.viewentity];
+ Matrix4x4_Transform(&ent->render.inversematrix, from, localfrom);
+ VectorNormalize(localfrom);
+ v_dmg_pitch = count * localfrom[0] * v_kickpitch.value;
+ v_dmg_roll = count * localfrom[1] * v_kickroll.value;
+ v_dmg_time = v_kicktime.value;
+ }
}
static cshift_t v_cshift;
cl.cshifts[CSHIFT_BONUS].percent = 50;
}
-/*
-=============
-V_UpdateBlends
-=============
-*/
-void V_UpdateBlends (void)
-{
- float r, g, b, a, a2;
- int j;
-
- if (cls.signon != SIGNONS)
- {
- cl.cshifts[CSHIFT_DAMAGE].percent = 0;
- cl.cshifts[CSHIFT_BONUS].percent = 0;
- cl.cshifts[CSHIFT_CONTENTS].percent = 0;
- cl.cshifts[CSHIFT_POWERUP].percent = 0;
- r_refdef.viewblend[0] = 0;
- r_refdef.viewblend[1] = 0;
- r_refdef.viewblend[2] = 0;
- r_refdef.viewblend[3] = 0;
- return;
- }
-
- // drop the damage value
- cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
- if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
- cl.cshifts[CSHIFT_DAMAGE].percent = 0;
-
- // drop the bonus value
- cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
- if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
- cl.cshifts[CSHIFT_BONUS].percent = 0;
-
- // set contents color
- switch (cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, r_refdef.vieworg) : CONTENTS_EMPTY)
- {
- case CONTENTS_EMPTY:
- case CONTENTS_SOLID:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
- cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
- break;
- case CONTENTS_LAVA:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
- cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
- break;
- case CONTENTS_SLIME:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
- cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
- break;
- default:
- cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
- cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
- cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
- }
-
- if (cl.items & IT_QUAD)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
- cl.cshifts[CSHIFT_POWERUP].percent = 30;
- }
- else if (cl.items & IT_SUIT)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
- cl.cshifts[CSHIFT_POWERUP].percent = 20;
- }
- else if (cl.items & IT_INVISIBILITY)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
- cl.cshifts[CSHIFT_POWERUP].percent = 100;
- }
- else if (cl.items & IT_INVULNERABILITY)
- {
- cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
- cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
- cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
- cl.cshifts[CSHIFT_POWERUP].percent = 30;
- }
- else
- cl.cshifts[CSHIFT_POWERUP].percent = 0;
-
- // LordHavoc: fixed V_CalcBlend
- r = 0;
- g = 0;
- b = 0;
- a = 0;
-
- for (j=0 ; j<NUM_CSHIFTS ; j++)
- {
- a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
-
- if (a2 < 0)
- continue;
- if (a2 > 1)
- a2 = 1;
- r += (cl.cshifts[j].destcolor[0]-r) * a2;
- g += (cl.cshifts[j].destcolor[1]-g) * a2;
- b += (cl.cshifts[j].destcolor[2]-b) * a2;
- a = 1 - (1 - a) * (1 - a2); // correct alpha multiply... took a while to find it on the web
- }
- // saturate color (to avoid blending in black)
- if (a)
- {
- a2 = 1 / a;
- r *= a2;
- g *= a2;
- b *= a2;
- }
-
- r_refdef.viewblend[0] = bound(0, r * (1.0/255.0), 1);
- r_refdef.viewblend[1] = bound(0, g * (1.0/255.0), 1);
- r_refdef.viewblend[2] = bound(0, b * (1.0/255.0), 1);
- r_refdef.viewblend[3] = bound(0, a , 1);
-}
-
/*
==============================================================================
==============================================================================
*/
-/*
-==============
-V_AddIdle
-
-Idle swaying
-==============
-*/
-static void V_AddIdle (float idle)
-{
- r_refdef.viewangles[ROLL] += idle * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
- r_refdef.viewangles[PITCH] += idle * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
- r_refdef.viewangles[YAW] += idle * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
-}
-
#define MAXVIEWMODELS 32
extern int numviewmodels;
extern entity_t *viewmodels[MAXVIEWMODELS];
-void V_LinkViewEntities(void)
-{
- int i;
- //float v[3];
- entity_t *ent;
- matrix4x4_t matrix, matrix2;
-
- if (numviewmodels <= 0)
- return;
-
- //Matrix4x4_CreateRotate(&matrix, 1, 0, 0, r_refdef.viewangles[0]);
- //Matrix4x4_CreateRotate(&matrix, 0, 1, 0, r_refdef.viewangles[0]);
- //Matrix4x4_CreateRotate(&matrix, 0, 0, 1, r_refdef.viewangles[0]);
- Matrix4x4_CreateFromQuakeEntity(&matrix, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], r_refdef.viewangles[0], r_refdef.viewangles[1], r_refdef.viewangles[2], 0.3);
- for (i = 0;i < numviewmodels && r_refdef.numentities < r_refdef.maxentities;i++)
- {
- ent = viewmodels[i];
- r_refdef.entities[r_refdef.numentities++] = &ent->render;
-
- //VectorCopy(ent->render.origin, v);
- //ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_refdef.vieworg[0];
- //ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_refdef.vieworg[1];
- //ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_refdef.vieworg[2];
- //ent->render.angles[0] = ent->render.angles[0] + r_refdef.viewangles[0];
- //ent->render.angles[1] = ent->render.angles[1] + r_refdef.viewangles[1];
- //ent->render.angles[2] = ent->render.angles[2] + r_refdef.viewangles[2];
- //ent->render.scale *= 0.3;
-
- //Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
- matrix2 = ent->render.matrix;
- Matrix4x4_Concat(&ent->render.matrix, &matrix, &matrix2);
- Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
- CL_BoundingBoxForEntity(&ent->render);
- }
-}
/*
==================
*/
void V_CalcRefdef (void)
{
- entity_t *ent, *view;
-
- if (cls.state != ca_connected || cls.signon != SIGNONS)
- return;
-
- // ent is the player model (visible when out of body)
- ent = &cl_entities[cl.viewentity];
- // view is the weapon model (only visible from inside body)
- view = &cl.viewent;
-
- V_DriftPitch ();
-
- VectorCopy (ent->render.origin, r_refdef.vieworg);
- if (!intimerefresh)
- VectorCopy (cl.viewangles, r_refdef.viewangles);
-
- if (cl.intermission)
- {
- view->render.model = NULL;
- VectorCopy (ent->render.angles, r_refdef.viewangles);
- V_AddIdle (1);
- }
- else if (chase_active.value)
- {
- view->render.model = NULL;
- r_refdef.vieworg[2] += cl.viewheight;
- Chase_Update ();
- V_AddIdle (v_idlescale.value);
- }
- else
+ float r, g, b, a, a2;
+ int j;
+ entity_t *ent;
+ if (cls.state == ca_connected && cls.signon == SIGNONS)
{
- r_refdef.viewangles[ROLL] += V_CalcRoll (cl.viewangles, cl.velocity);
-
- if (v_dmg_time > 0)
+ // ent is the player model (visible when out of body)
+ ent = &cl_entities[cl.viewentity];
+ V_DriftPitch();
+ if (cl.intermission)
{
- r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
- r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
- v_dmg_time -= cl.frametime;
+ // entity is a fixed camera
+ VectorCopy(ent->render.origin, r_refdef.vieworg);
+ VectorCopy(ent->render.angles, r_refdef.viewangles);
+ }
+ else if (chase_active.value)
+ {
+ // observing entity from third person
+ VectorCopy(ent->render.origin, r_refdef.vieworg);
+ VectorCopy(cl.viewangles, r_refdef.viewangles);
+ Chase_Update();
+ }
+ else
+ {
+ // first person view from entity
+ VectorCopy(ent->render.origin, r_refdef.vieworg);
+ VectorCopy(cl.viewangles, r_refdef.viewangles);
+ // angles
+ if (cl.stats[STAT_HEALTH] <= 0)
+ r_refdef.viewangles[ROLL] = 80; // dead view angle
+ VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
+ r_refdef.viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
+ if (v_dmg_time > 0)
+ {
+ r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
+ r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
+ v_dmg_time -= cl.frametime;
+ }
+ if (v_idlescale.value)
+ {
+ r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
+ r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
+ r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
+ }
+ // origin
+ VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+ r_refdef.vieworg[2] += cl.viewheight;
+ if (cl_bob.value && cl_bobcycle.value)
+ {
+ double bob, cycle;
+ // LordHavoc: this code is *weird*, but not replacable (I think it
+ // should be done in QC on the server, but oh well, quake is quake)
+ // LordHavoc: figured out bobup: the time at which the sin is at 180
+ // degrees (which allows lengthening or squishing the peak or valley)
+ cycle = cl.time / cl_bobcycle.value;
+ cycle -= (int) cycle;
+ if (cycle < cl_bobup.value)
+ cycle = sin(M_PI * cycle / cl_bobup.value);
+ else
+ cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+ // bob is proportional to velocity in the xy plane
+ // (don't count Z, or jumping messes it up)
+ bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
+ bob = bob*0.3 + bob*0.7*cycle;
+ r_refdef.vieworg[2] += bound(-7, bob, 4);
+ }
+ // link the delayed viewmodel entities
+ if (numviewmodels > 0 && r_drawviewmodel.integer && !chase_active.integer && !envmap && r_drawentities.integer && !(cl.items & IT_INVISIBILITY) && cl.stats[STAT_HEALTH] > 0)
+ {
+ int i;
+ entity_t *ent;
+ matrix4x4_t matrix, matrix2;
+ Matrix4x4_CreateFromQuakeEntity(&matrix, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], r_refdef.viewangles[0] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, r_refdef.viewangles[1] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, r_refdef.viewangles[2] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 0.3);
+ for (i = 0;i < numviewmodels && r_refdef.numentities < r_refdef.maxentities;i++)
+ {
+ ent = viewmodels[i];
+ r_refdef.entities[r_refdef.numentities++] = &ent->render;
+ matrix2 = ent->render.matrix;
+ Matrix4x4_Concat(&ent->render.matrix, &matrix, &matrix2);
+ Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+ CL_BoundingBoxForEntity(&ent->render);
+ }
+ }
}
- if (cl.stats[STAT_HEALTH] <= 0)
- r_refdef.viewangles[ROLL] = 80; // dead view angle
+ // drop the damage value
+ cl.cshifts[CSHIFT_DAMAGE].percent -= (cl.time - cl.oldtime)*150;
+ if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
+ cl.cshifts[CSHIFT_DAMAGE].percent = 0;
- V_AddIdle (v_idlescale.value);
+ // drop the bonus value
+ cl.cshifts[CSHIFT_BONUS].percent -= (cl.time - cl.oldtime)*100;
+ if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
+ cl.cshifts[CSHIFT_BONUS].percent = 0;
- r_refdef.vieworg[2] += cl.viewheight + V_CalcBob ();
+ // set contents color
+ switch (cl.worldmodel ? cl.worldmodel->PointContents(cl.worldmodel, r_refdef.vieworg) : CONTENTS_EMPTY)
+ {
+ case CONTENTS_EMPTY:
+ case CONTENTS_SOLID:
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = v_cshift.destcolor[0];
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = v_cshift.destcolor[1];
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = v_cshift.destcolor[2];
+ cl.cshifts[CSHIFT_CONTENTS].percent = v_cshift.percent;
+ break;
+ case CONTENTS_LAVA:
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 255;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+ break;
+ case CONTENTS_SLIME:
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 25;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 5;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 150 >> 1;
+ break;
+ default:
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[0] = 130;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[1] = 80;
+ cl.cshifts[CSHIFT_CONTENTS].destcolor[2] = 50;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 128 >> 1;
+ }
- // LordHavoc: origin view kick added
- if (!intimerefresh)
+ if (cl.items & IT_QUAD)
{
- VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
- VectorAdd(r_refdef.vieworg, cl.punchvector, r_refdef.vieworg);
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
+ cl.cshifts[CSHIFT_POWERUP].percent = 30;
}
+ else if (cl.items & IT_SUIT)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_POWERUP].percent = 20;
+ }
+ else if (cl.items & IT_INVISIBILITY)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
+ cl.cshifts[CSHIFT_POWERUP].percent = 100;
+ }
+ else if (cl.items & IT_INVULNERABILITY)
+ {
+ cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
+ cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_POWERUP].percent = 30;
+ }
+ else
+ cl.cshifts[CSHIFT_POWERUP].percent = 0;
+
+ // LordHavoc: fixed V_CalcBlend
+ r = 0;
+ g = 0;
+ b = 0;
+ a = 0;
- // set up gun
- // (FIXME! this should be in cl_main.c with the other linking code, not view.c!)
- view->state_current.modelindex = cl.stats[STAT_WEAPON];
- view->state_current.frame = cl.stats[STAT_WEAPONFRAME];
- //VectorCopy(r_refdef.vieworg, view->render.origin);
- //view->render.angles[PITCH] = r_refdef.viewangles[PITCH] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
- //view->render.angles[YAW] = r_refdef.viewangles[YAW] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
- //view->render.angles[ROLL] = r_refdef.viewangles[ROLL] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
- //view->render.scale = 1.0 / 3.0;
- Matrix4x4_CreateFromQuakeEntity(&view->render.matrix, r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2], r_refdef.viewangles[PITCH] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, r_refdef.viewangles[YAW] - v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, r_refdef.viewangles[ROLL] - v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 0.3);
- Matrix4x4_Invert_Simple(&view->render.inversematrix, &view->render.matrix);
- CL_BoundingBoxForEntity(&view->render);
- // FIXME: this setup code is somewhat evil (CL_LerpUpdate should be private?)
- CL_LerpUpdate(view);
- view->render.colormap = -1; // no special coloring
- view->render.alpha = ent->render.alpha; // LordHavoc: if the player is transparent, so is the gun
- view->render.effects = ent->render.effects;
- AngleVectors(r_refdef.viewangles, vpn, vright, vup);
-
- // link into render entities list
- if (r_drawviewmodel.integer && !chase_active.integer && !envmap && r_drawentities.integer && !(cl.items & IT_INVISIBILITY) && cl.stats[STAT_HEALTH] > 0)
+ for (j=0 ; j<NUM_CSHIFTS ; j++)
{
- if (r_refdef.numentities < r_refdef.maxentities && view->render.model != NULL)
- r_refdef.entities[r_refdef.numentities++] = &view->render;
- V_LinkViewEntities();
+ a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
+
+ if (a2 < 0)
+ continue;
+ if (a2 > 1)
+ a2 = 1;
+ r += (cl.cshifts[j].destcolor[0]-r) * a2;
+ g += (cl.cshifts[j].destcolor[1]-g) * a2;
+ b += (cl.cshifts[j].destcolor[2]-b) * a2;
+ a = 1 - (1 - a) * (1 - a2); // correct alpha multiply... took a while to find it on the web
}
+ // saturate color (to avoid blending in black)
+ if (a)
+ {
+ a2 = 1 / a;
+ r *= a2;
+ g *= a2;
+ b *= a2;
+ }
+
+ r_refdef.viewblend[0] = bound(0, r * (1.0/255.0), 1);
+ r_refdef.viewblend[1] = bound(0, g * (1.0/255.0), 1);
+ r_refdef.viewblend[2] = bound(0, b * (1.0/255.0), 1);
+ r_refdef.viewblend[3] = bound(0, a , 1);
+ }
+ else
+ {
+ cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+ cl.cshifts[CSHIFT_BONUS].percent = 0;
+ cl.cshifts[CSHIFT_CONTENTS].percent = 0;
+ cl.cshifts[CSHIFT_POWERUP].percent = 0;
+ r_refdef.viewblend[0] = 0;
+ r_refdef.viewblend[1] = 0;
+ r_refdef.viewblend[2] = 0;
+ r_refdef.viewblend[3] = 0;
}
}