From: havoc Date: Mon, 14 Jul 2003 15:46:58 +0000 (+0000) Subject: added r_lightning.c to move the lightning beam rendering code out of cl_main.c X-Git-Tag: xonotic-v0.1.0preview~6527 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=bb521c2317584e8f238921a35528434c06c1f93f;p=xonotic%2Fdarkplaces.git added r_lightning.c to move the lightning beam rendering code out of cl_main.c shrunk entity_t struct a bit (by removing some stuff from persistent which had similar/identical values in render) restructured/refactored some of entity relinking (now all relinking happens in cl_main.c where it belongs, moved viewmodel stuff out of view code) restructured how viewmodels are handled streamlined/cleanedup/refactored V_CalcRefdef (and merged in V_UpdateBlends and V_AddIdle and V_CalcBob) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3275 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/cl_main.c b/cl_main.c index 820d6253..c9a2b18b 100644 --- a/cl_main.c +++ b/cl_main.c @@ -91,7 +91,7 @@ CL_ClearState ===================== */ -void CL_ClearState (void) +void CL_ClearState(void) { int i; @@ -197,7 +197,7 @@ void CL_Disconnect(void) cls.signon = 0; } -void CL_Disconnect_f (void) +void CL_Disconnect_f(void) { CL_Disconnect (); if (sv.active) @@ -250,7 +250,7 @@ void CL_EstablishConnection(const char *host) CL_PrintEntities_f ============== */ -static void CL_PrintEntities_f (void) +static void CL_PrintEntities_f(void) { entity_t *ent; int i, j; @@ -329,47 +329,6 @@ void CL_BoundingBoxForEntity(entity_render_t *ent) } } -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 @@ -378,7 +337,7 @@ Determines the fraction between the last two messages that the objects should be put at. =============== */ -static float CL_LerpPoint (void) +static float CL_LerpPoint(void) { float f; @@ -405,7 +364,7 @@ void CL_ClearTempEntities (void) cl_num_temp_entities = 0; } -entity_t *CL_NewTempEntity (void) +entity_t *CL_NewTempEntity(void) { entity_t *ent; @@ -423,7 +382,32 @@ entity_t *CL_NewTempEntity (void) 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; @@ -466,7 +450,7 @@ dlightsetup: dl->die = 0; } -void CL_DecayLights (void) +void CL_DecayLights(void) { int i; dlight_t *dl; @@ -491,370 +475,338 @@ void CL_DecayLights (void) } } -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; + } } } @@ -873,7 +825,6 @@ static void CL_RelinkEffects(void) intframe = frame; if (intframe < 0 || intframe >= e->endframe) { - e->active = false; memset(e, 0, sizeof(*e)); continue; } @@ -899,11 +850,9 @@ static void CL_RelinkEffects(void) 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); @@ -914,7 +863,7 @@ static void CL_RelinkEffects(void) } } -void CL_RelinkBeams (void) +void CL_RelinkBeams(void) { int i; beam_t *b; @@ -1021,353 +970,11 @@ void CL_RelinkBeams (void) } } -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); @@ -1387,12 +994,31 @@ void CL_LerpPlayer(float frac) 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(); @@ -1580,8 +1206,6 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); - R_LightningBeams_Init(); - CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); diff --git a/cl_screen.c b/cl_screen.c index 39d257d5..c1255701 100644 --- a/cl_screen.c +++ b/cl_screen.c @@ -965,8 +965,8 @@ void CL_UpdateScreen(void) DrawQ_Clear(); - V_UpdateBlends(); - V_CalcRefdef (); + if (!intimerefresh) + V_CalcRefdef(); if (cls.signon == SIGNONS) R_TimeReport("setup"); diff --git a/client.h b/client.h index 681b3e6f..92516fbe 100644 --- a/client.h +++ b/client.h @@ -94,8 +94,8 @@ typedef struct frameblend_s } frameblend_t; -// LordHavoc: disregard the following warning, entlights stuff is semi-persistent... -// LordHavoc: nothing in this structure is persistent, it may be overwritten by the client every frame, for persistent data use entity_lerp_t. +// LordHavoc: this struct is intended for the renderer but some fields are +// used by the client. typedef struct entity_render_s { // location @@ -124,14 +124,14 @@ typedef struct entity_render_s // render flags int flags; - // these are copied from the persistent data + // interpolated animation // frame that the model is interpolating from int frame1; // frame that the model is interpolating to int frame2; // interpolation factor, usually computed from frame2time - double framelerp; + float framelerp; // time frame1 began playing (for framegroup animations) double frame1time; // time frame2 began playing (for framegroup animations) @@ -157,14 +157,9 @@ entity_render_t; typedef struct entity_persistent_s { - // particles - - // trail rendering - vec3_t trail_origin; + // particle trail float trail_time; - // effects - // muzzleflash fading float muzzleflash; @@ -179,21 +174,6 @@ typedef struct entity_persistent_s float oldangles[3]; float neworigin[3]; float newangles[3]; - - // interpolated animation - - // lerp resets when model changes - int modelindex; - // frame that the model is interpolating from - int frame1; - // frame that the model is interpolating to - int frame2; - // interpolation factor, usually computed from frame2time - double framelerp; - // time frame1 began playing (for framegroup animations) - double frame1time; - // time frame2 began playing (for framegroup animations) - double frame2time; } entity_persistent_t; @@ -523,6 +503,10 @@ void CL_Disconnect_f (void); void CL_BoundingBoxForEntity(entity_render_t *ent); +extern cvar_t cl_beams_polygons; +extern cvar_t cl_beams_relative; +extern cvar_t cl_beams_lightatend; + // // cl_input // diff --git a/gl_rmain.c b/gl_rmain.c index 9190a9fb..2b57c0f7 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -313,6 +313,7 @@ extern void R_Explosion_Init(void); extern void ui_init(void); extern void gl_backend_init(void); extern void Sbar_Init(void); +extern void R_LightningBeams_Init(void); void Render_Init(void) { @@ -332,6 +333,7 @@ void Render_Init(void) R_Explosion_Init(); ui_init(); Sbar_Init(); + R_LightningBeams_Init(); } /* diff --git a/makefile b/makefile index ff45aed2..7b553fc0 100644 --- a/makefile +++ b/makefile @@ -47,7 +47,7 @@ CLIENTOBJECTS= cgame.o cgamevm.o chase.o cl_collision.o cl_demo.o cl_input.o \ console.o dpvsimpledecode.o fractalnoise.o gl_backend.o \ gl_draw.o gl_models.o gl_rmain.o gl_rsurf.o gl_textures.o \ jpeg.o keys.o menu.o meshqueue.o r_crosshairs.o r_explosion.o \ - r_lerpanim.o r_light.o r_modules.o r_sky.o \ + r_lerpanim.o r_light.o r_lightning.o r_modules.o r_sky.o \ r_sprites.o sbar.o ui.o vid_shared.o view.o wavefile.o \ r_shadow.o SERVEROBJECTS= pr_cmds.o pr_edict.o pr_exec.o sv_light.o sv_main.o sv_move.o \ diff --git a/r_lightning.c b/r_lightning.c new file mode 100644 index 00000000..be535c85 --- /dev/null +++ b/r_lightning.c @@ -0,0 +1,346 @@ + +#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); + } + } +} + diff --git a/view.c b/view.c index 7f5e00a5..ec1b206b 100644 --- a/view.c +++ b/view.c @@ -88,34 +88,6 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity) } -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) @@ -267,28 +239,16 @@ void V_ParseDamage (void) 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; @@ -322,133 +282,6 @@ static void V_BonusFlash_f (void) 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 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); -} - /* ============================================================================== @@ -457,58 +290,9 @@ void V_UpdateBlends (void) ============================================================================== */ -/* -============== -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); - } -} /* ================== @@ -518,86 +302,203 @@ V_CalcRefdef */ 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 ; jrender.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; } }