summaryrefslogtreecommitdiff
path: root/src/cgame/cg_marks.c
blob: 380f1f0f8c4895704cd7b4d4428670a6f7d6c6c5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus

This file is part of Tremulous.

Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Tremulous is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// cg_marks.c -- wall marks


#include "cg_local.h"

/*
===================================================================

MARK POLYS

===================================================================
*/


markPoly_t  cg_activeMarkPolys;     // double linked list
markPoly_t  *cg_freeMarkPolys;      // single linked list
markPoly_t  cg_markPolys[ MAX_MARK_POLYS ];
static int  markTotal;

/*
===================
CG_InitMarkPolys

This is called at startup and for tournement restarts
===================
*/
void CG_InitMarkPolys( void )
{
  int   i;

  memset( cg_markPolys, 0, sizeof( cg_markPolys ) );

  cg_activeMarkPolys.nextMark = &cg_activeMarkPolys;
  cg_activeMarkPolys.prevMark = &cg_activeMarkPolys;
  cg_freeMarkPolys = cg_markPolys;

  for( i = 0; i < MAX_MARK_POLYS - 1; i++ )
    cg_markPolys[ i ].nextMark = &cg_markPolys[ i + 1 ];
}


/*
==================
CG_FreeMarkPoly
==================
*/
void CG_FreeMarkPoly( markPoly_t *le )
{
  if( !le->prevMark )
    CG_Error( "CG_FreeLocalEntity: not active" );

  // remove from the doubly linked active list
  le->prevMark->nextMark = le->nextMark;
  le->nextMark->prevMark = le->prevMark;

  // the free list is only singly linked
  le->nextMark = cg_freeMarkPolys;
  cg_freeMarkPolys = le;
}

/*
===================
CG_AllocMark

Will allways succeed, even if it requires freeing an old active mark
===================
*/
markPoly_t *CG_AllocMark( void )
{
  markPoly_t  *le;
  int         time;

  if( !cg_freeMarkPolys )
  {
    // no free entities, so free the one at the end of the chain
    // remove the oldest active entity
    time = cg_activeMarkPolys.prevMark->time;

    while( cg_activeMarkPolys.prevMark && time == cg_activeMarkPolys.prevMark->time )
      CG_FreeMarkPoly( cg_activeMarkPolys.prevMark );
  }

  le = cg_freeMarkPolys;
  cg_freeMarkPolys = cg_freeMarkPolys->nextMark;

  memset( le, 0, sizeof( *le ) );

  // link into the active list
  le->nextMark = cg_activeMarkPolys.nextMark;
  le->prevMark = &cg_activeMarkPolys;
  cg_activeMarkPolys.nextMark->prevMark = le;
  cg_activeMarkPolys.nextMark = le;
  return le;
}



/*
=================
CG_ImpactMark

origin should be a point within a unit of the plane
dir should be the plane normal

temporary marks will not be stored or randomly oriented, but immediately
passed to the renderer.
=================
*/
#define MAX_MARK_FRAGMENTS  128
#define MAX_MARK_POINTS   384

void CG_ImpactMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir,
                    float orientation, float red, float green, float blue, float alpha,
                    qboolean alphaFade, float radius, qboolean temporary )
{
  vec3_t          axis[ 3 ];
  float           texCoordScale;
  vec3_t          originalPoints[ 4 ];
  byte            colors[ 4 ];
  int             i, j;
  int             numFragments;
  markFragment_t  markFragments[ MAX_MARK_FRAGMENTS ], *mf;
  vec3_t          markPoints[ MAX_MARK_POINTS ];
  vec3_t          projection;

  if( !cg_addMarks.integer )
    return;

  if( radius <= 0 )
    CG_Error( "CG_ImpactMark called with <= 0 radius" );

  //if ( markTotal >= MAX_MARK_POLYS ) {
  //  return;
  //}

  // create the texture axis
  VectorNormalize2( dir, axis[ 0 ] );
  PerpendicularVector( axis[ 1 ], axis[ 0 ] );
  RotatePointAroundVector( axis[ 2 ], axis[ 0 ], axis[ 1 ], orientation );
  CrossProduct( axis[ 0 ], axis[ 2 ], axis[ 1 ] );

  texCoordScale = 0.5 * 1.0 / radius;

  // create the full polygon
  for( i = 0; i < 3; i++ )
  {
    originalPoints[ 0 ][ i ] = origin[ i ] - radius * axis[ 1 ][ i ] - radius * axis[ 2 ][ i ];
    originalPoints[ 1 ][ i ] = origin[ i ] + radius * axis[ 1 ][ i ] - radius * axis[ 2 ][ i ];
    originalPoints[ 2 ][ i ] = origin[ i ] + radius * axis[ 1 ][ i ] + radius * axis[ 2 ][ i ];
    originalPoints[ 3 ][ i ] = origin[ i ] - radius * axis[ 1 ][ i ] + radius * axis[ 2 ][ i ];
  }

  // get the fragments
  VectorScale( dir, -20, projection );
  numFragments = trap_CM_MarkFragments( 4, (void *)originalPoints,
          projection, MAX_MARK_POINTS, markPoints[ 0 ],
          MAX_MARK_FRAGMENTS, markFragments );

  colors[ 0 ] = red * 255;
  colors[ 1 ] = green * 255;
  colors[ 2 ] = blue * 255;
  colors[ 3 ] = alpha * 255;

  for( i = 0, mf = markFragments; i < numFragments; i++, mf++ )
  {
    polyVert_t  *v;
    polyVert_t  verts[ MAX_VERTS_ON_POLY ];
    markPoly_t  *mark;

    // we have an upper limit on the complexity of polygons
    // that we store persistantly
    if( mf->numPoints > MAX_VERTS_ON_POLY )
      mf->numPoints = MAX_VERTS_ON_POLY;

    for( j = 0, v = verts; j < mf->numPoints; j++, v++ )
    {
      vec3_t    delta;

      VectorCopy( markPoints[ mf->firstPoint + j ], v->xyz );

      VectorSubtract( v->xyz, origin, delta );
      v->st[ 0 ] = 0.5 + DotProduct( delta, axis[ 1 ] ) * texCoordScale;
      v->st[ 1 ] = 0.5 + DotProduct( delta, axis[ 2 ] ) * texCoordScale;
      *(int *)v->modulate = *(int *)colors;
    }

    // if it is a temporary (shadow) mark, add it immediately and forget about it
    if( temporary )
    {
      trap_R_AddPolyToScene( markShader, mf->numPoints, verts );
      continue;
    }

    // otherwise save it persistantly
    mark = CG_AllocMark( );
    mark->time = cg.time;
    mark->alphaFade = alphaFade;
    mark->markShader = markShader;
    mark->poly.numVerts = mf->numPoints;
    mark->color[ 0 ] = red;
    mark->color[ 1 ] = green;
    mark->color[ 2 ] = blue;
    mark->color[ 3 ] = alpha;
    memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[ 0 ] ) );
    markTotal++;
  }
}


/*
===============
CG_AddMarks
===============
*/
#define MARK_TOTAL_TIME   10000
#define MARK_FADE_TIME    1000

void CG_AddMarks( void )
{
  int         j;
  markPoly_t  *mp, *next;
  int         t;
  int         fade;

  if( !cg_addMarks.integer )
    return;

  mp = cg_activeMarkPolys.nextMark;
  for ( ; mp != &cg_activeMarkPolys; mp = next )
  {
    // grab next now, so if the local entity is freed we
    // still have it
    next = mp->nextMark;

    // see if it is time to completely remove it
    if( cg.time > mp->time + MARK_TOTAL_TIME )
    {
      CG_FreeMarkPoly( mp );
      continue;
    }

    // fade all marks out with time
    t = mp->time + MARK_TOTAL_TIME - cg.time;
    if( t < MARK_FADE_TIME )
    {
      fade = 255 * t / MARK_FADE_TIME;
      if( mp->alphaFade )
      {
        for( j = 0; j < mp->poly.numVerts; j++ )
          mp->verts[ j ].modulate[ 3 ] = fade;
      }
      else
      {
        for( j = 0; j < mp->poly.numVerts; j++ )
        {
          mp->verts[ j ].modulate[ 0 ] = mp->color[ 0 ] * fade;
          mp->verts[ j ].modulate[ 1 ] = mp->color[ 1 ] * fade;
          mp->verts[ j ].modulate[ 2 ] = mp->color[ 2 ] * fade;
        }
      }
    }

    trap_R_AddPolyToScene( mp->markShader, mp->poly.numVerts, mp->verts );
  }
}