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/*
===========================================================================
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 );
}
}
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