/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2009 Darklegion Development 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 ); } }