diff options
author | Tim Angus <tim@ngus.net> | 2005-12-10 03:18:22 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2005-12-10 03:18:22 +0000 |
commit | ef5d1d446e3c078b81882c2eda6525aee7ccfa1e (patch) | |
tree | 16c1e9460317f2ca507f8e1888216816d05f251c /mod/src/cgame/cg_marks.c | |
parent | 3b447421efc76ba76fbdae62f893fc6916af5433 (diff) |
* Moved existing src directory out the way whilst I merge ioq3
Diffstat (limited to 'mod/src/cgame/cg_marks.c')
-rw-r--r-- | mod/src/cgame/cg_marks.c | 280 |
1 files changed, 280 insertions, 0 deletions
diff --git a/mod/src/cgame/cg_marks.c b/mod/src/cgame/cg_marks.c new file mode 100644 index 00000000..cc8979de --- /dev/null +++ b/mod/src/cgame/cg_marks.c @@ -0,0 +1,280 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// cg_marks.c -- wall marks + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * This program 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. + */ + +#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 ); + } +} + |