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authorTim Angus <tim@ngus.net>2001-01-03 18:26:58 +0000
committerTim Angus <tim@ngus.net>2001-01-03 18:26:58 +0000
commit5d27565dc8162000b75e41bf315f18b3e8015ac7 (patch)
tree5a30f46118e6baa4703045a9c2d3f02f144fcd8b /src/cgame/cg_marks.c
parent25e294467350aef8726c235cc908aba5aa4d091f (diff)
1.27 import
Diffstat (limited to 'src/cgame/cg_marks.c')
-rw-r--r--src/cgame/cg_marks.c298
1 files changed, 298 insertions, 0 deletions
diff --git a/src/cgame/cg_marks.c b/src/cgame/cg_marks.c
new file mode 100644
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--- /dev/null
+++ b/src/cgame/cg_marks.c
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+// 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 GNU General Public License as published by
+ * the Free Software Foundation; either version 2, or (at your option)
+ * any later version.
+ *
+ * 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. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ */
+
+/* To assertain which portions are licensed under the GPL and which are
+ * licensed by Id Software, Inc. please run a diff between the equivalent
+ * versions of the "Tremulous" modification and the unmodified "Quake3"
+ * game source code.
+ */
+
+#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 out the energy bursts
+ if ( mp->markShader == cgs.media.energyMarkShader ) {
+
+ fade = 450 - 450 * ( (cg.time - mp->time ) / 3000.0 );
+ if ( fade < 255 ) {
+ if ( fade < 0 ) {
+ fade = 0;
+ }
+ if ( mp->verts[0].modulate[0] != 0 ) {
+ 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;
+ }
+ }
+ }
+ }
+
+ // 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 );
+ }
+}
+