コード例 #1
0
ファイル: cg_atmospheric.c プロジェクト: yfcz/etlegacy
/**
 * @brief Add atmospheric effects
 * @details Add atmospheric effects (e.g. rain, snow etc.) to view]
 */
void CG_AddAtmosphericEffects()
{
    int                      curr, max, currnum;
    cg_atmosphericParticle_t *particle;
    vec3_t                   currvec;
    float                    currweight;

    if (cg_atmFx.numDrops <= 0 || cg_atmFx.numEffectShaders == 0 || cg_atmosphericEffects.value <= 0)
    {
        return;
    }

    max = cg_atmosphericEffects.value < 1 ? cg_atmosphericEffects.value * cg_atmFx.numDrops : cg_atmFx.numDrops;

    if (CG_EffectGustCurrent(currvec, &currweight, &currnum))
    {
        // recalculate gust parameters
        CG_EffectGust();
    }

    // allow parametric management of drop count for swelling/waning precip
    cg_atmFx.oldDropsActive = cg_atmFx.dropsActive;
    cg_atmFx.dropsActive    = 0;
    cg_atmFx.dropsCreated   = 0;

    VectorSet(cg_atmFx.viewDir, cg.refdef_current->viewaxis[0][0], cg.refdef_current->viewaxis[0][1], 0.f);

    for (curr = 0; curr < max; curr++)
    {
        particle = &cg_atmFx.particles[curr];

        if (!cg_atmFx.ParticleCheckVisible(particle))
        {
            // effect has terminated or fallen from screen view
            if (!cg_atmFx.ParticleGenerate(particle, currvec, currweight))
            {
                continue;
            }
            else
            {
                cg_atmFx.dropsCreated++;
            }
        }

        cg_atmFx.ParticleRender(particle);
        cg_atmFx.dropsActive++;
    }

    cg_atmFx.lastRainTime = cg.time;
}
コード例 #2
0
ファイル: cg_atmospheric.c プロジェクト: Zekom/reaction
void CG_AddAtmosphericEffects()
{
	// Add atmospheric effects (e.g. rain, snow etc.) to view

	int curr, max, currnum;
	cg_atmosphericParticle_t *particle;
	vec3_t currvec;
	float currweight;

	if (cg_atmFx.numDrops <= 0 || cg_atmFx.numEffectShaders == 0)
		return;

	max = cg_lowEffects.integer ? (cg_atmFx.numDrops >> 1) : cg_atmFx.numDrops;
	if (CG_EffectGustCurrent(currvec, &currweight, &currnum))
		CG_EffectGust();	// Recalculate gust parameters
	for (curr = 0; curr < max; curr++) {
		particle = &cg_atmFx.particles[curr];
		if (!cg_atmFx.ParticleCheckVisible(particle)) {
			// Effect has terminated / fallen from screen view

			if (!particle->nextDropTime) {
				// Stop rain being synchronized 
				particle->nextDropTime = rand() % ATMOSPHERIC_DROPDELAY;
			} else if (currnum < curr || particle->nextDropTime > cg.time)
				continue;
			if (!cg_atmFx.ParticleGenerate(particle, currvec, currweight)) {
				// Ensure it doesn't attempt to generate every frame, to prevent
				// 'clumping' when there's only a small sky area available.
				particle->nextDropTime = cg.time + ATMOSPHERIC_DROPDELAY;
				continue;
			}
		}

		cg_atmFx.ParticleRender(particle);
	}

	cg_atmFx.lastRainTime = cg.time;
}
コード例 #3
0
void CG_AddAtmosphericEffects()
{
	// Add atmospheric effects (e.g. rain, snow etc.) to view

	int curr, max, currnum;
	cg_atmosphericParticle_t *particle;
	vec3_t currvec;
	float currweight;

	if( cg_atmFx.numDrops <= 0 || cg_atmFx.numEffectShaders == 0 || cg_atmosphericEffects.value <= 0 )
		return;

#ifndef ATM_NEW
	CG_ClearPolyPool();
#endif // ATM_NEW

	max = cg_atmosphericEffects.value < 1 ? cg_atmosphericEffects.value * cg_atmFx.numDrops : cg_atmFx.numDrops;
	if( CG_EffectGustCurrent( currvec, &currweight, &currnum ) )
		CG_EffectGust();			// Recalculate gust parameters

	// ydnar: allow parametric management of drop count for swelling/waning precip
	cg_atmFx.oldDropsActive = cg_atmFx.dropsActive;
	cg_atmFx.dropsActive = 0;
	
	cg_atmFx.dropsRendered = cg_atmFx.dropsCreated = cg_atmFx.dropsSkipped = 0;

//	getgroundtime = getskytime = rendertime = checkvisibletime = generatetime = 0;
//	n_getgroundtime = n_getskytime = n_rendertime = n_checkvisibletime = n_generatetime = 0;

	VectorSet( cg_atmFx.viewDir, cg.refdef_current->viewaxis[0][0], cg.refdef_current->viewaxis[0][1], 0.f );

	for( curr = 0; curr < max; curr++ )
	{
		particle = &cg_atmFx.particles[curr];
		//%	if( !CG_SnowParticleCheckVisible( particle ) )
		if( !cg_atmFx.ParticleCheckVisible( particle ) )
		{
			// Effect has terminated / fallen from screen view
			/*
			if( !particle->nextDropTime )
			{
				// Stop rain being synchronized 
				particle->nextDropTime = cg.time + rand() % ATMOSPHERIC_DROPDELAY;
			}
			if( currnum < curr || particle->nextDropTime > cg.time )
			{
				cg_atmFx.dropsRendered++;
				continue;
			} */
			//%	if( !CG_SnowParticleGenerate( particle, currvec, currweight ) )
			if( !cg_atmFx.ParticleGenerate( particle, currvec, currweight ) )
			{
				// Ensure it doesn't attempt to generate every frame, to prevent
				// 'clumping' when there's only a small sky area available.
				particle->nextDropTime = cg.time + ATMOSPHERIC_DROPDELAY;
				continue;
			}
			else
			{
				cg_atmFx.dropsCreated++;
			}
		}
		
		//%	CG_RainParticleRender( particle );
		cg_atmFx.ParticleRender( particle );
		cg_atmFx.dropsActive++;
	}

//	CG_RenderPolyPool();

	cg_atmFx.lastRainTime = cg.time;
	
//	CG_Printf( "Active: %d Generated: %d Rendered: %d Skipped: %d\n", cg_atmFx.dropsActive, cg_atmFx.dropsCreated, cg_atmFx.dropsRendered, cg_atmFx.dropsSkipped );
//	CG_Printf( "gg: %i gs: %i rt: %i cv: %i ge: %i\n", getgroundtime, getskytime, rendertime, checkvisibletime, generatetime );
//	CG_Printf( "\\-> %i \\-> %i \\-> %i \\-> %i \\-> %i\n", n_getgroundtime, n_getskytime, n_rendertime, n_checkvisibletime, n_generatetime );
}