コード例 #1
0
ファイル: snd_dma.c プロジェクト: CatalystG/tyrquake
/*
 * ===================
 * S_UpdateAmbientSounds
 * ===================
 */
static void
S_UpdateAmbientSounds(void)
{
    mleaf_t *leaf;
    float vol;
    int ambient_channel;
    channel_t *chan;

    if (!snd_ambient)
	return;

    /* calc ambient sound levels */
    if (!cl.worldmodel)
	return;

    leaf = Mod_PointInLeaf(cl.worldmodel, listener_origin);
    if (!leaf || !ambient_level.value) {
	for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
	     ambient_channel++)
	    channels[ambient_channel].sfx = NULL;
	return;
    }

    for (ambient_channel = 0; ambient_channel < NUM_AMBIENTS;
	 ambient_channel++) {
	chan = &channels[ambient_channel];
	chan->sfx = ambient_sfx[ambient_channel];

	vol = ambient_level.value * leaf->ambient_sound_level[ambient_channel];
	if (vol < 8)
	    vol = 0;

	/* don't adjust volume too fast */
	if (chan->master_vol < vol) {
	    chan->master_vol += host_frametime * ambient_fade.value;
	    if (chan->master_vol > vol)
		chan->master_vol = vol;
	} else if (chan->master_vol > vol) {
	    chan->master_vol -= host_frametime * ambient_fade.value;
	    if (chan->master_vol < vol)
		chan->master_vol = vol;
	}

	chan->leftvol = chan->rightvol = chan->master_vol;
    }
}
コード例 #2
0
ファイル: gl_shader.c プロジェクト: DrLabman/Vengeance-r2
qboolean R_Shader_IsLightInScopeByPoint( unsigned int lightIndex, const vec3_t renderOrigin ) {
	const R_ShaderLight *light = GetLightFromIndex( lightIndex );
	mleaf_t *leaf;
	if( !light->active ) {
		return false;
	}

	if( VectorDistance( light->origin, renderOrigin ) > light->maxDistance ) {
		return false;
	}

	leaf = Mod_PointInLeaf( (float*)renderOrigin, cl.worldmodel );
	if( leaf == NULL ) {
		return true;
	}

	return R_Shader_IsLightVisibleFromLeaf( light, leaf );
}
コード例 #3
0
/*
===============
R_SetupFrame
===============
*/
void R_SetupFrame (void)
{
	int				edgecount;
	vrect_t			vrect;
	float			w, h;

// don't allow cheats in multiplayer
	if (cl.maxclients > 1)
	{
		Cvar_Set ("r_draworder", "0");
		Cvar_Set ("r_fullbright", "0");
		Cvar_Set ("r_ambient", "0");
		Cvar_Set ("r_drawflat", "0");
	}

	if (r_numsurfs.value)
	{
		if ((surface_p - surfaces) > r_maxsurfsseen)
			r_maxsurfsseen = surface_p - surfaces;

		Con_Printf ("Used %d of %d surfs; %d max\n", surface_p - surfaces,
				surf_max - surfaces, r_maxsurfsseen);
	}

	if (r_numedges.value)
	{
		edgecount = edge_p - r_edges;

		if (edgecount > r_maxedgesseen)
			r_maxedgesseen = edgecount;

		Con_Printf ("Used %d of %d edges; %d max\n", edgecount,
				r_numallocatededges, r_maxedgesseen);
	}

	r_refdef.ambientlight = r_ambient.value;

	if (r_refdef.ambientlight < 0)
		r_refdef.ambientlight = 0;

	if (!sv.active)
		r_draworder.value = 0;	// don't let cheaters look behind walls
		
	R_CheckVariables ();
	
	R_AnimateLight ();

	r_framecount++;

	numbtofpolys = 0;

// debugging
#if 0
r_refdef.vieworg[0]=  80;
r_refdef.vieworg[1]=      64;
r_refdef.vieworg[2]=      40;
r_refdef.viewangles[0]=    0;
r_refdef.viewangles[1]=    46.763641357;
r_refdef.viewangles[2]=    0;
#endif

// build the transformation matrix for the given view angles
	VectorCopy (r_refdef.vieworg, modelorg);
	VectorCopy (r_refdef.vieworg, r_origin);

	AngleVectors (r_refdef.viewangles, vpn, vright, vup);

// current viewleaf
	r_oldviewleaf = r_viewleaf;
	r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);

	r_dowarpold = r_dowarp;
	r_dowarp = r_waterwarp.value && (r_viewleaf->contents <= CONTENTS_WATER);

	if ((r_dowarp != r_dowarpold) || r_viewchanged || lcd_x.value)
	{
		if (r_dowarp)
		{
			if ((vid.width <= vid.maxwarpwidth) &&
				(vid.height <= vid.maxwarpheight))
			{
				vrect.x = 0;
				vrect.y = 0;
				vrect.width = vid.width;
				vrect.height = vid.height;

				R_ViewChanged (&vrect, sb_lines, vid.aspect);
			}
			else
			{
				w = vid.width;
				h = vid.height;

				if (w > vid.maxwarpwidth)
				{
					h *= (float)vid.maxwarpwidth / w;
					w = vid.maxwarpwidth;
				}

				if (h > vid.maxwarpheight)
				{
					h = vid.maxwarpheight;
					w *= (float)vid.maxwarpheight / h;
				}

				vrect.x = 0;
				vrect.y = 0;
				vrect.width = (int)w;
				vrect.height = (int)h;

				R_ViewChanged (&vrect,
							   (int)((float)sb_lines * (h/(float)vid.height)),
							   vid.aspect * (h / w) *
								 ((float)vid.width / (float)vid.height));
			}
		}
		else
		{
			vrect.x = 0;
			vrect.y = 0;
			vrect.width = vid.width;
			vrect.height = vid.height;

			R_ViewChanged (&vrect, sb_lines, vid.aspect);
		}

		r_viewchanged = false;
	}

// start off with just the four screen edge clip planes
	R_TransformFrustum ();

// save base values
	VectorCopy (vpn, base_vpn);
	VectorCopy (vright, base_vright);
	VectorCopy (vup, base_vup);
	VectorCopy (modelorg, base_modelorg);

	R_SetSkyFrame ();

	R_SetUpFrustumIndexes ();

	r_cache_thrash = false;

// clear frame counts
	c_faceclip = 0;
	d_spanpixcount = 0;
	r_polycount = 0;
	r_drawnpolycount = 0;
	r_wholepolycount = 0;
	r_amodels_drawn = 0;
	r_outofsurfaces = 0;
	r_outofedges = 0;

	D_SetupFrame ();
}
コード例 #4
0
ファイル: r_part.c プロジェクト: dommul/super8
/*
===============
R_DrawParticles
===============
*/
void R_DrawParticles (void)
{
    particle_t          *p, *kill;
    mleaf_t         *l;
    float                       grav;
    //float grav2, percent;
    int                         i;
    float                       time1, time2, time3;
    float                       dvel;
    float                       frametime;

// hexen 2
    vec3_t              diff;
//    qboolean  in_solid;

    VectorScale (vright, xscaleshrink, r_pright);
    VectorScale (vup, yscaleshrink, r_pup);
    VectorCopy (vpn, r_ppn);

    if(r_fisheye.value)
        frametime = fabs(cl.time - cl.oldtime)/(float)r_fviews; //qb: divide by # of fisheye views, or runs too fast.
    else
        frametime = fabs(cl.time - cl.oldtime); //DEMO_REWIND - qb: Baker change (no, it is not supposed to be 'ctime')
    // cl.oldtime = cl.time; //qb:  shouldn't this be reset each time it's touched?
    time3 = frametime * 17;
    time2 = frametime * 13; // 15;
    time1 = frametime * 10;
    grav = frametime * sv_gravity.value * 0.05;
    dvel = 4*frametime;

    if (!sv_freezephysics.value || !allowcheats) //qb
        for ( ;; )
        {
            kill = active_particles;
            if (kill && kill->die < cl.time)
            {
                active_particles = kill->next;
                kill->next = free_particles;
                free_particles = kill;
                continue;
            }
            break;
        }

    for (p=active_particles ; p ; p=p->next)
    {
        if (!sv_freezephysics.value || !allowcheats) //qb
            for ( ;; )
            {
                kill = p->next;
                if (kill && kill->die < cl.time)
                {
                    p->next = kill->next;
                    kill->next = free_particles;
                    free_particles = kill;
                    continue;
                }
                break;
            }
        // Manoel Kasimier - transparent particles

        if (!r_part_transparent.value || p->alpha >= 0.80)
            D_DrawParticle_C (p);
        else if (p->alpha <= 0.43)
            D_DrawParticle_33_C (p);
        else if (p->alpha <= 0.60)
            D_DrawParticle_50_C (p);
        else
            D_DrawParticle_66_C (p);

            //D_DrawParticle(p);  //qb: disabled because no FOV scaling
            // renamed to not conflict with the asm version

        if (!sv_freezephysics.value || !allowcheats)
        {
            p->org[0] += p->vel[0] * frametime;
            p->org[1] += p->vel[1] * frametime;
            p->org[2] += p->vel[2] * frametime;

            switch (p->type)
            {
            case pt_static:
                break;
            case pt_fire:
                p->ramp += time1;
                if (p->ramp >= 6)
                    p->die = -1;
                else
                    p->color = ramp3[(int)p->ramp];
                p->vel[2] += grav;
                break;

            case pt_explode:
                p->ramp += time2;
//                      p->splatter = 0;
                if (p->ramp >=8)
                    p->die = -1;
                else
                    p->color = ramp1[(int)p->ramp];
                for (i=0 ; i<3 ; i++)
                    p->vel[i] += p->vel[i]*dvel;
                p->vel[2] -= grav;
                break;

            case pt_explode2:
                p->ramp += time3;
//                      p->splatter = 0;
                if (p->ramp >=8)
                    p->die = -1;
                else
                    p->color = ramp2[(int)p->ramp];
                for (i=0 ; i<3 ; i++)
                    p->vel[i] -= p->vel[i]*frametime;
                p->vel[2] -= grav;
                break;

            case pt_blob:
                for (i=0 ; i<3 ; i++)
                    p->vel[i] += p->vel[i]*dvel;
                p->vel[2] -= grav;
                break;

            case pt_blob2:
                for (i=0 ; i<2 ; i++)
                    p->vel[i] -= p->vel[i]*dvel;
                p->vel[2] -= grav;
                break;

            case pt_grav:
                p->vel[2] -= grav * 4;
                break;

            case pt_slowgrav:
                p->vel[2] -= grav * 2;
                break;

            case pt_fastgrav:
                p->vel[2] -= grav * 8;
                break;

            case pt_smoke:
                p->alpha = 1;
                p->vel[2] += grav;
                break;

            case pt_decel:
                p->alpha = 1;
                for (i=0 ; i<3 ; i++)
                    p->vel[i] += p->vel[i]* -dvel;
                break;

            case pt_staticfade:
                p->alpha += frametime*p->alphavel;

                if (p->alpha <= 0)
                    p->die = -1;
                break;

            case pt_staticfadeadd:
                p->alpha += frametime*p->alphavel;
                if (p->alpha <= 0)
                    p->die = -1;
                break;

            case pt_sticky: //pt_blood in engoo... could be anything sticky
                VectorScale(p->vel, frametime, diff);
                VectorAdd(p->org, diff, p->org);

                // WHERE THE HITTING HAPPENS
                // if hit solid, go to last position,
                // no velocity, fade out.
                l = Mod_PointInLeaf (p->org, cl.worldmodel);
                if (l->contents == CONTENTS_WATER || l->contents == CONTENTS_SLIME)
                {
                    p->vel[0] -= p->vel[0]*frametime*0.9;
                    p->vel[1] -= p->vel[1]*frametime*0.9;
                    p->vel[2] = grav; //qb: float up slowly
                }
                else if (l->contents != CONTENTS_EMPTY) // || in_solid == true
                {
                    // still have small prob of snow melting on emitter
                    VectorScale(diff, 0.2, p->vel);
                    i = 6;

                    while (l->contents != CONTENTS_EMPTY)
                    {
                        VectorNormalize(p->vel);
                        p->org[0] -= p->vel[0]*3;
                        p->org[1] -= p->vel[1]*3;
                        p->org[2] -= p->vel[2]*3;
                        i--; //no infinite loops
                        if (!i)
                        {
                            p->die = -1;        //should never happen now!
                            break;
                        }
                        l = Mod_PointInLeaf (p->org, cl.worldmodel);
                    }
                    p->vel[0] = p->vel[1] = p->vel[2] = 0;
                    p->ramp = 0;
                    p->type = pt_staticfade; //qb: finally figured this out, was pt_static
                }
                else
                {
                    p->vel[2] -= grav * 2;
                }
                break;
            }
        }
    }
}
コード例 #5
0
ファイル: r_misc.c プロジェクト: Izhido/qrevpak
/*
===============
R_SetupFrame
===============
*/
void R_SetupFrame (void)
{
	int			i;
	vrect_t		vrect;

	if (r_fullbright->modified)
	{
		r_fullbright->modified = false;
		D_FlushCaches ();	// so all lighting changes
	}
	
	r_framecount++;


// build the transformation matrix for the given view angles
	VectorCopy (r_refdef.vieworg, modelorg);
	VectorCopy (r_refdef.vieworg, r_origin);

	AngleVectors (r_refdef.viewangles, vpn, vright, vup);

// current viewleaf
	if ( !( r_newrefdef.rdflags & RDF_NOWORLDMODEL ) )
	{
		r_viewleaf = Mod_PointInLeaf (r_origin, r_worldmodel);
		r_viewcluster = r_viewleaf->cluster;
	}

	if (sw_waterwarp->value && (r_newrefdef.rdflags & RDF_UNDERWATER) )
		r_dowarp = true;
	else
		r_dowarp = false;

	if (r_dowarp)
	{	// warp into off screen buffer
		vrect.x = 0;
		vrect.y = 0;
		vrect.width = r_newrefdef.width < WARP_WIDTH ? r_newrefdef.width : WARP_WIDTH;
		vrect.height = r_newrefdef.height < WARP_HEIGHT ? r_newrefdef.height : WARP_HEIGHT;

		d_viewbuffer = r_warpbuffer;
		r_screenwidth = WARP_WIDTH;
	}
	else
	{
		vrect.x = r_newrefdef.x;
		vrect.y = r_newrefdef.y;
		vrect.width = r_newrefdef.width;
		vrect.height = r_newrefdef.height;

		d_viewbuffer = (void *)vid.buffer;
		r_screenwidth = vid.rowbytes;
	}
	
	R_ViewChanged (&vrect);

// start off with just the four screen edge clip planes
	R_TransformFrustum ();
	R_SetUpFrustumIndexes ();

// save base values
	VectorCopy (vpn, base_vpn);
	VectorCopy (vright, base_vright);
	VectorCopy (vup, base_vup);

// clear frame counts
	c_faceclip = 0;
	d_spanpixcount = 0;
	r_polycount = 0;
	r_drawnpolycount = 0;
	r_wholepolycount = 0;
	r_amodels_drawn = 0;
	r_outofsurfaces = 0;
	r_outofedges = 0;

// d_setup
	d_roverwrapped = false;
	d_initial_rover = sc_rover;

	d_minmip = sw_mipcap->value;
	if (d_minmip > 3)
		d_minmip = 3;
	else if (d_minmip < 0)
		d_minmip = 0;

	for (i=0 ; i<(NUM_MIPS-1) ; i++)
		d_scalemip[i] = basemip[i] * sw_mipscale->value;

	d_aflatcolor = 0;
}
コード例 #6
0
/*
====================
CreateSystem

====================
*/
particle_system_t *CParticleEngine::CreateSystem( char *szPath, vec3_t origin, vec3_t dir, int iId, particle_system_t *parent ) 
{
	if(!strlen(szPath))
		return NULL;

	char szFilePath[64];
	strcpy(szFilePath, "/scripts/particles/");
	strcat(szFilePath, szPath);

	char *pFile = (char *)gEngfuncs.COM_LoadFile(szFilePath, 5, NULL);
	
	if(!pFile)
	{
		gEngfuncs.Con_Printf("Could not load particle definitions file: %s!\n", szPath);
		return NULL;
	}
		
	particle_system_t *pSystem = AllocSystem();

	if(!pSystem)
	{
		gEngfuncs.Con_Printf("Warning! Exceeded max number of particle systems!\n");
		gEngfuncs.COM_FreeFile(pFile);
		return NULL;
	}

	// Fill in default values
	pSystem->id = iId;
	pSystem->mainalpha = 1;
	pSystem->spawntime = gEngfuncs.GetClientTime();
	VectorCopy(dir, pSystem->dir);

	char *pToken = pFile;
	while(1)
	{
		char szField[32];
		pToken = gEngfuncs.COM_ParseFile(pToken, szField);

		if(!pToken)
			break;

		char szValue[32];
		pToken = gEngfuncs.COM_ParseFile(pToken, szValue);

		if(!pToken)
			break;
		
		if(!strcmp(szField, "systemshape"))				pSystem->shapetype = atoi(szValue);
		else if(!strcmp(szField, "minvel"))				pSystem->minvel = atof(szValue);
		else if(!strcmp(szField, "maxvel"))				pSystem->maxvel = atof(szValue);
		else if(!strcmp(szField, "maxofs"))				pSystem->maxofs = atof(szValue);
		else if(!strcmp(szField, "fadein"))				pSystem->fadeintime = atof(szValue);
		else if(!strcmp(szField, "fadedelay"))			pSystem->fadeoutdelay = atof(szValue);
		else if(!strcmp(szField, "mainalpha"))			pSystem->mainalpha = atof(szValue);
		else if(!strcmp(szField, "veldamp"))			pSystem->velocitydamp = atof(szValue);
		else if(!strcmp(szField, "veldampdelay"))		pSystem->veldampdelay = atof(szValue);
		else if(!strcmp(szField, "life"))				pSystem->maxlife = atof(szValue);
		else if(!strcmp(szField, "lifevar"))			pSystem->maxlifevar = atof(szValue);
		else if(!strcmp(szField, "pcolr"))				pSystem->primarycolor.x = (float)atoi(szValue)/255;
		else if(!strcmp(szField, "pcolg"))				pSystem->primarycolor.y = (float)atoi(szValue)/255;
		else if(!strcmp(szField, "pcolb"))				pSystem->primarycolor.z = (float)atoi(szValue)/255;
		else if(!strcmp(szField, "scolr"))				pSystem->secondarycolor.x = (float)atoi(szValue)/255;
		else if(!strcmp(szField, "scolg"))				pSystem->secondarycolor.y = (float)atoi(szValue)/255;
		else if(!strcmp(szField, "scolb"))				pSystem->secondarycolor.z = (float)atoi(szValue)/255;
		else if(!strcmp(szField, "ctransd"))			pSystem->transitiondelay = atof(szValue);
		else if(!strcmp(szField, "ctranst"))			pSystem->transitiontime = atof(szValue);
		else if(!strcmp(szField, "ctransv"))			pSystem->transitionvar = atof(szValue);
		else if(!strcmp(szField, "scale"))				pSystem->scale = atof(szValue);
		else if(!strcmp(szField, "scalevar"))			pSystem->scalevar = atof(szValue);
		else if(!strcmp(szField, "scaledampdelay"))		pSystem->scaledampdelay = atof(szValue);
		else if(!strcmp(szField, "scaledampfactor"))	pSystem->scaledampfactor = atof(szValue);
		else if(!strcmp(szField, "gravity"))			pSystem->gravity = atof(szValue);
		else if(!strcmp(szField, "systemsize"))			pSystem->systemsize = atoi(szValue);
		else if(!strcmp(szField, "maxparticles"))		pSystem->maxparticles = atoi(szValue);
		else if(!strcmp(szField, "intensity"))			pSystem->particlefreq = atof(szValue);
		else if(!strcmp(szField, "startparticles"))		pSystem->startparticles = atoi(szValue);
		else if(!strcmp(szField, "maxparticlevar"))		pSystem->maxparticlevar = atoi(szValue);
		else if(!strcmp(szField, "lightmaps"))			pSystem->lightcheck = atoi(szValue);
		else if(!strcmp(szField, "collision"))			pSystem->collision = atoi(szValue);
		else if(!strcmp(szField, "colwater"))			pSystem->colwater = atoi(szValue);
		else if(!strcmp(szField, "rendermode"))			pSystem->rendermode = atoi(szValue);
		else if(!strcmp(szField, "display"))			pSystem->displaytype = atoi(szValue);
		else if(!strcmp(szField, "impactdamp"))			pSystem->impactdamp = atof(szValue);
		else if(!strcmp(szField, "rotationvar"))		pSystem->rotationvar = atof(szValue);
		else if(!strcmp(szField, "rotationvel"))		pSystem->rotationvel = atof(szValue);
		else if(!strcmp(szField, "rotationdamp"))		pSystem->rotationdamp = atof(szValue);
		else if(!strcmp(szField, "rotationdampdelay"))	pSystem->rotationdampdelay = atof(szValue);
		else if(!strcmp(szField, "rotxvar"))			pSystem->rotxvar = atof(szValue);
		else if(!strcmp(szField, "rotxvel"))			pSystem->rotxvel = atof(szValue);
		else if(!strcmp(szField, "rotxdamp"))			pSystem->rotxdamp = atof(szValue);
		else if(!strcmp(szField, "rotxdampdelay"))		pSystem->rotxdampdelay = atof(szValue);
		else if(!strcmp(szField, "rotyvar"))			pSystem->rotyvar = atof(szValue);
		else if(!strcmp(szField, "rotyvel"))			pSystem->rotyvel = atof(szValue);
		else if(!strcmp(szField, "rotydamp"))			pSystem->rotydamp = atof(szValue);
		else if(!strcmp(szField, "rotydampdelay"))		pSystem->rotydampdelay = atof(szValue);
		else if(!strcmp(szField, "randomdir"))			pSystem->randomdir = atoi(szValue);
		else if(!strcmp(szField, "overbright"))			pSystem->overbright = atoi(szValue);
		else if(!strcmp(szField, "create"))				strcpy(pSystem->create, szValue);
		else if(!strcmp(szField, "deathcreate"))		strcpy(pSystem->deathcreate, szValue);
		else if(!strcmp(szField, "watercreate"))		strcpy(pSystem->watercreate, szValue);
		else if(!strcmp(szField, "windx"))				pSystem->windx = atof(szValue);
		else if(!strcmp(szField, "windy"))				pSystem->windy = atof(szValue);
		else if(!strcmp(szField, "windvar"))			pSystem->windvar = atof(szValue);
		else if(!strcmp(szField, "windtype"))			pSystem->windtype = atoi(szValue);
		else if(!strcmp(szField, "windmult"))			pSystem->windmult = atof(szValue);
		else if(!strcmp(szField, "windmultvar"))		pSystem->windmultvar = atof(szValue);
		else if(!strcmp(szField, "stuckdie"))			pSystem->stuckdie = atof(szValue);
		else if(!strcmp(szField, "maxheight"))			pSystem->maxheight = atof(szValue);
		else if(!strcmp(szField, "tracerdist"))			pSystem->tracerdist = atof(szValue);
		else if(!strcmp(szField, "fadedistnear"))		pSystem->fadedistnear = atoi(szValue);
		else if(!strcmp(szField, "fadedistfar"))		pSystem->fadedistfar = atoi(szValue);
		else if(!strcmp(szField, "numframes"))			pSystem->numframes = atoi(szValue);
		else if(!strcmp(szField, "framesizex"))			pSystem->framesizex = atoi(szValue);
		else if(!strcmp(szField, "framesizey"))			pSystem->framesizey = atoi(szValue);
		else if(!strcmp(szField, "framerate"))			pSystem->framerate = atoi(szValue);
		else if(!strcmp(szField, "texture"))
		{
			int iOriginalBind;
			glGetIntegerv(GL_TEXTURE_BINDING_2D, &iOriginalBind);

			char szTexPath[256];
			strcpy(szTexPath, "gfx/textures/particles/");
			strcat(szTexPath, szValue);
			strcat(szTexPath, ".dds");
			
			pSystem->texture = gTextureLoader.LoadTexture(szTexPath);

			if(!pSystem->texture)
			{
				// Remove system
				m_pSystemHeader = pSystem->next;
				m_pSystemHeader->prev = NULL;
				delete [] pSystem;

				gEngfuncs.COM_FreeFile(pFile);
				return NULL;
			}

			glBindTexture(GL_TEXTURE_2D, pSystem->texture->iIndex);
			glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
			glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
			glBindTexture(GL_TEXTURE_2D, iOriginalBind);
		}
		else
			gEngfuncs.Con_Printf("Warning! Unknown field: %s\n", szField);
	}
	gEngfuncs.COM_FreeFile(pFile);

	if(pSystem->shapetype != SYSTEM_SHAPE_PLANE_ABOVE_PLAYER)
	{
		if(!parent)
		{
			model_t *pWorld = IEngineStudio.GetModelByIndex(1);
			VectorCopy(origin, pSystem->origin);

			if(pWorld)
				pSystem->leaf = Mod_PointInLeaf(pSystem->origin, pWorld);
		}
		else
		{
			pSystem->leaf = parent->leaf;
		}
	}
	else
	{
		pmtrace_t tr;
		gEngfuncs.pEventAPI->EV_SetTraceHull(2);
		gEngfuncs.pEventAPI->EV_PlayerTrace(origin, origin + Vector(0, 0, 8496), PM_WORLD_ONLY, -1, &tr);

		if(tr.fraction == 1.0 || gEngfuncs.PM_PointContents(tr.endpos, NULL) != CONTENTS_SKY)
		{
			// Remove system
			m_pSystemHeader = pSystem->next;
			m_pSystemHeader->prev = NULL;
			delete [] pSystem;

			return NULL;
		}

		pSystem->skyheight = tr.endpos.z;
	}

	if(pSystem->collision != PARTICLE_COLLISION_DECAL)
	{
		if(pSystem->create[0] != 0)
			pSystem->createsystem = CreateSystem(pSystem->create, pSystem->origin, pSystem->dir, 0, pSystem);

		if(!pSystem->createsystem)
			memset(pSystem->create, 0, sizeof(pSystem->create));
	}

	if(pSystem->watercreate[0] != 0)
		pSystem->watersystem = CreateSystem(pSystem->watercreate, pSystem->origin, pSystem->dir, 0, pSystem);

	if(!pSystem->watersystem)
		memset(pSystem->watercreate, 0, sizeof(pSystem->watercreate));

	if(parent)
	{
		// Child systems cannot spawn on their own
		pSystem->parentsystem = parent;
		pSystem->maxparticles = NULL;
		pSystem->particlefreq = NULL;
	}
	else
	{
		if(pSystem->shapetype != SYSTEM_SHAPE_PLANE_ABOVE_PLAYER)
		{
			// create all starting particles
			for(int i = 0; i < pSystem->startparticles; i++)
				CreateParticle(pSystem);
		}
		else
		{
			// Create particles at random heights
			EnvironmentCreateFirst(pSystem);
		}
	}

	return pSystem;
}
コード例 #7
0
ファイル: gl_mirror.c プロジェクト: DavidKnight247/xash3d
/*
================
R_DrawMirrors

Draw all viewpasess from mirror position
Mirror textures will be drawn in normal pass
================
*/
void R_DrawMirrors( void )
{
	ref_instance_t	oldRI;
	mplane_t		plane;
	msurface_t	*surf, *surf2;
	int		i, oldframecount;
	mextrasurf_t	*es, *tmp, *mirrorchain;
	vec3_t		forward, right, up;
	vec3_t		origin, angles;
	matrix4x4		mirrormatrix;
	cl_entity_t	*e;
	model_t		*m;
	float		d;

	if( !tr.num_mirror_entities ) return; // mo mirrors for this frame

	oldRI = RI; // make refinst backup
	oldframecount = tr.framecount;

	for( i = 0; i < tr.num_mirror_entities; i++ )
	{
		mirrorchain = tr.mirror_entities[i].chain;

		for( es = mirrorchain; es != NULL; es = es->mirrorchain )
		{
			RI.currententity = e = tr.mirror_entities[i].ent;
			RI.currentmodel = m = RI.currententity->model;

			surf = INFO_SURF( es, m );

			ASSERT( RI.currententity != NULL );
			ASSERT( RI.currentmodel != NULL );

			// NOTE: copy mirrortexture and mirrormatrix from another surfaces
			// from this entity\world that has same planes and reduce number of viewpasses

			// make sure what we have one pass at least
			if( es != mirrorchain )
			{
				for( tmp = mirrorchain; tmp != es; tmp = tmp->mirrorchain )
				{
					surf2 = INFO_SURF( tmp, m );

					if( !tmp->mirrortexturenum )
						continue;	// not filled?

					if( surf->plane->dist != surf2->plane->dist )
						continue;

					if( !VectorCompare( surf->plane->normal, surf2->plane->normal ))
						continue;

					// found surface with same plane!
					break;
				}

				if( tmp != es && tmp && tmp->mirrortexturenum )
				{
					// just copy reflection texture from surface with same plane
					Matrix4x4_Copy( es->mirrormatrix, tmp->mirrormatrix );
					es->mirrortexturenum = tmp->mirrortexturenum;
					continue;	// pass skiped
				}
			} 

			R_PlaneForMirror( surf, &plane, mirrormatrix );

			d = -2.0f * ( DotProduct( RI.vieworg, plane.normal ) - plane.dist );
			VectorMA( RI.vieworg, d, plane.normal, origin );

			d = -2.0f * DotProduct( RI.vforward, plane.normal );
			VectorMA( RI.vforward, d, plane.normal, forward );
			VectorNormalize( forward );

			d = -2.0f * DotProduct( RI.vright, plane.normal );
			VectorMA( RI.vright, d, plane.normal, right );
			VectorNormalize( right );

			d = -2.0f * DotProduct( RI.vup, plane.normal );
			VectorMA( RI.vup, d, plane.normal, up );
			VectorNormalize( up );

			VectorsAngles( forward, right, up, angles );
			angles[ROLL] = -angles[ROLL];

			RI.params = RP_MIRRORVIEW|RP_CLIPPLANE|RP_OLDVIEWLEAF;

			RI.clipPlane = plane;
			RI.clipFlags |= ( 1<<5 );

			RI.frustum[5] = plane;
			RI.frustum[5].signbits = SignbitsForPlane( RI.frustum[5].normal );
			RI.frustum[5].type = PLANE_NONAXIAL;

			RI.refdef.viewangles[0] = anglemod( angles[0] );
			RI.refdef.viewangles[1] = anglemod( angles[1] );
			RI.refdef.viewangles[2] = anglemod( angles[2] );
			VectorCopy( origin, RI.refdef.vieworg );
			VectorCopy( origin, RI.cullorigin );

			// put pvsorigin before the mirror plane to avoid get full visibility on world mirrors
			if( RI.currententity == clgame.entities )
			{
				VectorMA( es->origin, 1.0f, plane.normal, origin );
			}
			else
			{
				Matrix4x4_VectorTransform( mirrormatrix, es->origin, origin );
				VectorMA( origin, 1.0f, plane.normal, origin );
			}

			VectorCopy( origin, RI.pvsorigin );

			// combine two leafs from client and mirror views
			r_viewleaf = Mod_PointInLeaf( oldRI.pvsorigin, cl.worldmodel->nodes );
			r_viewleaf2 = Mod_PointInLeaf( RI.pvsorigin, cl.worldmodel->nodes );

			if( GL_Support( GL_ARB_TEXTURE_NPOT_EXT ))
			{
				// allow screen size
				RI.viewport[2] = bound( 96, RI.viewport[2], 1024 );
				RI.viewport[3] = bound( 72, RI.viewport[3], 768 );
			}
			else
			{
				RI.viewport[2] = NearestPOW( RI.viewport[2], true );
				RI.viewport[3] = NearestPOW( RI.viewport[3], true );
				RI.viewport[2] = bound( 128, RI.viewport[2], 1024 );
				RI.viewport[3] = bound( 64, RI.viewport[3], 512 );
			}

			tr.framecount++;
			R_RenderScene( &RI.refdef );
			r_stats.c_mirror_passes++;

			es->mirrortexturenum = R_AllocateMirrorTexture();

			// create personal projection matrix for mirror
			if( VectorIsNull( e->origin ) && VectorIsNull( e->angles ))
			{
				Matrix4x4_Copy( es->mirrormatrix, RI.worldviewProjectionMatrix );
			}
			else
			{
				Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, mirrormatrix );
				Matrix4x4_Concat( es->mirrormatrix, RI.projectionMatrix, RI.modelviewMatrix );
			}			

			RI = oldRI; // restore ref instance
		}

		// clear chain for this entity
		for( es = mirrorchain; es != NULL; )
		{
			tmp = es->mirrorchain;
			es->mirrorchain = NULL;
			es = tmp;
		}

		tr.mirror_entities[i].chain = NULL; // done
		tr.mirror_entities[i].ent = NULL;
	}

	r_oldviewleaf = r_viewleaf = NULL;	// force markleafs next frame
	tr.framecount = oldframecount;	// restore real framecount
	tr.num_mirror_entities = 0;
	tr.num_mirrors_used = 0;
}
コード例 #8
0
ファイル: r_misc.c プロジェクト: eukos16/NGUNIX
void R_SetupFrame (void)
{
	int				edgecount;
	vrect_t			vrect;
	float			w, h;
	int			dtail = 2;	// leilei - screen detail

// don't allow cheats in multiplayer
	if (cl.maxclients > 1)
	{
		Cvar_Set (r_draworder, "0");
		Cvar_Set (r_fullbright, "0");
		Cvar_Set (r_ambient, "0");
		Cvar_Set (r_drawflat, "0");
	}

	if (r_numsurfs->value)
	{
		if ((surface_p - surfaces) > r_maxsurfsseen)
			r_maxsurfsseen = surface_p - surfaces;

		Con_Printf ("Used %d of %d surfs; %d max\n", surface_p - surfaces,
				surf_max - surfaces, r_maxsurfsseen);
	}

	if (r_numedges->value)
	{
		edgecount = edge_p - r_edges;

		if (edgecount > r_maxedgesseen)
			r_maxedgesseen = edgecount;

		Con_Printf ("Used %d of %d edges; %d max\n", edgecount,
				r_numallocatededges, r_maxedgesseen);
	}

	r_refdef.ambientlight = r_ambient->value;

	if (r_refdef.ambientlight < 0)
		r_refdef.ambientlight = 0;

	if (!sv.active)
		r_draworder->value = 0;	// don't let cheaters look behind walls

	R_CheckVariables ();

	R_AnimateLight ();

	r_framecount++;

	numbtofpolys = 0;
	
	VectorCopy (r_refdef.vieworg, modelorg);
	VectorCopy (r_refdef.vieworg, r_origin);

	AngleVectors (r_refdef.viewangles, vpn, vright, vup);

// current viewleaf
	r_oldviewleaf = r_viewleaf;
	r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
	scalefactoid = vid.height / vid.vconheight;		// leilei
	r_dowarpold = r_dowarp;
	r_dowarp = r_waterwarp->value && (r_viewleaf->contents <= CONTENTS_WATER);
	inwat = s_underwater->value && (r_viewleaf->contents <= CONTENTS_WATER);


	if ((r_dowarp != r_dowarpold) || r_viewchanged || r_virtualmode->value  || lcd_x->value || v_detail->value)
	{
		if (r_docrap == 1)
		{
			if ((vid.width <= vid.maxlowwidth) &&
				(vid.height <= vid.maxlowheight))
			{
					
				
				vrect.x = 0;
				vrect.y = 0;
				vrect.width = vid.width;
				vrect.height = vid.height;

				R_SetVrect (&vrect, &r_refdef.vrect, 0);
				R_ViewChanged (&vrect, 0, vid.aspect);

				
			}
			else
			{
				w = vid.width;
				h = vid.height;

				if (w > vid.maxlowwidth)
				{
					h *= (float)vid.maxlowwidth / w;
					w = vid.maxlowwidth;
				}

				if (h > vid.maxlowheight)
				{
					h = vid.maxlowheight;
					w *= (float)vid.maxlowheight / h;
				}

				vrect.x = 0;
				vrect.y = 0;
				vrect.width = (int)w;
				vrect.height = (int)h;
				
				R_SetVrect (&vrect, &r_refdef.vrect, ((float)vid.height));
				R_ViewChanged (&vrect, 0, vid.aspect * (h / w) * ((float)vid.width / (float)vid.height));

			}
		}
		else if(r_docrap > 1)
		{
			if ((vid.width <= vid.maxwarpwidth) &&
				(vid.height <= vid.maxwarpheight))
			{
				vrect.x = 0;
				vrect.y = 0;
				vrect.width = vid.width;
				vrect.height = vid.height;

					R_SetVrect (&vrect, &r_refdef.vrect, 
							((float)vid.height));
					R_ViewChanged (&vrect, 0, vid.aspect);

			}
			else
			{
				w = vid.width;
				h = vid.height;

				if (w > vid.maxwarpwidth)
				{
					h *= (float)vid.maxwarpwidth / w;
					w = vid.maxwarpwidth;
				}

				if (h > vid.maxwarpheight)
				{
					h = vid.maxwarpheight;
					w *= (float)vid.maxwarpheight / h;
				}

				vrect.x = 0;
				vrect.y = 0;
				vrect.width = (int)w;
				vrect.height = (int)h;
				R_SetVrect (&vrect, &r_refdef.vrect, (h/(float)vid.height));
				R_ViewChanged (&vrect,
						(h/(float)vid.height),
						vid.aspect * (h / w) * ((float)vid.width / (float)vid.height));
			}
		}
		else 
		{
			vrect.x = 0;
			vrect.y = 0;
			vrect.width = vid.width;
			vrect.height = vid.height;
			R_ViewChanged (&vrect, 0, vid.aspect);
		}

		r_viewchanged = false;
	}

// start off with just the four screen edge clip planes
	R_TransformFrustum ();

// save base values
	VectorCopy (vpn, base_vpn);
	VectorCopy (vright, base_vright);
	VectorCopy (vup, base_vup);
	VectorCopy (modelorg, base_modelorg);

	R_SetSkyFrame (); // Only do the sky moving on Quack
	R_SetUpFrustumIndexes ();
	r_cache_thrash = false;

// clear frame counts
	c_faceclip = 0;
	d_spanpixcount = 0;
	r_polycount = 0;
	r_drawnpolycount = 0;
	r_wholepolycount = 0;
	r_amodels_drawn = 0;
	r_outofsurfaces = 0;
	r_outofedges = 0;
//	WarpPalette();
#ifdef EXPREND
	D_SetupFrameExperimental ();
#else
	
	D_SetupFrame ();
#endif
}
コード例 #9
0
ファイル: r_part.c プロジェクト: elhobbs/hexen2
void R_UpdateParticles (void)
{
	particle_t		*p, *kill;
	float			grav,grav2,percent,speed;
	int				i,j;
	qboolean		in_solid;
	float			time2, time3, time4;
	float			time1;
	float			dvel;
	float			frametime;
	float			vel0, vel1, vel2;
	float			colindex;
	vec3_t			diff,save_org;

	if (cls.state == ca_disconnected)
		return;

	frametime = cl.time - cl.oldtime;
//	Con_Printf("%10.5f\n",frametime);
	time4 = frametime * 20;
	time3 = frametime * 15;
	time2 = frametime * 10;
	time1 = frametime * 5;
	grav = frametime * sv_gravity.value * 0.05;
	grav2 = frametime * sv_gravity.value * 0.025;
	dvel = 4*frametime;
	percent = (frametime / HX_FRAME_TIME);
	
	for ( ;; ) 
	{
		kill = active_particles;
		if (kill && kill->die < cl.time)
		{
			active_particles = kill->next;
			kill->next = free_particles;
			free_particles = kill;
			continue;
		}
		break;
	}

	for (p=active_particles ; p ; p=p->next)
	{
		for ( ;; )
		{
			kill = p->next;
			if (kill && kill->die < cl.time)
			{
				p->next = kill->next;
				kill->next = free_particles;
				free_particles = kill;
				continue;
			}
			break;
		}

		if (p->type==pt_rain)
		{
			vel0 = p->vel[0]*.001;
			vel1 = p->vel[1]*.001;
			vel2 = p->vel[2]*.001;
			for(i=0;i<4;i++)
			{
				p->org[0] += vel0;
				p->org[1] += vel1;
				p->org[2] += vel2;
			}
			p->org[0] += p->vel[0]*(frametime-.004);
			p->org[1] += p->vel[1]*(frametime-.004);
			p->org[2] += p->vel[2]*(frametime-.004);
		}
		else if (p->type==pt_snow)
		{
			if(p->vel[0]==0&&p->vel[1]==0&&p->vel[2]==0)
			{//Stopped moving
				if(p->color==256+31)//Most translucent white
				{//Go away
					p->die=-1;
				}
				else
				{//Count fifty and fade in translucency once each time
					p->ramp+=1;
					if(p->ramp>=7)
					{
						p->color+=1;//Get more translucent
						p->ramp=0;
					}
				}
			}
			else
			{//FIXME: If flake going fast enough, can go through, do a check in increments ot 10, max?
				//if not in_bounds Get length of diff, add in increments of 4 & check solid
				mleaf_t		*l;

				if (Cvar_VariableValue("snow_flurry")==1)
				if(rand()&31)
				{//Add flurry movement
					float			snow_speed;
					vec3_t			save_vel;
					snow_speed = p->vel[0] * p->vel[0] + p->vel[1] * p->vel[1] + p->vel[2]*p->vel[2];
					snow_speed = sqrt(snow_speed);
					
					VectorCopy(p->vel,save_vel);
					
					save_vel[0] += ( (rand()*(2.0/RAND_MAX)) - 1)*30;
					save_vel[1] += ( (rand()*(2.0/RAND_MAX)) - 1)*30;
					if((rand()&7)||p->vel[2]>10)
						save_vel[2] += ( (rand()*(2.0/RAND_MAX)) - 1)*30;
					
					VectorNormalize(save_vel);
					VectorScale(save_vel,snow_speed,p->vel);//retain speed but use new dir
				}

/*				VectorScale(p->vel,frametime,diff);
				speed = VectorNormalize(diff);
				in_solid=false;
				if(!(p->flags&SFL_IN_BOUNDS))
				{//Not cut off by bounds
					if(speed>=8)
					{//Moving more than 8 pixels this turn
						for(i=4;i<speed;i+=4)
						{//Check for solid in increments of 4
							VectorScale(diff,i,save_org);
							VectorAdd(p->org,save_org,save_org);
//							if(SV_PointContents(save_org)!=CONTENTS_EMPTY)
							l = Mod_PointInLeaf (save_org, cl.worldmodel);
							if (l->contents!=CONTENTS_EMPTY)
							{
								in_solid=true;
								VectorCopy(save_org,p->org);
								break;
							}
						}
					}
				}
*/
//				if(!in_solid)
				{
					VectorScale(p->vel,frametime,diff);
					VectorAdd(p->org,diff,p->org);
				}
				
				if(p->flags&SFL_IN_BOUNDS)
				{//Always stay inside the boundry!
					if(p->org[0]<p->min_org[0]||p->org[0]>p->max_org[0]||
						p->org[1]<p->min_org[1]||p->org[1]>p->max_org[1]||
						p->org[2]<p->min_org[2]||p->org[2]>p->max_org[2])
					{
						p->die=-1;
					}
				}
				else
				{
					//IF hit solid, go to last position, no velocity, fade out.
					l = Mod_PointInLeaf (p->org, cl.worldmodel);
					if(l->contents!=CONTENTS_EMPTY) //||in_solid==true
					{
						if(p->flags&SFL_NO_MELT)
						{//Don't melt, just die
							p->die=-1;
						}
						else
						{//still have small prob of snow melting on emitter
							VectorScale(diff,0.2,p->vel);
							i=6;
							while(l->contents!=CONTENTS_EMPTY )
							{
								p->org[0] -= p->vel[0];
								p->org[1] -= p->vel[1];
								p->org[2] -= p->vel[2];
								i--;//no infinite loops
								if (!i)
								{
									p->die=-1;	//should never happen now!
									break;
								}
								l = Mod_PointInLeaf (p->org, cl.worldmodel);
							}
							p->vel[0]=p->vel[1]=p->vel[2]=0;
							p->ramp=0;
						}
					}
				}
			}
		}
		else
		{
			p->org[0] += p->vel[0]*frametime;
			p->org[1] += p->vel[1]*frametime;
			p->org[2] += p->vel[2]*frametime;
		}

		switch (p->type)
		{
		case pt_static:
			break;

		case pt_fire:
			p->ramp += time1;
			if ((int)p->ramp >= 6)
			{
				p->die = -1;
			}
			else
			{
				p->color = ramp3[(int)p->ramp];
			}
			p->vel[2] += grav;
			break;

		case pt_explode:
			p->ramp += time2;
			if ((int)p->ramp >=8)
			{
				p->die = -1;
			}
			else
			{
				p->color = ramp1[(int)p->ramp];
			}
			for (i=0 ; i<3 ; i++)
			{
				p->vel[i] += p->vel[i]*dvel;
			}
			p->vel[2] -= grav;
			break;

		case pt_explode2:
			p->ramp += time3;
			if ((int)p->ramp >=8)
			{
				p->die = -1;
			}
			else
			{
				p->color = ramp2[(int)p->ramp];
			}
			for (i=0 ; i<3 ; i++)
			{
				p->vel[i] -= p->vel[i]*frametime;
			}
			p->vel[2] -= grav;
			break;

      case pt_c_explode:
			p->ramp += time2;
			if ((int)p->ramp >=8)
			{
				p->die = -1;
			}
			else if (time2)
			{
				p->color--;
			}
			for (i=0 ; i<3 ; i++)
			{
				p->vel[i] += p->vel[i]*dvel;
			}
			p->vel[2] -= grav;
			break;

      case pt_c_explode2:
			p->ramp += time3;
			if ((int)p->ramp >=8)
			{
				p->die = -1;
			}
			else if (time3)
			{
				p->color -= 2;
			}
			for (i=0 ; i<3 ; i++)
			{
				p->vel[i] -= p->vel[i]*frametime;
			}
			p->vel[2] -= grav;
			break;

/*	//jfm:not used
		case pt_blob:
			for (i=0 ; i<3 ; i++)
			{
				p->vel[i] += p->vel[i]*dvel;
			}
			p->vel[2] -= grav;
			break;

		case pt_blob2:
			for (i=0 ; i<2 ; i++)
			{
				p->vel[i] -= p->vel[i]*dvel;
			}
			p->vel[2] -= grav;
			break;
*/
		case pt_grav:
#ifdef QUAKE2
			p->vel[2] -= grav * 20;
			break;
#endif
		case pt_slowgrav:
			p->vel[2] -= grav;
			break;

		case pt_fastgrav:
			p->vel[2] -= grav*4;
			break;

      case pt_rain:
			break;

      case pt_snow:
			break;

	  case pt_fireball:
			p->ramp += time3;
			if ((int)p->ramp >= 16)
			{
				p->die = -1;
			}
			else
			{
				p->color = ramp4[(int)p->ramp];
			}
			break;

		case pt_acidball:
			p->ramp += time4*1.4;
			if ((int)p->ramp >= 23)
			{
				p->die = -1;
			}
			else if ((int)p->ramp >= 15)
			{
				p->color = ramp11[(int)p->ramp - 15];
			}
			else
			{
				p->color = ramp10[(int)p->ramp];
			}
			p->vel[2] -= grav;
			break;

		case pt_spit:
			p->ramp += time3;
			if ((int)p->ramp >= 16)
			{
				p->die = -1;
			}
			else
			{
				p->color = ramp6[(int)p->ramp];
			}
//			p->vel[2] += grav*2;
			break;

		case pt_ice:
			p->ramp += time4;
			if ((int)p->ramp >= 16)
			{
				p->die = -1;
			}
			else
			{
				p->color = ramp5[(int)p->ramp];
			}
			p->vel[2] -= grav;
			break;

		case pt_spell:
			p->ramp += time2;
			if ((int)p->ramp >= 16)
			{
				p->die = -1;
			}
			else
			{
				p->color = ramp7[(int)p->ramp];
			}
//			p->vel[2] += grav*2;
			break;

		case pt_test:
			p->vel[2] += 1.3;
			p->ramp += time3;
			if ((int)p->ramp >= 13 || ((int)p->ramp > 10 && (int)p->vel[2] < 20) )
			{
				p->die = -1;
			}
			else
			{
				p->color = ramp8[(int)p->ramp];
			}
			break;

		case pt_quake:
			p->vel[0] *= 1.05;
			p->vel[1] *= 1.05;
			p->vel[2] -= grav*4;
			break;

		case pt_rd:
			if (!frametime)
			{
				break;
			}

			p->ramp += percent;
			if ((int)p->ramp > 50) 
			{
				p->ramp = 50;
				p->die = -1;
			}
			p->color = 256+16+16 - (p->ramp/(50/16));

			VectorSubtract(rider_origin, p->org, diff);

/*			p->org[0] += diff[0] * p->ramp / 80;
			p->org[1] += diff[1] * p->ramp / 80;
			p->org[2] += diff[2] * p->ramp / 80;
*/

			vel0 = 1 / (51 - p->ramp);
			p->org[0] += diff[0] * vel0;
			p->org[1] += diff[1] * vel0;
			p->org[2] += diff[2] * vel0;
			
			break;

		case pt_gravwell:
			if (!frametime)
			{
				break;
			}

			p->ramp += percent;
			if ((int)p->ramp > 35) 
			{
				p->ramp = 35;
				p->die = -1;
			}

			VectorSubtract(rider_origin, p->org, diff);

/*			p->org[0] += diff[0] * p->ramp / 80;
			p->org[1] += diff[1] * p->ramp / 80;
			p->org[2] += diff[2] * p->ramp / 80;
*/

			vel0 = 1 / (36 - p->ramp);
			p->org[0] += diff[0] * vel0;
			p->org[1] += diff[1] * vel0;
			p->org[2] += diff[2] * vel0;
			
			break;

		case pt_vorpal:
			--p->color; 
			if ((int)p->color <= 37 + 256)
			{
				p->die = -1;
			}
			break;

		case pt_setstaff:
			p->ramp += time1;
			if ((int)p->ramp >= 16)
			{
				p->die = -1;
			}
			else
			{
				p->color = ramp9[(int)p->ramp];
			}

			p->vel[0] *= 1.08 * percent;
			p->vel[1] *= 1.08 * percent;
			p->vel[2] -= grav2;
			break;

		case pt_redfire:
			p->ramp += frametime*3;
			if ((int)p->ramp >= 8)
			{
				p->die = -1;
			}
			else
			{
				p->color = ramp12[(int)p->ramp]+256;
			}

			p->vel[0] *= .9;
			p->vel[1] *= .9;
			p->vel[2] += grav/2;
			break;

		case pt_magicmissile:
			--p->color; 
			if ((int)p->color < 149)
			{
				p->color = 149;
			}
			p->ramp += time1;
			if ((int)p->ramp > 16)
			{
				p->die = -1;
			}
			break;

		case pt_boneshard:
			--p->color; 
			if ((int)p->color < 368)
			{
				p->die = -1;
			}
			break;

		case pt_scarab:
			--p->color; 
			if ((int)p->color < 250)
			{
				p->die = -1;
			}
			break;

		case pt_darken:
			p->vel[2] -= grav;	//Also gravity
			--p->color; 
			colindex=0;
			while(colindex<224)
			{
				if(colindex==192 || colindex == 200)
				{
					colindex+=8;
				}
				else
				{
					colindex+=16;
				}
				if (p->color==colindex)
				{
					p->die = -1;
				}
			}
			break;
		}
	}
}
コード例 #10
0
ファイル: r_part.c プロジェクト: elhobbs/hexen2
/*
===============
R_SnowEffect

MG
===============
*/
void R_SnowEffect (vec3_t org1,vec3_t org2,int flags,vec3_t alldir,int count)
{
	int i,j,holdint;
	particle_t	*p;
	mleaf_t		*l;
	
	count *= Cvar_VariableValue("snow_active");
	for (i=0 ; i<count ; i++)
	{
		p = AllocParticle();
		if (!p)
			return;
		
		p->vel[0] = alldir[0];  //X and Y motion
		p->vel[1] = alldir[1];
		p->vel[2] = alldir[2] * ((rand() & 15) + 7)/10;
		
		p->flags = flags;

#ifdef GLQUAKE
		if(rand()&0x7f<=1)//have a console variable 'happy_snow' that makes all snowflakes happy snow!
			p->count = 69;	//happy snow!
		else if(flags & SFL_FLUFFY || (flags&SFL_MIXED && (rand()&3)))
			p->count = (rand()&31)+10;//From 10 to 41 scale, will be divided
		else
			p->count = 10;
#else
		if(flags & SFL_FLUFFY || (flags&SFL_MIXED && (rand()&3)))
			p->count = (rand()&3)+2;//From 2 to 5 extra
		else
			p->count = 1;	//Only one particle

#endif


		if(flags&SFL_HALF_BRIGHT)//Start darker
			p->color = 26 + (rand()%5);
		else
			p->color = 18 + (rand()%12);

		if(!(flags&SFL_NO_TRANS))//Start translucent
			p->color += 256;

		p->die = cl.time + 7;
		p->ramp = (rand()&3);
		//p->veer = veer;
		p->type = pt_snow;
		
		holdint=org2[0] - org1[0];
		p->org[0] = org1[0] + (rand() % holdint);
		holdint=org2[1] - org1[1];
		p->org[1] = org1[1] + (rand() % holdint);
		p->org[2] = org2[2];
		

		j=50;
		l = Mod_PointInLeaf (p->org, cl.worldmodel);
//		while(SV_PointContents(p->org)!=CONTENTS_EMPTY && j<50)
		while(l->contents!=CONTENTS_EMPTY && j)
		{//Make sure it doesn't start in a solid
			holdint=org2[0] - org1[0];
			p->org[0] = org1[0] + (rand() % holdint);
			holdint=org2[1] - org1[1];
			p->org[1] = org1[1] + (rand() % holdint);
			j--;//No infinite loops
			l = Mod_PointInLeaf (p->org, cl.worldmodel);
		}
		if(l->contents!=CONTENTS_EMPTY)
			Sys_Error ("Snow entity top plane is not in an empty area (sorry!)");

		VectorCopy(org1,p->min_org);
		VectorCopy(org2,p->max_org);
	}
}
コード例 #11
0
ファイル: r_shadow.c プロジェクト: adem4ik/qfusion
/*
* R_AddLightOccluder
*/
bool R_AddLightOccluder( const entity_t *ent ) {
	int i;
	float maxSide;
	vec3_t origin;
	unsigned int hash_key;
	shadowGroup_t *group;
	mleaf_t *leaf;
	vec3_t mins, maxs, bbox[8];
	bool bmodelRotated = false;

	if( rn.refdef.rdflags & RDF_NOWORLDMODEL ) {
		return false;
	}
	if( !ent->model || ent->model->type == mod_brush ) {
		return false;
	}

	VectorCopy( ent->lightingOrigin, origin );
	if( ent->model->type == mod_brush ) {
		vec3_t t;
		VectorAdd( ent->model->mins, ent->model->maxs, t );
		VectorMA( ent->origin, 0.5, t, origin );
	}

	if( VectorCompare( origin, vec3_origin ) ) {
		return false;
	}

	// find lighting group containing entities with same lightingOrigin as ours
	hash_key = (unsigned int)( origin[0] * 7 + origin[1] * 5 + origin[2] * 3 );
	hash_key &= ( SHADOWGROUPS_HASH_SIZE - 1 );

	for( group = r_shadowGroups_hash[hash_key]; group; group = group->hashNext ) {
		if( VectorCompare( group->origin, origin ) ) {
			goto add; // found an existing one, add
		}
	}

	if( rsc.numShadowGroups == MAX_SHADOWGROUPS ) {
		return false; // no free groups

	}
	leaf = Mod_PointInLeaf( origin, rsh.worldModel );

	// start a new group
	group = &rsc.shadowGroups[rsc.numShadowGroups];
	memset( group, 0, sizeof( *group ) );
	group->id = group - rsc.shadowGroups + 1;
	group->bit = ( 1 << rsc.numShadowGroups );
	group->vis = Mod_ClusterPVS( leaf->cluster, rsh.worldModel );
	group->useOrtho = true;
	group->alpha = r_shadows_alpha->value;

	// clear group bounds
	VectorCopy( origin, group->origin );
	ClearBounds( group->mins, group->maxs );
	ClearBounds( group->visMins, group->visMaxs );

	// add to hash table
	group->hashNext = r_shadowGroups_hash[hash_key];
	r_shadowGroups_hash[hash_key] = group;

	rsc.numShadowGroups++;
add:
	// get model bounds
	if( ent->model->type == mod_alias ) {
		R_AliasModelBBox( ent, mins, maxs );
	} else if( ent->model->type == mod_skeletal ) {
		R_SkeletalModelBBox( ent, mins, maxs );
	} else if( ent->model->type == mod_brush ) {
		R_BrushModelBBox( ent, mins, maxs, &bmodelRotated );
	} else {
		ClearBounds( mins, maxs );
	}

	maxSide = 0;
	for( i = 0; i < 3; i++ ) {
		if( mins[i] >= maxs[i] ) {
			return false;
		}
		maxSide = max( maxSide, maxs[i] - mins[i] );
	}

	// ignore tiny objects
	if( maxSide < 10 ) {
		return false;
	}

	rsc.entShadowGroups[R_ENT2NUM( ent )] = group->id;
	if( ent->flags & RF_WEAPONMODEL ) {
		return true;
	}

	if( ent->model->type == mod_brush ) {
		VectorCopy( mins, group->mins );
		VectorCopy( maxs, group->maxs );
	} else {
		// rotate local bounding box and compute the full bounding box for this group
		R_TransformBounds( ent->origin, ent->axis, mins, maxs, bbox );
		for( i = 0; i < 8; i++ ) {
			AddPointToBounds( bbox[i], group->mins, group->maxs );
		}
	}

	// increase projection distance if needed
	VectorSubtract( group->mins, origin, mins );
	VectorSubtract( group->maxs, origin, maxs );
	group->radius = RadiusFromBounds( mins, maxs );
	group->projDist = max( group->projDist, group->radius + min( r_shadows_projection_distance->value, 64.0f ) );

	return true;
}