예제 #1
0
int batch_add_bitmap_rotated(int texture, int tmap_flags, vertex *pnt, float angle, float rad, float alpha, float depth)
{
	if (texture < 0) {
		Int3();
		return 1;
	}

	if ( tmap_flags & TMAP_FLAG_SOFT_QUAD && ( !Cmdline_softparticles || GLSL_version <= 120 ) ) {
		// don't render this as a soft particle if we don't support soft particles
		tmap_flags &= ~(TMAP_FLAG_SOFT_QUAD);
	}

	batch_item *item = NULL;

	SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);

	if ( !geometry_map.empty() && it != geometry_map.end() ) {
		item = &it->second;
	} else {
		item = &geometry_map[texture];
		item->texture = texture;
	}

	Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );

	item->tmap_flags = tmap_flags;
	item->alpha = alpha;

	item->batch.add_allocate(1);

	item->batch.draw_bitmap(pnt, rad, angle, depth);

	return 0;
}
예제 #2
0
int batch_add_beam(int texture, int tmap_flags, vec3d *start, vec3d *end, float width, float intensity)
{
	if (texture < 0) {
		Int3();
		return 1;
	}

	batch_item *item = NULL;

	SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);

	if ( !geometry_map.empty() && it != geometry_map.end() ) {
		item = &it->second;
	} else {
		item = &geometry_map[texture];
		item->texture = texture;
	}

	Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );

	item->tmap_flags = tmap_flags;
	item->alpha = intensity;

	item->batch.add_allocate(1);

	item->batch.draw_beam(start, end, width, intensity);

	return 0;
}
예제 #3
0
int batch_add_quad(int texture, int tmap_flags, vertex *verts, float alpha)
{
	if (texture < 0) {
		Int3();
		return 1;
	}

	batch_item *item = NULL;

	SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);

	if ( !geometry_map.empty() && it != geometry_map.end() ) {
		item = &it->second;
	} else {
		item = &geometry_map[texture];
		item->texture = texture;
	}

	Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );

	item->tmap_flags = tmap_flags;
	item->alpha = alpha;

	item->batch.add_allocate(1);

	item->batch.draw_quad(verts);

	return 0;
}
예제 #4
0
int geometry_batch_add_bitmap(int texture, int tmap_flags, vertex *pnt, int orient, float rad, float alpha, float depth)
{
	if (texture < 0) {
		Int3();
		return 1;
	}

	g_sdr_batch_item *item = NULL;
	SCP_map<int, g_sdr_batch_item>::iterator it = geometry_shader_map.find(texture);

	if ( !geometry_shader_map.empty() && it != geometry_shader_map.end() ) {
		item = &it->second;
	} else {
		item = &geometry_shader_map[texture];
		item->texture = texture;
	}
	
	Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );

	item->tmap_flags = tmap_flags;
	item->alpha = alpha;

	item->batch.draw_bitmap(pnt, orient, rad, depth);

	return 0;
}
예제 #5
0
float batch_add_laser(int texture, vec3d *p0, float width1, vec3d *p1, float width2, int r, int g, int b)
{
	if (texture < 0) {
		Int3();
		return 1;
	}

	batch_item *item = NULL;
	SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);

	if ( !geometry_map.empty() && it != geometry_map.end() ) {
		item = &it->second;
	} else {
		item = &geometry_map[texture];
		item->texture = texture;
	}

	item->laser = true;

	item->batch.add_allocate(1);

	float num = item->batch.draw_laser(p0, width1, p1, width2, r, g, b);

	return num;
}
예제 #6
0
int distortion_add_beam(int texture, int tmap_flags, vec3d *start, vec3d *end, float width, float intensity, float offset)
{
	if (texture < 0) {
		Int3();
		return 1;
	}

	if ( GLSL_version < 120 || !Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) ) {
		// don't render distortions if we can't support them.
		return 0;
	}

	batch_item *item = NULL;

	SCP_map<int, batch_item>::iterator it = distortion_map.find(texture);

	if ( !distortion_map.empty() && it != distortion_map.end() ) {
		item = &it->second;
	} else {
		item = &distortion_map[texture];
		item->texture = texture;
	}

	Assertion( (item->laser == false), "Distortion particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );

	item->tmap_flags = tmap_flags;
	item->alpha = intensity;

	item->batch.add_allocate(1);

	item->batch.draw_beam(start,end,width,intensity,offset);

	return 0;
}
예제 #7
0
int distortion_add_bitmap_rotated(int texture, int tmap_flags, vertex *pnt, float angle, float rad, float alpha, float depth)
{
	if (texture < 0) {
		Int3();
		return 1;
	}

	batch_item *item = NULL;

	SCP_map<int, batch_item>::iterator it = distortion_map.find(texture);

	if ( !distortion_map.empty() && it != distortion_map.end() ) {
		item = &it->second;
	} else {
		item = &distortion_map[texture];
		item->texture = texture;
	}

	Assertion( (item->laser == false), "Distortion particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );

	item->tmap_flags = tmap_flags;
	item->alpha = alpha;
	
	item->batch.add_allocate(1);

	item->batch.draw_bitmap(pnt, rad, angle, depth);

	return 0;
}
예제 #8
0
int batch_add_bitmap(int texture, int tmap_flags, vertex *pnt, int orient, float rad, float alpha, float depth)
{
	if (texture < 0) {
		Int3();
		return 1;
	}

	if ( tmap_flags & TMAP_FLAG_SOFT_QUAD && ( !Cmdline_softparticles || GLSL_version <= 120 ) ) {
		// don't render this as a soft particle if we don't support soft particles
		tmap_flags &= ~(TMAP_FLAG_SOFT_QUAD);
	}

	if ( GLSL_version > 120 && Cmdline_softparticles && !Cmdline_no_geo_sdr_effects && Is_Extension_Enabled(OGL_EXT_GEOMETRY_SHADER4) && (tmap_flags & TMAP_FLAG_VERTEX_GEN) ) {
		geometry_batch_add_bitmap(texture, tmap_flags, pnt, orient, rad, alpha, depth);
		return 0;
	} else if ( tmap_flags & TMAP_FLAG_VERTEX_GEN ) {
		tmap_flags &= ~(TMAP_FLAG_VERTEX_GEN);
	}

	batch_item *item = NULL;

	SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);

	if ( !geometry_map.empty() && it != geometry_map.end() ) {
		item = &it->second;
	} else {
		item = &geometry_map[texture];
		item->texture = texture;
	}

	Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );

	item->tmap_flags = tmap_flags;
	item->alpha = alpha;

	item->batch.add_allocate(1);

	item->batch.draw_bitmap(pnt, orient, rad, depth);

	return 0;
}
예제 #9
0
int batch_add_polygon(int texture, int tmap_flags, vec3d *pos, matrix *orient, float width, float height, float alpha)
{
	//idiot-proof
	if(width == 0 || height == 0)
		return 0;

	Assert(pos != NULL);
	Assert(orient != NULL);

	//Let's begin.

	const int NUM_VERTICES = 4;
	vec3d p[NUM_VERTICES] = { ZERO_VECTOR };
	vertex v[NUM_VERTICES] = { vertex() };

	p[0].xyz.x = width;
	p[0].xyz.y = height;

	p[1].xyz.x = -width;
	p[1].xyz.y = height;

	p[2].xyz.x = -width;
	p[2].xyz.y = -height;

	p[3].xyz.x = width;
	p[3].xyz.y = -height;

	for(int i = 0; i < NUM_VERTICES; i++)
	{
		vec3d tmp = vmd_zero_vector;

		//Rotate correctly
		vm_vec_unrotate(&tmp, &p[i], orient);
		//Move to point in space
		vm_vec_add2(&tmp, pos);

		//Convert to vertex
		g3_transfer_vertex(&v[i], &tmp);
	}

	v[0].texture_position.u = 1.0f;
	v[0].texture_position.v = 0.0f;

	v[1].texture_position.u = 0.0f;
	v[1].texture_position.v = 0.0f;

	v[2].texture_position.u = 0.0f;
	v[2].texture_position.v = 1.0f;

	v[3].texture_position.u = 1.0f;
	v[3].texture_position.v = 1.0f;

	if (texture < 0) {
		Int3();
		return 1;
	}

	batch_item *item = NULL;

	SCP_map<int, batch_item>::iterator it = geometry_map.find(texture);

	if ( !geometry_map.empty() && it != geometry_map.end() ) {
		item = &it->second;
	} else {
		item = &geometry_map[texture];
		item->texture = texture;
	}

	Assertion( (item->laser == false), "Particle effect %s used as laser glow or laser bitmap\n", bm_get_filename(texture) );

	item->tmap_flags = tmap_flags;
	item->alpha = alpha;

	item->batch.add_allocate(1);

	item->batch.draw_quad(v);

	return 0;
}