]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/particles.qc
Experiment with beam_traileffect and add comment for beam_hitlight /
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / particles.qc
index 857e182f6604c4aeb5f13df02dae2df954211c0d..11a1f0c9d6b5db05c8d61235b1ece805b76310be 100644 (file)
@@ -362,3 +362,570 @@ void Net_ReadShockwaveParticle()
        shockwave.sw_time = time;
 }
 
+.vector beam_color;
+.float beam_alpha;
+.float beam_thickness;
+.float beam_traileffect;
+.float beam_hiteffect;
+.float beam_muzzleflash;
+.string beam_image;
+
+// WEAPONTODO: Add beam_hitlight and beam_muzzlelight which uses direct real time light control
+
+.entity beam_muzzleentity;
+
+.float beam_usevieworigin;
+.float beam_initialized;
+.float beam_maxangle;
+.float beam_range;
+.float beam_returnspeed;
+.float beam_tightness;
+.vector beam_shotorigin;
+.vector beam_dir;
+void Draw_ArcBeam()
+{
+       InterpolateOrigin_Do();
+
+       // origin = beam starting origin
+       // v_angle = wanted/aim direction
+       // angles = current direction of beam
+
+       vector start_pos;
+       vector wantdir; //= view_forward;
+       vector beamdir; //= self.beam_dir;
+
+       float segments;
+       if(self.beam_usevieworigin)
+       {
+               // WEAPONTODO:
+               // Currently we have to replicate nearly the same method of figuring
+               // out the shotdir that the server does... Ideally in the future we
+               // should be able to acquire this from a generalized function built
+               // into a weapon system for client code. 
+
+               // find where we are aiming
+               makevectors(view_angles);
+
+               // decide upon start position
+               if(self.beam_usevieworigin == 2)
+                       { start_pos = view_origin; }
+               else
+                       { start_pos = self.origin; }
+
+               // trace forward with an estimation
+               WarpZone_TraceLine(start_pos, start_pos + view_forward * self.beam_range, MOVE_NOMONSTERS, self);
+
+               // untransform in case our trace went through a warpzone
+               vector vf, vr, vu;
+               vf = view_forward;
+               vr = view_right;
+               vu = view_up;
+               vector shothitpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
+               view_forward = vf;
+               view_right = vr;
+               view_up = vu;
+
+               // un-adjust trueaim if shotend is too close
+               if(vlen(shothitpos - view_origin) < g_trueaim_minrange)
+                       shothitpos = view_origin + (view_forward * g_trueaim_minrange);
+
+               // move shot origin to the actual gun muzzle origin
+               vector origin_offset = view_forward * self.beam_shotorigin_x + view_right * -self.beam_shotorigin_y + view_up * self.beam_shotorigin_z;
+               start_pos = start_pos + origin_offset;
+
+               // calculate the aim direction now
+               wantdir = normalize(shothitpos - start_pos);
+
+               if(!self.beam_initialized)
+               {
+                       self.beam_dir = wantdir;
+                       self.beam_initialized = TRUE;
+               }
+
+               // WEAPONTODO: Calculate segments dyanmically similarly to the server code
+               segments = 20;
+               if(self.beam_dir != wantdir)
+               {
+                       float angle = ceil(vlen(wantdir - self.beam_dir) * RAD2DEG);
+                       float anglelimit;
+                       if(angle && (angle > self.beam_maxangle))
+                       {
+                               // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
+                               anglelimit = min(self.beam_maxangle / angle, 1);
+                       }
+                       else
+                       {
+                               // the radius is not too far yet, no worries :D
+                               anglelimit = 1;
+                       }
+
+                       // calculate how much we're going to move the end of the beam to the want position
+                       float blendfactor = bound(0, anglelimit * (1 - (self.beam_returnspeed * frametime)), 1);
+                       self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
+
+                       // WEAPONTODO (server and client):
+                       // blendfactor never actually becomes 0 in this situation, which is a problem
+                       // regarding precision... this means that self.beam_dir and w_shotdir approach
+                       // eachother, however they never actually become the same value with this method.
+
+                       // Perhaps we should do some form of rounding/snapping?
+
+                       // printf("blendfactor = %f\n", blendfactor);
+
+                       #if 0
+                       // calculate how many segments are needed
+                       float max_allowed_segments;
+
+                       if(WEP_CVAR(arc, beam_distancepersegment))
+                               max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
+                       else
+                               max_allowed_segments = ARC_MAX_SEGMENTS;
+
+                       if(WEP_CVAR(arc, beam_degreespersegment))
+                       {
+                               segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
+                       }
+                       else
+                       {
+                               segments = 1;
+                       }
+                       #endif
+               }
+               #if 0
+               else
+               {
+                       segments = 1;
+               }
+               #endif
+
+               // set the beam direction which the rest of the code will refer to
+               beamdir = self.beam_dir;
+
+               // finally, set self.angles to the proper direction so that muzzle attachment points in proper direction
+               self.angles = fixedvectoangles2(view_forward, view_up);
+       }
+       else
+       {
+               // set the values from the provided info from the networked entity
+               start_pos = self.origin;
+               wantdir = self.v_angle;
+               beamdir = self.angles;
+
+               // WEAPONTODO: Calculate segments dyanmically similarly to the server code
+               segments = 20;
+               #if 0
+               if(beamdir != wantdir)
+               {
+                       // calculate how many segments are needed
+                       float max_allowed_segments;
+
+                       if(WEP_CVAR(arc, beam_distancepersegment))
+                               max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (vlen(w_shotdir / WEP_CVAR(arc, beam_distancepersegment))));
+                       else
+                               max_allowed_segments = ARC_MAX_SEGMENTS;
+
+                       if(WEP_CVAR(arc, beam_degreespersegment))
+                       {
+                               segments = min( max(1, ( min(angle, WEP_CVAR(arc, beam_maxangle)) / WEP_CVAR(arc, beam_degreespersegment) ) ), max_allowed_segments );
+                       }
+                       else
+                       {
+                               segments = 1;
+                       }
+               }
+               else
+               {
+                       segments = 1;
+               }
+               #endif
+       }
+
+       setorigin(self, start_pos);
+       self.beam_muzzleentity.angles_z = random() * 360; // WEAPONTODO: use avelocity instead?
+
+       vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
+
+       float maxthickness = self.beam_thickness;
+
+       vector thickdir = normalize(cross(beamdir, view_origin - start_pos));
+
+       vector last_origin = start_pos;
+
+       float lastthickness = 0;
+
+       vector last_top = start_pos + (thickdir * lastthickness);
+       vector last_bottom = start_pos - (thickdir * lastthickness);
+
+       vector hitorigin = start_pos;
+
+       float i;
+       for(i = 1; i <= segments; ++i)
+       {
+               // WEAPONTODO (server and client):
+               // Segment blend and distance should probably really be calculated in a better way,
+               // however I am not sure how to do it properly. There are a few things I have tried,
+               // but most of them do not work properly due to my lack of understanding regarding
+               // the mathematics behind them.
+
+               // Ideally, we should calculate the positions along a perfect curve
+               // between wantdir and self.beam_dir with an option for depth of arc
+
+               // Another issue is that (on the client code) we must separate the
+               // curve into multiple rendered curves when handling warpzones.
+               
+               // I can handle this by detecting it for each segment, however that
+               // is a fairly inefficient method in comparison to having a curved line
+               // drawing function similar to Draw_CylindricLine that accepts
+               // top and bottom origins as input, this way there would be no
+               // overlapping edges when connecting the curved pieces.
+
+               // WEAPONTODO (client):
+               // In order to do nice fading and pointing on the starting segment, we must always
+               // have that drawn as a separate triangle... However, that is difficult to do when
+               // keeping in mind the above problems and also optimizing the amount of segments
+               // drawn on screen at any given time. (Automatic beam quality scaling, essentially)
+
+               // calculate this on every segment to ensure that we always reach the full length of the attack
+               float segmentblend = bound(0, (i/segments) + self.beam_tightness, 1);
+               float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
+
+               vector new_dir = normalize( (wantdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend) );
+               vector new_origin = last_origin + (new_dir * segmentdist);
+
+               WarpZone_TraceLine(
+                       last_origin,
+                       new_origin,
+                       MOVE_NORMAL,
+                       self
+               );
+
+               // draw segment
+               if(trace_fraction != 1)
+               {
+                       // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
+                       hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
+               }
+               else
+               {
+                       hitorigin = new_origin;
+               }
+
+               #if 0
+               float falloff = ExponentialFalloff(
+                       WEP_CVAR(arc, beam_falloff_mindist),
+                       WEP_CVAR(arc, beam_falloff_maxdist),
+                       WEP_CVAR(arc, beam_falloff_halflifedist),
+                       vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - start_pos)
+               );
+               #else
+               //float falloff = 1;
+               #endif
+
+               // draw primary beam render
+               vector top    = hitorigin + (thickdir * self.beam_thickness);
+               vector bottom = hitorigin - (thickdir * self.beam_thickness);
+
+               R_BeginPolygon(self.beam_image, DRAWFLAG_NORMAL); // DRAWFLAG_ADDITIVE
+               R_PolygonVertex(top,          '0 0.5 0' + ('0 0.5 0' * (self.beam_thickness / maxthickness)),  self.beam_color,  self.beam_alpha);
+               R_PolygonVertex(last_top,     '0 0.5 0' + ('0 0.5 0' * (lastthickness / maxthickness)),        self.beam_color,  self.beam_alpha);
+               R_PolygonVertex(last_bottom,  '0 0.5 0' * (1 - (lastthickness / maxthickness)),                self.beam_color,  self.beam_alpha);
+               R_PolygonVertex(bottom,       '0 0.5 0' * (1 - (self.beam_thickness / maxthickness)),          self.beam_color,  self.beam_alpha);
+               R_EndPolygon();
+
+               // draw trailing particles
+               // NOTES:
+               //  - Don't use spammy particle counts here, use a FEW small particles around the beam
+               //  - We're not using WarpZone_TrailParticles here because we will handle warpzones ourselves.
+               if(self.beam_traileffect)
+               {
+                       trailparticles(self, self.beam_traileffect, last_origin, hitorigin);
+               }
+
+               // check if we're going to proceed with drawing
+               if(trace_fraction != 1)
+               {
+                       // we're done with drawing this frame
+                       break;
+               }
+               else
+               {
+                       // continue onto the next segment
+                       last_origin = new_origin;
+                       last_top = top;
+                       last_bottom = bottom;
+                       lastthickness = self.beam_thickness;
+               }
+       }
+
+       if(self.beam_hiteffect)
+       {
+               pointparticles(self.beam_hiteffect, hitorigin, beamdir * -1, frametime * 2);
+       }
+       if(self.beam_muzzleflash)
+       {
+               pointparticles(self.beam_muzzleflash, start_pos + wantdir * 20, wantdir * 1000, frametime * 0.1);
+       }
+}
+
+void Remove_ArcBeam(void)
+{
+       remove(self.beam_muzzleentity);
+       sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
+}
+
+void Ent_ReadArcBeam(float isnew)
+{
+       float sf = ReadByte();
+       entity flash;
+
+       // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
+       self.iflags = IFLAG_ORIGIN;
+
+       InterpolateOrigin_Undo();
+
+       if(isnew)
+       {
+               // calculate shot origin offset from gun alignment
+               float gunalign = autocvar_cl_gunalign;
+               if(gunalign != 1 && gunalign != 2 && gunalign != 4)
+                       gunalign = 3; // default value
+               --gunalign;
+
+               self.beam_shotorigin = arc_shotorigin[gunalign];
+
+               // set other main attributes of the beam
+               self.draw = Draw_ArcBeam;
+               self.entremove = Remove_ArcBeam;
+               sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
+
+               flash = spawn();
+               flash.owner = self;
+               flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
+               flash.drawmask = MASK_NORMAL;
+               flash.solid = SOLID_NOT;
+               setattachment(flash, self, "");
+               setorigin(flash, '0 0 0');
+
+               self.beam_muzzleentity = flash;
+       }
+       else
+       {
+               flash = self.beam_muzzleentity;
+       }
+
+       if(sf & 1) // settings information
+       {
+               self.beam_maxangle = ReadShort();
+               self.beam_range = ReadCoord();
+               self.beam_returnspeed = ReadShort();
+               self.beam_tightness = (ReadByte() / 10);
+
+               if(ReadByte())
+               {
+                       if(autocvar_chase_active)
+                               { self.beam_usevieworigin = 1; }
+                       else // use view origin
+                               { self.beam_usevieworigin = 2; }
+               }
+               else
+               {
+                       self.beam_usevieworigin = 0;
+               }
+       }
+
+       if(sf & 2) // starting location
+       {
+               self.origin_x = ReadCoord();
+               self.origin_y = ReadCoord();
+               self.origin_z = ReadCoord();
+       }
+       else if(self.beam_usevieworigin) // infer the location from player location
+       {
+               if(self.beam_usevieworigin == 2)
+               {
+                       // use view origin
+                       self.origin = view_origin;
+               }
+               else
+               {
+                       // use player origin so that third person display still works
+                       self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
+               }
+       }
+
+       setorigin(self, self.origin);
+
+       if(sf & 4) // want/aim direction
+       {
+               self.v_angle_x = ReadCoord();
+               self.v_angle_y = ReadCoord();
+               self.v_angle_z = ReadCoord();
+       }
+
+       if(sf & 8) // beam direction
+       {
+               self.angles_x = ReadCoord();
+               self.angles_y = ReadCoord();
+               self.angles_z = ReadCoord();
+       }
+
+       if(sf & 16) // beam type
+       {
+               self.beam_type = ReadByte();
+               switch(self.beam_type)
+               {
+                       case ARC_BT_MISS:
+                       {
+                               self.beam_color = '-1 -1 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning");
+                               self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+                               self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash
+                       {
+                               self.beam_color = '0.5 0.5 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_muzzleflash = FALSE; // particleeffectnum("grenadelauncher_muzzleflash");
+                               self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_HEAL:
+                       {
+                               self.beam_color = '0 1 0';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("healray_impact"); 
+                               self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+                               self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_HIT:
+                       {
+                               self.beam_color = '1 0 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = particleeffectnum("nex_beam");
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+                               self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_BURST_MISS:
+                       {
+                               self.beam_color = '-1 -1 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 14;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+                               self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_BURST_WALL:
+                       {
+                               self.beam_color = '0.5 0.5 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 14;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+                               self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_BURST_HEAL:
+                       {
+                               self.beam_color = '0 1 0';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 14;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+                               self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+                       case ARC_BT_BURST_HIT:
+                       {
+                               self.beam_color = '1 0 1';
+                               self.beam_alpha = 0.5;
+                               self.beam_thickness = 14;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = particleeffectnum("electro_lightning"); 
+                               self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+                               self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+
+                       // shouldn't be possible, but lets make it colorful if it does :D
+                       default:
+                       {
+                               self.beam_color = randomvec();
+                               self.beam_alpha = 1;
+                               self.beam_thickness = 8;
+                               self.beam_traileffect = FALSE;
+                               self.beam_hiteffect = FALSE; 
+                               self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
+                               self.beam_image = "particles/lgbeam";
+                               setmodel(flash, "models/flash.md3");
+                               flash.alpha = self.beam_alpha;
+                               flash.colormod = self.beam_color;
+                               flash.scale = 0.5;
+                               break;
+                       }
+               }
+       }
+
+       InterpolateOrigin_Note();
+
+       #if 0
+       printf(
+               "Ent_ReadArcBeam(%d): sf = %d, start = %s, want = %s, dir = %s, type = %d\n",
+               isnew,
+               sf,
+               vtos(self.beam_start),
+               vtos(self.v_angle),
+               vtos(self.angles),
+               self.beam_type
+       );
+       #endif
+}
+