nuclide/src/gs-entbase/shared/NSRenderableEntity.qc

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/*
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*
============
NSRenderableEntity::MakeStatic
after this gets called the entity is unreachable in the QC-logic
and merged with the world to optimise drawcalls
we usually want to do this with most decorative ents without
a valid targetname
============
*/
void
NSRenderableEntity::MakeStatic(void)
{
#ifdef CLIENT
/* give renderFX the opportunity to write into renderable
* fields at least once before forever pulling it out the cgame */
#ifdef GS_RENDERFX
if (m_iRenderMode > RM_FULLBRIGHT)
return;
RenderFXPass();
#endif
/* static ents = no collision, so let's make a copy for visibility */
if (alpha > 0.0)
makestatic(copyentity(this));
/* now *this* is only used for csqc collision */
drawmask = 0;
#endif
}
#ifdef SERVER
/* Make sure StartFrame calls this */
float
NSRenderableEntity::SendEntity(entity ePEnt, float fChanged)
{
if (!modelindex)
return (0);
if (clienttype(ePEnt) != CLIENTTYPE_REAL)
return (0);
WriteByte(MSG_ENTITY, ENT_ENTITYRENDERABLE);
/* newly popped into the PVS, sadly this is the only hacky way to check
* for this right now. convince the engine maintainer to make this more sensible */
if (fChanged == 0xFFFFFF) {
/* check for defaults. if these are predictable fields, don't even bother
* networking them! you're just wasting bandwidth. */
if (frame == 0)
fChanged &= ~BASEFL_CHANGED_FRAME;
if (skin == 0)
fChanged &= ~BASEFL_CHANGED_SKIN;
if (effects == 0)
fChanged &= ~BASEFL_CHANGED_EFFECTS;
if (m_iBody == 0)
fChanged &= ~BASEFL_CHANGED_BODY;
if (scale == 0.0 || scale == 1.0)
fChanged &= ~BASEFL_CHANGED_SCALE;
if (origin == [0,0,0])
fChanged &= ~BASEFL_CHANGED_ORIGIN;
if (angles == [0,0,0])
fChanged &= ~BASEFL_CHANGED_ANGLES;
if (velocity == [0,0,0])
fChanged &= ~BASEFL_CHANGED_VELOCITY;
if (mins == [0,0,0] && maxs == [0,0,0])
fChanged &= ~BASEFL_CHANGED_SIZE;
if (solid == SOLID_NOT)
fChanged &= ~BASEFL_CHANGED_SOLID;
if (movetype == MOVETYPE_NONE)
fChanged &= ~BASEFL_CHANGED_MOVETYPE;
#ifdef GS_RENDERFX
if (m_iRenderMode == RM_NORMAL)
fChanged &= ~BASEFL_CHANGED_RENDERMODE;
#endif
}
/* don't network triggers unless provoked */
/*if (cvar("developer") == 0 && m_iRenderMode == RM_TRIGGER)
return (0);*/
#ifdef GS_RENDERFX
/* let's not waste networking power on certain render-modes where they would
* not apply anyway. this seems sensible enough. */
if (m_iRenderMode == RM_NORMAL || m_iRenderMode == RM_TRIGGER) {
fChanged &= ~BASEFL_CHANGED_RENDERCOLOR;
fChanged &= ~BASEFL_CHANGED_RENDERAMT;
}
#endif
/* broadcast how much data is expected to be read */
WriteFloat(MSG_ENTITY, fChanged);
/* really trying to get our moneys worth with 23 bits of mantissa */
if (fChanged & BASEFL_CHANGED_ORIGIN) {
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
WriteCoord(MSG_ENTITY, origin[2]);
}
if (fChanged & BASEFL_CHANGED_ANGLES) {
WriteShort(MSG_ENTITY, angles[0] * 32767 / 360);
WriteShort(MSG_ENTITY, angles[1] * 32767 / 360);
WriteShort(MSG_ENTITY, angles[2] * 32767 / 360);
}
if (fChanged & BASEFL_CHANGED_MODELINDEX) {
WriteShort(MSG_ENTITY, modelindex);
}
if (fChanged & BASEFL_CHANGED_SOLID) {
WriteByte(MSG_ENTITY, solid);
}
if (fChanged & BASEFL_CHANGED_MOVETYPE) {
WriteByte(MSG_ENTITY, movetype);
}
if (fChanged & BASEFL_CHANGED_SIZE) {
WriteCoord(MSG_ENTITY, mins[0]);
WriteCoord(MSG_ENTITY, mins[1]);
WriteCoord(MSG_ENTITY, mins[2]);
WriteCoord(MSG_ENTITY, maxs[0]);
WriteCoord(MSG_ENTITY, maxs[1]);
WriteCoord(MSG_ENTITY, maxs[2]);
}
if (fChanged & BASEFL_CHANGED_FRAME) {
WriteByte(MSG_ENTITY, frame);
}
if (fChanged & BASEFL_CHANGED_SKIN) {
WriteByte(MSG_ENTITY, skin + 128);
}
if (fChanged & BASEFL_CHANGED_EFFECTS) {
WriteFloat(MSG_ENTITY, effects);
}
if (fChanged & BASEFL_CHANGED_BODY) {
WriteByte(MSG_ENTITY, m_iBody);
}
if (fChanged & BASEFL_CHANGED_SCALE) {
WriteFloat(MSG_ENTITY, scale);
}
if (fChanged & BASEFL_CHANGED_VELOCITY) {
WriteFloat(MSG_ENTITY, velocity[0]);
WriteFloat(MSG_ENTITY, velocity[1]);
WriteFloat(MSG_ENTITY, velocity[2]);
}
#ifdef GS_RENDERFX
if (fChanged & BASEFL_CHANGED_RENDERFX) {
WriteByte(MSG_ENTITY, m_iRenderFX);
}
if (fChanged & BASEFL_CHANGED_RENDERMODE) {
WriteByte(MSG_ENTITY, m_iRenderMode);
}
if (fChanged & BASEFL_CHANGED_RENDERCOLOR) {
WriteFloat(MSG_ENTITY, m_vecRenderColor[0]);
WriteFloat(MSG_ENTITY, m_vecRenderColor[1]);
WriteFloat(MSG_ENTITY, m_vecRenderColor[2]);
}
if (fChanged & BASEFL_CHANGED_RENDERAMT) {
WriteFloat(MSG_ENTITY, m_flRenderAmt);
}
#else
if (fChanged & BASEFL_CHANGED_ALPHA) {
WriteFloat(MSG_ENTITY, alpha);
}
#endif
return (1);
}
#else
#ifdef GS_RENDERFX
/*
============
NSRenderableEntity::RenderFXPass
all the render-modes manipulating the final colormod, alpha and effects
fields that the engine cares about
============
*/
void
NSRenderableEntity::RenderFXPass(void)
{
vector vecPlayer;
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
vecPlayer = pSeat->m_vecPredictedOrigin;
colormod = m_vecRenderColor;
alpha = m_flRenderAmt;
switch (m_iRenderMode) {
case RM_NORMAL:
colormod = [1,1,1];
alpha = 1.0f;
break;
case RM_COLOR:
break;
case RM_TEXTURE:
if (autocvar_rm_unlit_texture == 0) {
drawflags = 0;
abslight = 0;
} else {
drawflags = 7;
abslight = 128;
}
break;
case RM_GLOW:
case RM_WORLDGLOW: /* TODO: Figure out what this does differently */
if (checkpvs(vecPlayer, this) == FALSE)
alpha -= clframetime;
other = world;
traceline(this.origin, vecPlayer, MOVE_OTHERONLY, this);
/* If we can't trace against the player, or are two close, fade out */
if (trace_fraction < 1.0f || vlen(origin - vecPlayer) < 128)
alpha -= clframetime;
else
alpha += clframetime;
/* max alpha will be applied here to the color instead */
colormod *= m_flRenderAmt;
alpha = bound(0.0f, alpha, 1.0f);
effects = EF_ADDITIVE | EF_FULLBRIGHT;
/* Scale the glow somewhat with the players distance */
if (alpha > 0.0f)
scale = bound(1, vlen(vecPlayer - origin) / 256, 4);
break;
case RM_SOLID:
colormod = [1,1,1];
alpha = (m_flRenderAmt == 0.0) ? 0.0f : 1.0f;
break;
case RM_ADDITIVE:
case RM_ADDFRAC: /* TODO: Figure out what this does differently */
effects = EF_ADDITIVE;
if (autocvar_rm_unlit_additive == 0) {
drawflags = 0;
abslight = 0;
} else {
drawflags = 7;
abslight = 128;
}
break;
case RM_FULLBRIGHT:
alpha = 1.0f;
drawflags = 7;
abslight = 128;
break;
case RM_TRIGGER:
if (autocvar_cl_showtriggers) {
effects = EF_FULLBRIGHT;
alpha = 0.75f;
colormod = [1,0,0];
} else {
alpha = 0.0f;
}
break;
case RM_DONTRENDER:
/* prevent addentity() from being called */
alpha = 0.0f;
}
/* messy hologram imitation */
if (m_iRenderFX == RFX_HOLOGRAM) {
float dist;
float r;
r = random() * 0.5f;
makevectors(angles);
if (cltime & 1) {
v_right *= 0.75 + r;
renderflags |= RF_USEAXIS;
} else if (cltime & 2) {
v_up *= 1.0 - (random() * 0.2f);
renderflags |= RF_USEAXIS;
}
dist = vlen(vecPlayer - origin);
if (dist < 256) {
float distalpha = dist / 256;
alpha = 1.0 - distalpha;
alpha -= r;
alpha *= m_flRenderAmt;
} else {
alpha = 0.00001f;
}
colormod *= 0.5;
effects = EF_ADDITIVE;
drawflags = 7;
abslight = 128;
}
}
#endif
/*
============
NSRenderableEntity::ReceiveEntity
============
*/
void
NSRenderableEntity::ReceiveEntity(float flChanged)
{
if (flChanged & BASEFL_CHANGED_ORIGIN) {
origin[0] = readcoord();
origin[1] = readcoord();
origin[2] = readcoord();
}
if (flChanged & BASEFL_CHANGED_ANGLES) {
angles[0] = readshort() / (32767 / 360);
angles[1] = readshort() / (32767 / 360);
angles[2] = readshort() / (32767 / 360);
}
if (flChanged & BASEFL_CHANGED_MODELINDEX) {
setmodelindex(this, readshort());
}
if (flChanged & BASEFL_CHANGED_SOLID) {
solid = readbyte();
}
if (flChanged & BASEFL_CHANGED_MOVETYPE) {
movetype = readbyte();
if (movetype == MOVETYPE_PHYSICS) {
movetype = MOVETYPE_NONE;
}
}
if (flChanged & BASEFL_CHANGED_SIZE) {
mins[0] = readcoord();
mins[1] = readcoord();
mins[2] = readcoord();
maxs[0] = readcoord();
maxs[1] = readcoord();
maxs[2] = readcoord();
setsize(this, mins, maxs);
}
if (flChanged & BASEFL_CHANGED_FRAME) {
frame1time = 0.0;
frame2time = 0.0f;
frame = readbyte();
}
if (flChanged & BASEFL_CHANGED_SKIN) {
skin = readbyte() - 128;
}
if (flChanged & BASEFL_CHANGED_EFFECTS) {
effects = readfloat();
}
if (flChanged & BASEFL_CHANGED_BODY) {
m_iBody = readbyte();
setcustomskin(this, "", sprintf("geomset 1 %i\n", m_iBody));
}
if (flChanged & BASEFL_CHANGED_SCALE) {
scale = readfloat();
}
if (flChanged & BASEFL_CHANGED_VELOCITY) {
velocity[0] = readfloat();
velocity[1] = readfloat();
velocity[2] = readfloat();
}
#ifdef GS_RENDERFX
if (flChanged & BASEFL_CHANGED_RENDERFX) {
m_iRenderFX = readbyte();
}
if (flChanged & BASEFL_CHANGED_RENDERMODE) {
m_iRenderMode = readbyte();
}
if (flChanged & BASEFL_CHANGED_RENDERCOLOR) {
m_vecRenderColor[0] = readfloat();
m_vecRenderColor[1] = readfloat();
m_vecRenderColor[2] = readfloat();
}
if (flChanged & BASEFL_CHANGED_RENDERAMT) {
m_flRenderAmt = readfloat();
}
#else
if (flChanged & BASEFL_CHANGED_ALPHA) {
alpha = readfloat();
}
#endif
if (modelindex) {
drawmask = MASK_ENGINE;
} else {
drawmask = 0;
}
if (scale == 0.0)
scale = 1.0f;
setorigin(this, origin);
}
/*
============
NSEntity::predraw
a lot of the things in here don't even apply to most
entities, so TODO: make things like anims, sentences apply
only to relevant child-classes
============
*/
float
NSRenderableEntity::predraw(void)
{
if (!modelindex) {
return (PREDRAW_NEXT);
}
#ifdef GS_RENDERFX
RenderFXPass();
#endif
if (autocvar(r_showSkeleton, 0))
for (int i = 1; i < 64; i++) {
vector v1 = gettaginfo(this, i);
if (v1 == this.origin) {
continue;
}
makevectors(input_angles);
R_BeginPolygon("textures/dev/model_bone", 0, 0);
R_PolygonVertex(v1 + v_right * 1 - v_up * 1, [1,1], [1,1,1], 1.0f);
R_PolygonVertex(v1 - v_right * 1 - v_up * 1, [0,1], [1,1,1], 1.0f);
R_PolygonVertex(v1 - v_right * 1 + v_up * 1, [0,0], [1,1,1], 1.0f);
R_PolygonVertex(v1 + v_right * 1 + v_up * 1, [1,0], [1,1,1],1.0f);
R_EndPolygon();
alpha = 0.25f;
}
if (serverkeyfloat(SERVERKEY_PAUSESTATE) != 1)
frame1time += frametime;
processmodelevents(modelindex, frame, m_flBaseTime,
frame1time, ClientGame_ModelEvent);
if (alpha > 0.0)
addentity(this);
return (PREDRAW_NEXT);
}
#endif
#ifdef SERVER
void
NSRenderableEntity::Respawn(void)
{
NSEntity::Respawn();
#ifdef GS_RENDERFX
SetRenderFX(m_oldiRenderFX);
SetRenderMode(m_oldiRenderMode);
SetRenderAmt(m_oldflRenderAmt);
SetRenderColor(m_oldvecRenderColor);
#endif
}
void
NSRenderableEntity::Show(void)
{
}
void
NSRenderableEntity::Hide(void)
{
SetModelindex(0);
SetSolid(SOLID_NOT);
SetMovetype(MOVETYPE_NONE);
takedamage = DAMAGE_NO;
}
#endif
void
NSRenderableEntity::SetEffects(float newEffects)
{
if (newEffects == effects)
return;
effects = newEffects;
SetSendFlags(BASEFL_CHANGED_EFFECTS);
}
void
NSRenderableEntity::SetFrame(float newFrame)
{
if (newFrame == frame)
return;
frame = newFrame;
frame1time = 0.0f;
SetSendFlags(BASEFL_CHANGED_FRAME);
}
void
NSRenderableEntity::SetSkin(float newSkin)
{
if (newSkin == skin)
return;
skin = newSkin;
SetSendFlags(BASEFL_CHANGED_SKIN);
}
void
NSRenderableEntity::SetBody(int newBody)
{
if (newBody == m_iBody)
return;
m_iBody = newBody;
SetSendFlags(BASEFL_CHANGED_BODY);
}
void
NSRenderableEntity::SetScale(float newScale)
{
if (newScale == scale)
return;
scale = newScale;
SetSendFlags(BASEFL_CHANGED_SCALE);
}
#ifdef GS_RENDERFX
void
NSRenderableEntity::SetRenderFX(int newFX)
{
if (newFX == m_iRenderFX)
return;
m_iRenderFX = newFX;
SetSendFlags(BASEFL_CHANGED_RENDERFX);
}
void
NSRenderableEntity::SetRenderMode(float newMode)
{
if (newMode == m_iRenderMode)
return;
m_iRenderMode = newMode;
SetSendFlags(BASEFL_CHANGED_RENDERMODE);
}
void
NSRenderableEntity::SetRenderAmt(float newAmt)
{
if (newAmt == m_flRenderAmt)
return;
m_flRenderAmt = newAmt;
SetSendFlags(BASEFL_CHANGED_RENDERAMT);
}
void
NSRenderableEntity::SetRenderColor(vector newColor)
{
if (newColor == m_vecRenderColor)
return;
m_vecRenderColor = newColor;
SetSendFlags(BASEFL_CHANGED_RENDERCOLOR);
}
#endif
#ifdef SERVER
void
NSRenderableEntity::Save(float handle)
{
SaveInt(handle, "body", m_iBody);
SaveFloat(handle, "scale", scale);
SaveFloat(handle, "skin", skin);
SaveFloat(handle, "effects", effects);
#ifndef GS_RENDERFX
SaveVector(handle, "color", colormod);
SaveFloat(handle, "alpha", alpha);
#else
SaveFloat(handle, "renderamt", m_flRenderAmt);
SaveVector(handle, "rendercolor", m_vecRenderColor);
SaveInt(handle, "rendermode", m_iRenderMode);
SaveInt(handle, "renderfx", m_iRenderFX);
#endif
super::Save(handle);
}
void
NSRenderableEntity::Restore(string strKey, string strValue)
{
switch (strKey) {
case "body":
m_iBody = stoi(strValue);
break;
case "scale":
scale = stof(strValue);
break;
case "skin":
skin = stof(strValue);
break;
case "effects":
effects = stof(strValue);
break;
#ifndef GS_RENDERFX
case "color":
colormod = stov(strValue);
break;
case "alpha":
alpha = stof(strValue);
break;
#else
case "renderamt":
m_flRenderAmt = stof(strValue) / 255;
break;
case "rendercolor":
m_vecRenderColor = stov(strValue) / 255;
break;
case "rendermode":
m_iRenderMode = stoi(strValue);
break;
case "renderfx":
m_iRenderFX = stoi(strValue);
break;
#endif
default:
super::Restore(strKey, strValue);
}
}
void
NSRenderableEntity::Input(entity eAct, string strInput, string strData)
{
switch (strInput) {
case "Color":
#ifdef GS_RENDERFX
SetRenderColor(stov(strData) / 255);
#else
colormod = stov(strData) / 255;
#endif
break;
case "Alpha":
#ifdef GS_RENDERFX
SetRenderAmt(stof(strData) / 255);
#else
alpha = stof(strData) / 255;
#endif
break;
case "DisableShadow":
effects |= EF_NOSHADOW;
break;
case "EnableShadow":
effects &= ~EF_NOSHADOW;
break;
default:
NSEntity::Input(eAct, strInput, strData);
}
}
#endif
void
NSRenderableEntity::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "modelscale":
case "scale":
scale = stof(strValue);
break;
case "skin":
skin = stof(strValue);
break;
case "shadows":
if (stof(strValue) == 1) {
effects &= ~EF_NOSHADOW;
}
break;
/* Source */
case "disableshadows":
if (stof(strValue) == 1) {
effects |= EF_NOSHADOW;
}
case "color":
#ifdef GS_RENDERFX
m_vecRenderColor = stov(strValue);
#else
colormod = stov(strValue);
#endif
break;
case "alpha":
#ifdef GS_RENDERFX
m_flRenderAmt = stof(strValue);
#else
alpha = stof(strValue);
#endif
break;
#ifdef GS_RENDERFX
case "renderamt":
m_flRenderAmt = stof(strValue) / 255;
break;
case "rendercolor":
m_vecRenderColor = stov(strValue) / 255;
break;
case "rendermode":
m_iRenderMode = stoi(strValue);
break;
case "renderfx":
m_iRenderFX = stoi(strValue);
break;
#endif
default:
NSEntity::SpawnKey(strKey, strValue);
break;
}
}
void
NSRenderableEntity::NSRenderableEntity(void)
{
effects |= EF_NOSHADOW;
//scale = 1.0f;
super::NSEntity();
#ifdef SERVER
#ifdef GS_RENDERFX
m_oldiRenderFX = m_iRenderFX;
m_oldiRenderMode = m_iRenderMode;
m_oldvecRenderColor = m_vecRenderColor;
m_oldflRenderAmt = m_flRenderAmt;
m_oldvecRenderColor = m_vecRenderColor;
m_oldflRenderAmt = m_flRenderAmt;
#endif
#endif
}