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📄 cg_marks.c

📁 quakeIII源码这个不用我多说吧
💻 C
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			TRIverts[1].modulate[3] = 255 * p->alpha;	

			VectorMA (org, p->height, pvup, point);	
			VectorMA (point, p->width, pvright, point);	
			VectorCopy (point, TRIverts[2].xyz);	
			TRIverts[2].st[0] = 0;
			TRIverts[2].st[1] = 1;
			TRIverts[2].modulate[0] = 255;
			TRIverts[2].modulate[1] = 255;
			TRIverts[2].modulate[2] = 255;
			TRIverts[2].modulate[3] = 255 * p->alpha;	
		}
	
	}
	else if (p->type == P_SPRITE)
	{
		vec3_t	rr, ru;
		vec3_t	rotate_ang;

		VectorSet (color, 1.0, 1.0, 0.5);
		time = cg.time - p->time;
		time2 = p->endtime - p->time;
		ratio = time / time2;

		width = p->width + ( ratio * ( p->endwidth - p->width) );
		height = p->height + ( ratio * ( p->endheight - p->height) );

		if (p->roll) {
			vectoangles( cg.refdef.viewaxis[0], rotate_ang );
			rotate_ang[ROLL] += p->roll;
			AngleVectors ( rotate_ang, NULL, rr, ru);
		}

		if (p->roll) {
			VectorMA (org, -height, ru, point);	
			VectorMA (point, -width, rr, point);	
		} else {
			VectorMA (org, -height, pvup, point);	
			VectorMA (point, -width, pvright, point);	
		}
		VectorCopy (point, verts[0].xyz);	
		verts[0].st[0] = 0;	
		verts[0].st[1] = 0;	
		verts[0].modulate[0] = 255;	
		verts[0].modulate[1] = 255;	
		verts[0].modulate[2] = 255;	
		verts[0].modulate[3] = 255;

		if (p->roll) {
			VectorMA (point, 2*height, ru, point);	
		} else {
			VectorMA (point, 2*height, pvup, point);	
		}
		VectorCopy (point, verts[1].xyz);	
		verts[1].st[0] = 0;	
		verts[1].st[1] = 1;	
		verts[1].modulate[0] = 255;	
		verts[1].modulate[1] = 255;	
		verts[1].modulate[2] = 255;	
		verts[1].modulate[3] = 255;	

		if (p->roll) {
			VectorMA (point, 2*width, rr, point);	
		} else {
			VectorMA (point, 2*width, pvright, point);	
		}
		VectorCopy (point, verts[2].xyz);	
		verts[2].st[0] = 1;	
		verts[2].st[1] = 1;	
		verts[2].modulate[0] = 255;	
		verts[2].modulate[1] = 255;	
		verts[2].modulate[2] = 255;	
		verts[2].modulate[3] = 255;	

		if (p->roll) {
			VectorMA (point, -2*height, ru, point);	
		} else {
			VectorMA (point, -2*height, pvup, point);	
		}
		VectorCopy (point, verts[3].xyz);	
		verts[3].st[0] = 1;	
		verts[3].st[1] = 0;	
		verts[3].modulate[0] = 255;	
		verts[3].modulate[1] = 255;	
		verts[3].modulate[2] = 255;	
		verts[3].modulate[3] = 255;	
	}
	else if (p->type == P_SMOKE || p->type == P_SMOKE_IMPACT)
	{// create a front rotating facing polygon

		if ( p->type == P_SMOKE_IMPACT && Distance( cg.snap->ps.origin, org ) > 1024) {
			return;
		}

		if (p->color == BLOODRED)
			VectorSet (color, 0.22f, 0.0f, 0.0f);
		else if (p->color == GREY75)
		{
			float	len;
			float	greyit;
			float	val;
			len = Distance (cg.snap->ps.origin, org);
			if (!len)
				len = 1;

			val = 4096/len;
			greyit = 0.25 * val;
			if (greyit > 0.5)
				greyit = 0.5;

			VectorSet (color, greyit, greyit, greyit);
		}
		else
			VectorSet (color, 1.0, 1.0, 1.0);

		time = cg.time - p->time;
		time2 = p->endtime - p->time;
		ratio = time / time2;
		
		if (cg.time > p->startfade)
		{
			invratio = 1 - ( (cg.time - p->startfade) / (p->endtime - p->startfade) );

			if (p->color == EMISIVEFADE)
			{
				float fval;
				fval = (invratio * invratio);
				if (fval < 0)
					fval = 0;
				VectorSet (color, fval , fval , fval );
			}
			invratio *= p->alpha;
		}
		else 
			invratio = 1 * p->alpha;

		if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO )
			invratio = 1;

		if (invratio > 1)
			invratio = 1;
	
		width = p->width + ( ratio * ( p->endwidth - p->width) );
		height = p->height + ( ratio * ( p->endheight - p->height) );

		if (p->type != P_SMOKE_IMPACT)
		{
			vec3_t temp;

			vectoangles (rforward, temp);
			p->accumroll += p->roll;
			temp[ROLL] += p->accumroll * 0.1;
			AngleVectors ( temp, NULL, rright2, rup2);
		}
		else
		{
			VectorCopy (rright, rright2);
			VectorCopy (rup, rup2);
		}
		
		if (p->rotate)
		{
			VectorMA (org, -height, rup2, point);	
			VectorMA (point, -width, rright2, point);	
		}
		else
		{
			VectorMA (org, -p->height, pvup, point);	
			VectorMA (point, -p->width, pvright, point);	
		}
		VectorCopy (point, verts[0].xyz);	
		verts[0].st[0] = 0;	
		verts[0].st[1] = 0;	
		verts[0].modulate[0] = 255 * color[0];	
		verts[0].modulate[1] = 255 * color[1];	
		verts[0].modulate[2] = 255 * color[2];	
		verts[0].modulate[3] = 255 * invratio;	

		if (p->rotate)
		{
			VectorMA (org, -height, rup2, point);	
			VectorMA (point, width, rright2, point);	
		}
		else
		{
			VectorMA (org, -p->height, pvup, point);	
			VectorMA (point, p->width, pvright, point);	
		}
		VectorCopy (point, verts[1].xyz);	
		verts[1].st[0] = 0;	
		verts[1].st[1] = 1;	
		verts[1].modulate[0] = 255 * color[0];	
		verts[1].modulate[1] = 255 * color[1];	
		verts[1].modulate[2] = 255 * color[2];	
		verts[1].modulate[3] = 255 * invratio;	

		if (p->rotate)
		{
			VectorMA (org, height, rup2, point);	
			VectorMA (point, width, rright2, point);	
		}
		else
		{
			VectorMA (org, p->height, pvup, point);	
			VectorMA (point, p->width, pvright, point);	
		}
		VectorCopy (point, verts[2].xyz);	
		verts[2].st[0] = 1;	
		verts[2].st[1] = 1;	
		verts[2].modulate[0] = 255 * color[0];	
		verts[2].modulate[1] = 255 * color[1];	
		verts[2].modulate[2] = 255 * color[2];	
		verts[2].modulate[3] = 255 * invratio;	

		if (p->rotate)
		{
			VectorMA (org, height, rup2, point);	
			VectorMA (point, -width, rright2, point);	
		}
		else
		{
			VectorMA (org, p->height, pvup, point);	
			VectorMA (point, -p->width, pvright, point);	
		}
		VectorCopy (point, verts[3].xyz);	
		verts[3].st[0] = 1;	
		verts[3].st[1] = 0;	
		verts[3].modulate[0] = 255 * color[0];	
		verts[3].modulate[1] = 255 * color[1];	
		verts[3].modulate[2] = 255 * color[2];	
		verts[3].modulate[3] = 255  * invratio;	
		
	}
	else if (p->type == P_BLEED)
	{
		vec3_t	rr, ru;
		vec3_t	rotate_ang;
		float	alpha;

		alpha = p->alpha;
		
		if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO )
			alpha = 1;

		if (p->roll) 
		{
			vectoangles( cg.refdef.viewaxis[0], rotate_ang );
			rotate_ang[ROLL] += p->roll;
			AngleVectors ( rotate_ang, NULL, rr, ru);
		}
		else
		{
			VectorCopy (pvup, ru);
			VectorCopy (pvright, rr);
		}

		VectorMA (org, -p->height, ru, point);	
		VectorMA (point, -p->width, rr, point);	
		VectorCopy (point, verts[0].xyz);	
		verts[0].st[0] = 0;	
		verts[0].st[1] = 0;	
		verts[0].modulate[0] = 111;	
		verts[0].modulate[1] = 19;	
		verts[0].modulate[2] = 9;	
		verts[0].modulate[3] = 255 * alpha;	

		VectorMA (org, -p->height, ru, point);	
		VectorMA (point, p->width, rr, point);	
		VectorCopy (point, verts[1].xyz);	
		verts[1].st[0] = 0;	
		verts[1].st[1] = 1;	
		verts[1].modulate[0] = 111;	
		verts[1].modulate[1] = 19;	
		verts[1].modulate[2] = 9;	
		verts[1].modulate[3] = 255 * alpha;	

		VectorMA (org, p->height, ru, point);	
		VectorMA (point, p->width, rr, point);	
		VectorCopy (point, verts[2].xyz);	
		verts[2].st[0] = 1;	
		verts[2].st[1] = 1;	
		verts[2].modulate[0] = 111;	
		verts[2].modulate[1] = 19;	
		verts[2].modulate[2] = 9;	
		verts[2].modulate[3] = 255 * alpha;	

		VectorMA (org, p->height, ru, point);	
		VectorMA (point, -p->width, rr, point);	
		VectorCopy (point, verts[3].xyz);	
		verts[3].st[0] = 1;	
		verts[3].st[1] = 0;	
		verts[3].modulate[0] = 111;	
		verts[3].modulate[1] = 19;	
		verts[3].modulate[2] = 9;	
		verts[3].modulate[3] = 255 * alpha;	

	}
	else if (p->type == P_FLAT_SCALEUP)
	{
		float width, height;
		float sinR, cosR;

		if (p->color == BLOODRED)
			VectorSet (color, 1, 1, 1);
		else
			VectorSet (color, 0.5, 0.5, 0.5);
		
		time = cg.time - p->time;
		time2 = p->endtime - p->time;
		ratio = time / time2;

		width = p->width + ( ratio * ( p->endwidth - p->width) );
		height = p->height + ( ratio * ( p->endheight - p->height) );

		if (width > p->endwidth)
			width = p->endwidth;

		if (height > p->endheight)
			height = p->endheight;

		sinR = height * sin(DEG2RAD(p->roll)) * sqrt(2);
		cosR = width * cos(DEG2RAD(p->roll)) * sqrt(2);

		VectorCopy (org, verts[0].xyz);	
		verts[0].xyz[0] -= sinR;
		verts[0].xyz[1] -= cosR;
		verts[0].st[0] = 0;	
		verts[0].st[1] = 0;	
		verts[0].modulate[0] = 255 * color[0];	
		verts[0].modulate[1] = 255 * color[1];	
		verts[0].modulate[2] = 255 * color[2];	
		verts[0].modulate[3] = 255;	

		VectorCopy (org, verts[1].xyz);	
		verts[1].xyz[0] -= cosR;	
		verts[1].xyz[1] += sinR;	
		verts[1].st[0] = 0;	
		verts[1].st[1] = 1;	
		verts[1].modulate[0] = 255 * color[0];	
		verts[1].modulate[1] = 255 * color[1];	
		verts[1].modulate[2] = 255 * color[2];	
		verts[1].modulate[3] = 255;	

		VectorCopy (org, verts[2].xyz);	
		verts[2].xyz[0] += sinR;	
		verts[2].xyz[1] += cosR;	
		verts[2].st[0] = 1;	
		verts[2].st[1] = 1;	
		verts[2].modulate[0] = 255 * color[0];	
		verts[2].modulate[1] = 255 * color[1];	
		verts[2].modulate[2] = 255 * color[2];	
		verts[2].modulate[3] = 255;	

		VectorCopy (org, verts[3].xyz);	
		verts[3].xyz[0] += cosR;	
		verts[3].xyz[1] -= sinR;	
		verts[3].st[0] = 1;	
		verts[3].st[1] = 0;	
		verts[3].modulate[0] = 255 * color[0];	
		verts[3].modulate[1] = 255 * color[1];	
		verts[3].modulate[2] = 255 * color[2];	
		verts[3].modulate[3] = 255;		
	}
	else if (p->type == P_FLAT)
	{

		VectorCopy (org, verts[0].xyz);	
		verts[0].xyz[0] -= p->height;	
		verts[0].xyz[1] -= p->width;	
		verts[0].st[0] = 0;	
		verts[0].st[1] = 0;	
		verts[0].modulate[0] = 255;	
		verts[0].modulate[1] = 255;	
		verts[0].modulate[2] = 255;	
		verts[0].modulate[3] = 255;	

		VectorCopy (org, verts[1].xyz);	
		verts[1].xyz[0] -= p->height;	
		verts[1].xyz[1] += p->width;	
		verts[1].st[0] = 0;	
		verts[1].st[1] = 1;	
		verts[1].modulate[0] = 255;	
		verts[1].modulate[1] = 255;	
		verts[1].modulate[2] = 255;	
		verts[1].modulate[3] = 255;	

		VectorCopy (org, verts[2].xyz);	
		verts[2].xyz[0] += p->height;	
		verts[2].xyz[1] += p->width;	
		verts[2].st[0] = 1;	
		verts[2].st[1] = 1;	
		verts[2].modulate[0] = 255;	
		verts[2].modulate[1] = 255;	
		verts[2].modulate[2] = 255;	
		verts[2].modulate[3] = 255;	

		VectorCopy (org, verts[3].xyz);	
		verts[3].xyz[0] += p->height;	
		verts[3].xyz[1] -= p->width;	
		verts[3].st[0] = 1;	
		verts[3].st[1] = 0;	
		verts[3].modulate[0] = 255;	
		verts[3].modulate[1] = 255;	
		verts[3].modulate[2] = 255;	
		verts[3].modulate[3] = 255;	

	}
	// Ridah
	else if (p->type == P_ANIM) {
		vec3_t	rr, ru;
		vec3_t	rotate_ang;
		int i, j;

		time = cg.time - p->time;
		time2 = p->endtime - p->time;
		ratio = time / time2;
		if (ratio >= 1.0f) {
			ratio = 0.9999f;
		}

		width = p->width + ( ratio * ( p->endwidth - p->width) );
		height = p->height + ( ratio * ( p->endheight - p->height) );

		// if we are "inside" this sprite, don't draw
		if (Distance( cg.snap->ps.origin, org ) < width/1.5) {
			return;
		}

		i = p->shaderAnim;
		j = (int)floor(ratio * shaderAnimCounts[p->shaderAnim]);
		p->pshader = shaderAnims[i][j];

		if (p->roll) {
			vectoangles( cg.refdef.viewaxis[0], rotate_ang );
			rotate_ang[ROLL] += p->roll;
			AngleVectors ( rotate_ang, NULL, rr, ru);
		}

		if (p->roll) {
			VectorMA (org, -height, ru, point);	
			VectorMA (point, -width, rr, point);	
		} else {
			VectorMA (org, -height, pvup, point);	
			VectorMA (point, -width, pvright, point);	
		}
		VectorCopy (point, verts[0].xyz);	
		verts[0].st[0] = 0;	
		verts[0].st[1] = 0;	
		verts[0].modulate[0] = 255;	
		verts[0].modulate[1] = 255;	
		verts[0].modulate[2] = 255;	
		verts[0].modulate[3] = 255;

		if (p->roll) {
			VectorMA (point, 2*height, ru, point);	
		} else {
			VectorMA (point, 2*height, pvup, point);	
		}
		VectorCopy (point, verts[1].xyz);	
		verts[1].st[0] = 0;	
		verts[1].st[1] = 1;	
		verts[1].modulate[0] = 255;	
		verts[1].modulate[1] = 255;	
		verts[1].modulate[2] = 255;	
		verts[1].modulate[3] = 255;	

		if (p->roll) {
			VectorMA (point, 2*width, rr, point);	
		} else {
			VectorMA (point, 2*width, pvright, point);	
		}
		VectorCopy (point, verts[2].xyz);	
		verts[2].st[0] = 1;	
		verts[2].st[1] = 1;	
		verts[2].modulate[0] = 255;	
		verts[2].modulate[1] = 255;	
		verts[2].modulate[2] = 255;	
		verts[2].modulate[3] = 255;	

		if (p->roll) {
			VectorMA (point, -2*height, ru, point);	
		} else {
			VectorMA (point, -2*height, pvup, point);	
		}
		VectorCopy (point, verts[3].xyz);	
		verts[3].st[0] = 1;	
		verts[3].st[1] = 0;	
		verts[3].modulate[0] = 255;	
		verts[3].modulate[1] = 255;	
		verts[3].modulate[2] = 255;	
		verts[3].modulate[3] = 255;	
	}
	// done.
	
	if (!p->pshader) {
// (SA) temp commented out for DM
//		CG_Printf ("CG_AddParticleToScene type %d p->pshader == ZERO\n", p->type);
		return;
	}

	if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY)
		trap_R_AddPolyToScene( p->pshader, 3, TRIverts );
	else
		trap_R_AddPolyToScene( p->pshader, 4, verts );

}

// Ridah, made this static so it doesn't interfere with other files
static float roll = 0.0;

/*
===============
CG_AddParticles
===============
*/
void CG_AddParticles (void)
{
	cparticle_t		*p, *next;
	float			alpha;
	float			time, time2;
	vec3_t			org;
	int				color;
	cparticle_t		*active, *tail;
	int				type;
	vec3_t			rotate_ang;

	if (!initparticles)
		CG_ClearParticles ();

	VectorCopy( cg.refdef.viewaxis[0], pvforward );
	VectorCopy( cg.refdef.viewaxis[1], pvright );
	VectorCopy( cg.refdef.viewaxis[2], pvup );

	vectoangles( cg.refdef.viewaxis[0], rotate_ang );
	roll += ((cg.time - oldtime) * 0.1) ;
	rotate_ang[ROLL] += (roll*0.9);
	AngleVectors ( rotate_ang, rforward, rright, rup);
	
	oldtime = cg.time;

	active = NULL;
	tail = NULL;

	for (p=active_particles ; p ; p=next)
	{

		next = p->next;

		time = (cg.time - p->time)*0.001;

		alpha = p->alpha + time*p->alphavel;
		if (alpha <= 0)
		{	// faded out
			p->next = free_particles;
			free_particles = p;
			p->type = 0;
			p->color = 0;
			p->alpha = 0;
			continue;
		}

		if (p->type == P_SMOKE || p->type == P_ANIM || p->type == P_BLEED || p->type == P_SMOKE_IMPACT)
		{
			if (cg.time > p->endtime)
			{
				p->next = free_particles;
				free_particles = p;
				p->type = 0;
				p->color = 0;

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