From 104503b9862e030043539f54ec0110676360922e Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Sat, 31 Jul 2021 23:56:08 +0200 Subject: [PATCH 01/30] Added Release configuration for Windows x86 and x86_64 --- engine/Windows/VisualStudio/uniquake.vcxproj | 26 +++++++++----------- 1 file changed, 12 insertions(+), 14 deletions(-) diff --git a/engine/Windows/VisualStudio/uniquake.vcxproj b/engine/Windows/VisualStudio/uniquake.vcxproj index fdafb65..34d4112 100644 --- a/engine/Windows/VisualStudio/uniquake.vcxproj +++ b/engine/Windows/VisualStudio/uniquake.vcxproj @@ -34,7 +34,7 @@ - Application + DynamicLibrary v141 NotSet true @@ -50,7 +50,7 @@ NotSet - Application + DynamicLibrary v141 NotSet true @@ -175,8 +175,8 @@ MaxSpeed true - ..\SDL2\include;..\codecs\include;..\misc\include;..\..\Quake;%(AdditionalIncludeDirectories) - WIN32;NDEBUG;_WINDOWS;_CRT_NONSTDC_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS;_WINSOCK_DEPRECATED_NO_WARNINGS;USE_SDL2;USE_CODEC_MP3;USE_CODEC_VORBIS;USE_CODEC_WAVE;USE_CODEC_FLAC;USE_CODEC_OPUS;USE_CODEC_MIKMOD;USE_CODEC_UMX;%(PreprocessorDefinitions) + ..\..\UniQuake\stub;..\..\FMOD\inc;..\..\Quake;%(AdditionalIncludeDirectories) + UNIQUAKE_EXPORTS;WIN32;_WINDOWS;_CRT_NONSTDC_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS;USE_FMOD;%(PreprocessorDefinitions) MultiThreadedDLL true @@ -185,8 +185,8 @@ CompileAsC - libvorbisfile.lib;libvorbis.lib;libopusfile.lib;libopus.lib;libFLAC.lib;libogg.lib;libmad.lib;libmikmod.lib;wsock32.lib;opengl32.lib;winmm.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) - ..\codecs\x86;..\SDL2\lib;%(AdditionalLibraryDirectories) + fmod_vc.lib;%(AdditionalDependencies) + ..\..\FMOD\lib\x86;%(AdditionalLibraryDirectories) true Windows true @@ -194,8 +194,7 @@ MachineX86 - copy "$(SolutionDir)\..\codecs\x86\*.dll" "$(TargetDir)" -copy "$(SolutionDir)\..\SDL2\lib\*.dll" "$(TargetDir)" + copy "$(TargetDir)$(TargetName).dll" $(SolutionDir)..\..\..\Assets\Plugins\windows\x86\uniquake.dll @@ -262,8 +261,8 @@ copy "$(SolutionDir)\..\SDL2\lib\*.dll" "$(TargetDir)" MaxSpeed true - ..\SDL2\include;..\codecs\include;..\misc\include;..\..\Quake;%(AdditionalIncludeDirectories) - WIN32;NDEBUG;_WINDOWS;_USE_WINSOCK2;_CRT_NONSTDC_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS;_WINSOCK_DEPRECATED_NO_WARNINGS;USE_SDL2;USE_CODEC_MP3;USE_CODEC_VORBIS;USE_CODEC_WAVE;USE_CODEC_FLAC;USE_CODEC_OPUS;USE_CODEC_MIKMOD;USE_CODEC_UMX;%(PreprocessorDefinitions) + ..\..\UniQuake\stub;..\..\FMOD\inc;..\..\Quake;%(AdditionalIncludeDirectories) + UNIQUAKE_EXPORTS;WIN32;_WINDOWS;_CRT_NONSTDC_NO_DEPRECATE;_CRT_SECURE_NO_WARNINGS;USE_FMOD;%(PreprocessorDefinitions) MultiThreadedDLL true @@ -272,8 +271,8 @@ copy "$(SolutionDir)\..\SDL2\lib\*.dll" "$(TargetDir)" CompileAsC - libvorbisfile.lib;libvorbis.lib;libopusfile.lib;libopus.lib;libFLAC.lib;libogg.lib;libmad.lib;libmikmod.lib;ws2_32.lib;opengl32.lib;winmm.lib;SDL2.lib;SDL2main.lib;%(AdditionalDependencies) - ..\codecs\x64;..\SDL2\lib64;%(AdditionalLibraryDirectories) + fmod_vc.lib;%(AdditionalDependencies) + ..\..\FMOD\lib\x64;%(AdditionalLibraryDirectories) true Windows true @@ -281,8 +280,7 @@ copy "$(SolutionDir)\..\SDL2\lib\*.dll" "$(TargetDir)" MachineX64 - copy "$(SolutionDir)\..\codecs\x64\*.dll" "$(TargetDir)" -copy "$(SolutionDir)\..\SDL2\lib64\*.dll" "$(TargetDir)" + copy "$(TargetDir)$(TargetName).dll" $(SolutionDir)..\..\..\Assets\Plugins\windows\x86_64\uniquake.dll From b25f2a54a9eb7929a8d459fe605666345b17960a Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Sun, 1 Aug 2021 01:11:36 +0200 Subject: [PATCH 02/30] Added a first version of the particle explosion effect, reconstructed using Unity's particle system as close to Quake's original particles as I can right now. --- Assets/Scripts/Modules/GameModule.Interop.cs | 15 + Assets/Scripts/Modules/GameModule.cs | 5 + Assets/Scripts/VisualStyle.cs | 17 +- Assets/Styles/GLQuake/GLQuake.asset | 3 +- Assets/Styles/GLQuake/Particles.meta | 8 + Assets/Styles/GLQuake/Particles/Particle.mat | 143 + .../GLQuake/Particles/Particle.mat.meta | 8 + Assets/Styles/GLQuake/Particles/Particle.png | Bin 0 -> 1822 bytes .../GLQuake/Particles/Particle.png.meta | 108 + .../Particles/ParticleExplosion.prefab | 9727 +++++++++++++++++ .../Particles/ParticleExplosion.prefab.meta | 7 + engine/Quake/r_part.c | 2 + engine/Quake/render.h | 2 + engine/UniQuake/game_uniquake.c | 6 + 14 files changed, 10049 insertions(+), 2 deletions(-) create mode 100644 Assets/Styles/GLQuake/Particles.meta create mode 100644 Assets/Styles/GLQuake/Particles/Particle.mat create mode 100644 Assets/Styles/GLQuake/Particles/Particle.mat.meta create mode 100644 Assets/Styles/GLQuake/Particles/Particle.png create mode 100644 Assets/Styles/GLQuake/Particles/Particle.png.meta create mode 100644 Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab create mode 100644 Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab.meta diff --git a/Assets/Scripts/Modules/GameModule.Interop.cs b/Assets/Scripts/Modules/GameModule.Interop.cs index 8804ce6..deccb48 100644 --- a/Assets/Scripts/Modules/GameModule.Interop.cs +++ b/Assets/Scripts/Modules/GameModule.Interop.cs @@ -17,6 +17,8 @@ public partial class GameModule : CallbackHandler RemoveEntity = CreateCallback(Callback_GameRemoveEntity), UpdateEntityAnimation = CreateCallback(Callback_GameUpdateEntityAnimation), SetEntitySkin = CreateCallback(Callback_GameSetEntitySkin), + + ParticleExplosion = CreateCallback(Callback_ParticleExplosion), }; RegisterCallbacks(callbacks); @@ -33,6 +35,8 @@ public partial class GameModule : CallbackHandler public IntPtr RemoveEntity; public IntPtr UpdateEntityAnimation; public IntPtr SetEntitySkin; + + public IntPtr ParticleExplosion; } [UnmanagedFunctionPointer(CallingConvention.Cdecl)] @@ -89,4 +93,15 @@ public partial class GameModule : CallbackHandler GetSelf(context).SetEntitySkin(entityNum, skinNum); Profiler.EndSample(); } + + [UnmanagedFunctionPointer(CallingConvention.Cdecl)] + private delegate void ParticleExplosionCallback(IntPtr context, ref QVec3 origin); + + [MonoPInvokeCallback(typeof(ParticleExplosionCallback))] + private static void Callback_ParticleExplosion(IntPtr context, ref QVec3 origin) + { + Profiler.BeginSample("ParticleExplosion"); + GetSelf(context).ParticleExplosion(origin.ToUnityPosition()); + Profiler.EndSample(); + } } diff --git a/Assets/Scripts/Modules/GameModule.cs b/Assets/Scripts/Modules/GameModule.cs index 185c7be..a3425e1 100644 --- a/Assets/Scripts/Modules/GameModule.cs +++ b/Assets/Scripts/Modules/GameModule.cs @@ -67,4 +67,9 @@ public partial class GameModule { uq.GameState.GetEntity(entityNum).SetSkin(skinNum); } + + private void ParticleExplosion(Vector3 position) + { + uq.CurrentStyle.Particles.CreateExplosion(position, uq.GameLayer); + } } diff --git a/Assets/Scripts/VisualStyle.cs b/Assets/Scripts/VisualStyle.cs index a4c7194..5d1fe9d 100644 --- a/Assets/Scripts/VisualStyle.cs +++ b/Assets/Scripts/VisualStyle.cs @@ -155,9 +155,24 @@ public class ParticleSystems [SerializeField] protected ParticleSystem explosion; - 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Fixes particles drawing on top of water, which looked wrong. --- Assets/Styles/GLQuake/Particles/Particle.mat | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Assets/Styles/GLQuake/Particles/Particle.mat b/Assets/Styles/GLQuake/Particles/Particle.mat index b53edce..d42d8f5 100644 --- a/Assets/Styles/GLQuake/Particles/Particle.mat +++ b/Assets/Styles/GLQuake/Particles/Particle.mat @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 3000 + m_CustomRenderQueue: 2999 stringTagMap: RenderType: Transparent disabledShaderPasses: @@ -120,7 +120,7 @@ Material: - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - - _QueueOffset: 0 + - _QueueOffset: -1 - _ReceiveShadows: 1 - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 From 5e607f4239bd969a26680b4334f6cb4c172de7a6 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Sun, 1 Aug 2021 14:27:13 +0200 Subject: [PATCH 04/30] Added implementation of generic "run particle effect", which is used for things like blood effects and bullet wall impacts. Also tweaked the setup of particle rendering to be more in line with QuakeSpasm, though I'll need to do a good A/B comparison sometime. --- Assets/Scripts/Data/QExtensions.cs | 9 + Assets/Scripts/Modules/GameModule.Interop.cs | 13 + Assets/Scripts/Modules/GameModule.cs | 5 + Assets/Scripts/VisualStyle.cs | 35 +- Assets/Styles/GLQuake/GLQuake.asset | 2 + Assets/Styles/GLQuake/Particles/Particle.mat | 6 +- .../GLQuake/Particles/ParticleEffect.prefab | 4864 +++++++++++++++++ .../Particles/ParticleEffect.prefab.meta | 7 + engine/Quake/r_part.c | 5 + engine/Quake/render.h | 1 + engine/UniQuake/game_uniquake.c | 10 + 11 files changed, 4951 insertions(+), 6 deletions(-) create mode 100644 Assets/Styles/GLQuake/Particles/ParticleEffect.prefab create mode 100644 Assets/Styles/GLQuake/Particles/ParticleEffect.prefab.meta diff --git a/Assets/Scripts/Data/QExtensions.cs b/Assets/Scripts/Data/QExtensions.cs index d93e3f4..a59fb6e 100644 --- a/Assets/Scripts/Data/QExtensions.cs +++ b/Assets/Scripts/Data/QExtensions.cs @@ -62,4 +62,13 @@ public static class QExtensions * Quaternion.AngleAxis(angles.x, Vector3.right) * Quaternion.AngleAxis(angles.z, Vector3.forward); } + + public static Color ToColor(this uint color) + { + return new Color32( + (byte)(color & 0xFF), + (byte)((color >> 8) & 0xFF), + (byte)((color >> 16) & 0xFF), + (byte)((color >> 24) & 0xFF)); + } } diff --git a/Assets/Scripts/Modules/GameModule.Interop.cs b/Assets/Scripts/Modules/GameModule.Interop.cs index deccb48..d8b4ba7 100644 --- a/Assets/Scripts/Modules/GameModule.Interop.cs +++ b/Assets/Scripts/Modules/GameModule.Interop.cs @@ -18,6 +18,7 @@ public partial class GameModule : CallbackHandler UpdateEntityAnimation = CreateCallback(Callback_GameUpdateEntityAnimation), SetEntitySkin = CreateCallback(Callback_GameSetEntitySkin), + RunParticleEffect = CreateCallback(Callback_RunParticleEffect), ParticleExplosion = CreateCallback(Callback_ParticleExplosion), }; @@ -36,6 +37,7 @@ public partial class GameModule : CallbackHandler public IntPtr UpdateEntityAnimation; public IntPtr SetEntitySkin; + public IntPtr RunParticleEffect; public IntPtr ParticleExplosion; } @@ -94,6 +96,17 @@ public partial class GameModule : CallbackHandler Profiler.EndSample(); } + [UnmanagedFunctionPointer(CallingConvention.Cdecl)] + private delegate void RunParticleEffectCallback(IntPtr context, ref QVec3 origin, ref QVec3 direction, uint colorMin, uint colorMax, int count); + + [MonoPInvokeCallback(typeof(RunParticleEffectCallback))] + private static void Callback_RunParticleEffect(IntPtr context, ref QVec3 origin, ref QVec3 direction, uint colorMin, uint colorMax, int count) + { + Profiler.BeginSample("RunParticleEffect"); + GetSelf(context).RunParticleEffect(origin.ToUnityPosition(), direction.ToUnityPosition(), colorMin.ToColor(), colorMax.ToColor(), count); + Profiler.EndSample(); + } + [UnmanagedFunctionPointer(CallingConvention.Cdecl)] private delegate void ParticleExplosionCallback(IntPtr context, ref QVec3 origin); diff --git a/Assets/Scripts/Modules/GameModule.cs b/Assets/Scripts/Modules/GameModule.cs index a3425e1..fb8f220 100644 --- a/Assets/Scripts/Modules/GameModule.cs +++ b/Assets/Scripts/Modules/GameModule.cs @@ -68,6 +68,11 @@ public partial class GameModule uq.GameState.GetEntity(entityNum).SetSkin(skinNum); } + private void RunParticleEffect(Vector3 position, Vector3 direction, Color colorMin, Color colorMax, int count) + { + uq.CurrentStyle.Particles.RunParticleEffect(position, direction, colorMin,colorMax, count, uq.GameLayer); + } + private void ParticleExplosion(Vector3 position) { uq.CurrentStyle.Particles.CreateExplosion(position, uq.GameLayer); diff --git a/Assets/Scripts/VisualStyle.cs b/Assets/Scripts/VisualStyle.cs index 5d1fe9d..1d675aa 100644 --- a/Assets/Scripts/VisualStyle.cs +++ b/Assets/Scripts/VisualStyle.cs @@ -152,17 +152,46 @@ public class LiquidProperties [System.Serializable] public class ParticleSystems { + [SerializeField] + protected ParticleSystem particleEffect; + [SerializeField] protected ParticleSystem explosion; + public virtual void RunParticleEffect(Vector3 position, Vector3 direction, Color colorMin, Color colorMax, int count, Layers layer) + { + if (particleEffect == null) + return; + + var effect = Object.Instantiate(particleEffect); + SetLayer(effect.gameObject, layer); + effect.transform.position = position; + + var main = effect.main; + main.maxParticles = count; + + var startColor = main.startColor; + startColor.gradient.colorKeys = new[] + { + new GradientColorKey(colorMin, 0f), + new GradientColorKey(colorMax, 1f), + }; + main.startColor = startColor; + + var velocity = effect.velocityOverLifetime; + velocity.x = direction.x * 15f; + velocity.y = direction.y * 15f; + velocity.z = direction.z * 15f; + } + public virtual void CreateExplosion(Vector3 position, Layers layer) { if (explosion == null) return; - var go = Object.Instantiate(explosion.gameObject); - go.transform.position = position; - SetLayer(go, layer); + var effect = Object.Instantiate(explosion); + SetLayer(effect.gameObject, layer); + effect.transform.position = position; } protected static void SetLayer(GameObject go, Layers layer) diff --git a/Assets/Styles/GLQuake/GLQuake.asset b/Assets/Styles/GLQuake/GLQuake.asset index 939aa99..f5c6082 100644 --- a/Assets/Styles/GLQuake/GLQuake.asset +++ b/Assets/Styles/GLQuake/GLQuake.asset @@ -23,5 +23,7 @@ MonoBehaviour: lavaAlpha: 0.9 teleAlpha: 1 particles: + particleEffect: {fileID: 9150008102338277659, guid: d911d6d226122ae4e97a2fc6f268503d, + type: 3} explosion: {fileID: 9150008102338277659, guid: 94e2cf23692eef24d9a5145b0f705c55, type: 3} diff --git a/Assets/Styles/GLQuake/Particles/Particle.mat b/Assets/Styles/GLQuake/Particles/Particle.mat index d42d8f5..9dcc8d4 100644 --- a/Assets/Styles/GLQuake/Particles/Particle.mat +++ b/Assets/Styles/GLQuake/Particles/Particle.mat @@ -22,7 +22,7 @@ Material: m_PrefabAsset: {fileID: 0} m_Name: Particle m_Shader: {fileID: 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a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab.meta b/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab.meta new file mode 100644 index 0000000..315050d --- /dev/null +++ b/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d911d6d226122ae4e97a2fc6f268503d +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/engine/Quake/r_part.c b/engine/Quake/r_part.c index d8300aa..bb1a42f 100644 --- a/engine/Quake/r_part.c +++ b/engine/Quake/r_part.c @@ -521,6 +521,11 @@ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) } } } + + if (count == 1024) + UQ_Game_ParticleExplosion(org); + else + UQ_Game_RunParticleEffect(org, dir, color, count); } /* diff --git a/engine/Quake/render.h b/engine/Quake/render.h index aa46525..b9d4328 100644 --- a/engine/Quake/render.h +++ b/engine/Quake/render.h @@ -178,6 +178,7 @@ void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj); typedef struct mleaf_s mleaf_t; void UQ_GL_SetupView(vec3_t origin, vec3_t angles, mleaf_t *viewLeaf); +void UQ_Game_RunParticleEffect(vec3_t origin, vec3_t direction, int color, int count); void UQ_Game_ParticleExplosion(vec3_t origin); #endif /* _QUAKE_RENDER_H */ diff --git a/engine/UniQuake/game_uniquake.c b/engine/UniQuake/game_uniquake.c index 62583d5..2b3664d 100644 --- a/engine/UniQuake/game_uniquake.c +++ b/engine/UniQuake/game_uniquake.c @@ -9,6 +9,8 @@ typedef struct unity_gamecalls_s void(*RemoveEntity)(void *context, int entityNum); void(*UpdateEntityAnimation)(void *context, int entityNum, int pose1, int pose2, float blend); void(*SetEntitySkin)(void *context, int entityNum, int skinNum); + + void(*RunParticleEffect)(void *context, vec3_t origin, vec3_t direction, unsigned int colorMin, unsigned int colorMax, int count); void(*ParticleExplosion)(void *context, vec3_t origin); } unity_gamecalls_t; @@ -46,6 +48,14 @@ void UQ_Game_SetEntitySkin(int entityNum, int skinNum) unity_gamecalls->SetEntitySkin(unity_context, entityNum, skinNum); } +void UQ_Game_RunParticleEffect(vec3_t origin, vec3_t direction, int color, int count) +{ + unsigned int colorMin, colorMax; + colorMin = d_8to24table[color & ~7]; + colorMax = d_8to24table[color | 7]; + unity_gamecalls->RunParticleEffect(unity_context, origin, direction, colorMin, colorMax, count); +} + void UQ_Game_ParticleExplosion(vec3_t origin) { unity_gamecalls->ParticleExplosion(unity_context, origin); From 946b8572d4766aa979d563d5dfdae54dcdd462d8 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Sun, 1 Aug 2021 22:07:23 +0200 Subject: [PATCH 05/30] Recreated the teleport splash particle effect --- Assets/Scripts/Modules/GameModule.Interop.cs | 13 + Assets/Scripts/Modules/GameModule.cs | 5 + Assets/Scripts/VisualStyle.cs | 13 + Assets/Styles/GLQuake/GLQuake.asset | 2 + Assets/Styles/GLQuake/Particles/Particle.mat | 4 +- .../GLQuake/Particles/TeleportSplash.prefab | 4864 +++++++++++++++++ .../Particles/TeleportSplash.prefab.meta | 7 + engine/Quake/r_part.c | 2 + engine/Quake/render.h | 1 + engine/UniQuake/game_uniquake.c | 6 + 10 files changed, 4915 insertions(+), 2 deletions(-) create mode 100644 Assets/Styles/GLQuake/Particles/TeleportSplash.prefab create mode 100644 Assets/Styles/GLQuake/Particles/TeleportSplash.prefab.meta diff --git a/Assets/Scripts/Modules/GameModule.Interop.cs b/Assets/Scripts/Modules/GameModule.Interop.cs index d8b4ba7..71ad75b 100644 --- a/Assets/Scripts/Modules/GameModule.Interop.cs +++ b/Assets/Scripts/Modules/GameModule.Interop.cs @@ -20,6 +20,7 @@ public partial class GameModule : CallbackHandler RunParticleEffect = CreateCallback(Callback_RunParticleEffect), ParticleExplosion = CreateCallback(Callback_ParticleExplosion), + TeleportSplash = CreateCallback(Callback_TeleportSplash), }; RegisterCallbacks(callbacks); @@ -39,6 +40,7 @@ public partial class GameModule : CallbackHandler public IntPtr RunParticleEffect; public IntPtr ParticleExplosion; + public IntPtr TeleportSplash; } [UnmanagedFunctionPointer(CallingConvention.Cdecl)] @@ -117,4 +119,15 @@ public partial class GameModule : CallbackHandler GetSelf(context).ParticleExplosion(origin.ToUnityPosition()); Profiler.EndSample(); } + + [UnmanagedFunctionPointer(CallingConvention.Cdecl)] + private delegate void TeleportSplashCallback(IntPtr context, ref QVec3 origin); + + [MonoPInvokeCallback(typeof(TeleportSplashCallback))] + private static void Callback_TeleportSplash(IntPtr context, ref QVec3 origin) + { + Profiler.BeginSample("TeleportSplash"); + GetSelf(context).TeleportSplash(origin.ToUnityPosition()); + Profiler.EndSample(); + } } diff --git a/Assets/Scripts/Modules/GameModule.cs b/Assets/Scripts/Modules/GameModule.cs index fb8f220..6b2b1d4 100644 --- a/Assets/Scripts/Modules/GameModule.cs +++ b/Assets/Scripts/Modules/GameModule.cs @@ -77,4 +77,9 @@ public partial class GameModule { uq.CurrentStyle.Particles.CreateExplosion(position, uq.GameLayer); } + + private void TeleportSplash(Vector3 position) + { + uq.CurrentStyle.Particles.CreateTeleportSplash(position, uq.GameLayer); + } } diff --git a/Assets/Scripts/VisualStyle.cs b/Assets/Scripts/VisualStyle.cs index 1d675aa..0eed909 100644 --- a/Assets/Scripts/VisualStyle.cs +++ b/Assets/Scripts/VisualStyle.cs @@ -158,6 +158,9 @@ public class ParticleSystems [SerializeField] protected ParticleSystem explosion; + [SerializeField] + protected ParticleSystem teleportSplash; + public virtual void RunParticleEffect(Vector3 position, Vector3 direction, Color colorMin, Color colorMax, int count, Layers layer) { if (particleEffect == null) @@ -194,6 +197,16 @@ public class ParticleSystems effect.transform.position = position; } + public virtual void CreateTeleportSplash(Vector3 position, Layers layer) + { + if (teleportSplash == null) + return; + + var effect = Object.Instantiate(teleportSplash); + SetLayer(effect.gameObject, layer); + effect.transform.position = position; + } + protected static void SetLayer(GameObject go, Layers layer) { go.layer = (int)layer; diff --git a/Assets/Styles/GLQuake/GLQuake.asset b/Assets/Styles/GLQuake/GLQuake.asset index f5c6082..8b4ff88 100644 --- a/Assets/Styles/GLQuake/GLQuake.asset +++ b/Assets/Styles/GLQuake/GLQuake.asset @@ -27,3 +27,5 @@ MonoBehaviour: type: 3} explosion: {fileID: 9150008102338277659, guid: 94e2cf23692eef24d9a5145b0f705c55, type: 3} + teleportSplash: {fileID: 9150008102338277659, guid: 79bef89ba1457cb42a9fbeaf4acff66f, + type: 3} diff --git a/Assets/Styles/GLQuake/Particles/Particle.mat b/Assets/Styles/GLQuake/Particles/Particle.mat index 9dcc8d4..53ff38c 100644 --- a/Assets/Styles/GLQuake/Particles/Particle.mat +++ b/Assets/Styles/GLQuake/Particles/Particle.mat @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2999 + m_CustomRenderQueue: 3000 stringTagMap: RenderType: Transparent disabledShaderPasses: @@ -120,7 +120,7 @@ Material: - _Mode: 0 - 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(vec3_t org) vel = 50 + (rand()&63); VectorScale (dir, vel, p->vel); } + + UQ_Game_TeleportSplash(org); } /* diff --git a/engine/Quake/render.h b/engine/Quake/render.h index b9d4328..53ccb07 100644 --- a/engine/Quake/render.h +++ b/engine/Quake/render.h @@ -180,5 +180,6 @@ void UQ_GL_SetupView(vec3_t origin, vec3_t angles, mleaf_t *viewLeaf); void UQ_Game_RunParticleEffect(vec3_t origin, vec3_t direction, int color, int count); void UQ_Game_ParticleExplosion(vec3_t origin); +void UQ_Game_TeleportSplash(vec3_t origin); #endif /* _QUAKE_RENDER_H */ diff --git a/engine/UniQuake/game_uniquake.c b/engine/UniQuake/game_uniquake.c index 2b3664d..7ceef6a 100644 --- a/engine/UniQuake/game_uniquake.c +++ b/engine/UniQuake/game_uniquake.c @@ -12,6 +12,7 @@ typedef struct unity_gamecalls_s void(*RunParticleEffect)(void *context, vec3_t origin, vec3_t direction, unsigned int colorMin, unsigned int colorMax, int count); void(*ParticleExplosion)(void *context, vec3_t origin); + void(*TeleportSplash)(void *context, vec3_t origin); } unity_gamecalls_t; static void *unity_context; @@ -60,3 +61,8 @@ void UQ_Game_ParticleExplosion(vec3_t origin) { unity_gamecalls->ParticleExplosion(unity_context, origin); } + +void UQ_Game_TeleportSplash(vec3_t origin) +{ + unity_gamecalls->TeleportSplash(unity_context, origin); +} From cd4ee6cba762eb3062eda7ffff5834aa8c2b6295 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Sun, 1 Aug 2021 23:56:08 +0200 Subject: [PATCH 06/30] Reworked native-to-managed interface to particle effects, to group together similar types of effects and distinguish them using an enum. This reduces the need for a ton of similar-looking overloads and all of the callback delegate boilerplate that comes along with it. --- Assets/Scripts/Modules/GameModule.Interop.cs | 32 +++++++---------- Assets/Scripts/Modules/GameModule.cs | 38 +++++++++++++++++--- Assets/Styles/GLQuake/Particles/Particle.mat | 4 +-- engine/UniQuake/game_uniquake.c | 16 ++++++--- 4 files changed, 60 insertions(+), 30 deletions(-) diff --git a/Assets/Scripts/Modules/GameModule.Interop.cs b/Assets/Scripts/Modules/GameModule.Interop.cs index 71ad75b..de5e807 100644 --- a/Assets/Scripts/Modules/GameModule.Interop.cs +++ b/Assets/Scripts/Modules/GameModule.Interop.cs @@ -19,8 +19,7 @@ public partial class GameModule : CallbackHandler SetEntitySkin = CreateCallback(Callback_GameSetEntitySkin), RunParticleEffect = CreateCallback(Callback_RunParticleEffect), - ParticleExplosion = CreateCallback(Callback_ParticleExplosion), - TeleportSplash = CreateCallback(Callback_TeleportSplash), + CreateParticleEffect = CreateCallback(Callback_CreateParticleEffect), }; RegisterCallbacks(callbacks); @@ -39,8 +38,7 @@ public partial class GameModule : CallbackHandler public IntPtr SetEntitySkin; public IntPtr RunParticleEffect; - public IntPtr ParticleExplosion; - public IntPtr TeleportSplash; + public IntPtr CreateParticleEffect; } [UnmanagedFunctionPointer(CallingConvention.Cdecl)] @@ -108,26 +106,20 @@ public partial class GameModule : CallbackHandler GetSelf(context).RunParticleEffect(origin.ToUnityPosition(), direction.ToUnityPosition(), colorMin.ToColor(), colorMax.ToColor(), count); Profiler.EndSample(); } - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate void ParticleExplosionCallback(IntPtr context, ref QVec3 origin); - - [MonoPInvokeCallback(typeof(ParticleExplosionCallback))] - private static void Callback_ParticleExplosion(IntPtr context, ref QVec3 origin) - { - Profiler.BeginSample("ParticleExplosion"); - GetSelf(context).ParticleExplosion(origin.ToUnityPosition()); - Profiler.EndSample(); - } [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate void TeleportSplashCallback(IntPtr context, ref QVec3 origin); + private delegate void CreateParticleEffectCallback(IntPtr context, ParticleEffect type, ref QVec3 origin, uint colorMin, uint colorMax); - [MonoPInvokeCallback(typeof(TeleportSplashCallback))] - private static void Callback_TeleportSplash(IntPtr context, ref QVec3 origin) + [MonoPInvokeCallback(typeof(CreateParticleEffectCallback))] + private static void Callback_CreateParticleEffect(IntPtr context, ParticleEffect type, ref QVec3 origin, uint colorMin, uint colorMax) { - Profiler.BeginSample("TeleportSplash"); - GetSelf(context).TeleportSplash(origin.ToUnityPosition()); + Profiler.BeginSample("CreateParticleEffect"); + + if (type == ParticleEffect.Explosion2) + GetSelf(context).CreateParticleExplosion(origin.ToUnityPosition(), colorMin.ToColor(), colorMax.ToColor()); + else + GetSelf(context).CreateParticleEffect(type, origin.ToUnityPosition()); + Profiler.EndSample(); } } diff --git a/Assets/Scripts/Modules/GameModule.cs b/Assets/Scripts/Modules/GameModule.cs index 6b2b1d4..ef86817 100644 --- a/Assets/Scripts/Modules/GameModule.cs +++ b/Assets/Scripts/Modules/GameModule.cs @@ -73,13 +73,43 @@ public partial class GameModule uq.CurrentStyle.Particles.RunParticleEffect(position, direction, colorMin,colorMax, count, uq.GameLayer); } - private void ParticleExplosion(Vector3 position) + private void CreateParticleEffect(ParticleEffect type, Vector3 position) { - uq.CurrentStyle.Particles.CreateExplosion(position, uq.GameLayer); + switch (type) + { + case ParticleEffect.Explosion: + uq.CurrentStyle.Particles.CreateExplosion(position, uq.GameLayer); + break; + case ParticleEffect.TeleportSplash: + uq.CurrentStyle.Particles.CreateTeleportSplash(position, uq.GameLayer); + break; + } } - private void TeleportSplash(Vector3 position) + private void CreateParticleExplosion(Vector3 position, Color colorMin, Color colorMax) + { + + } + + // Should correspond to particle_effect_t in game_uniquake.c + private enum ParticleEffect + { + Explosion = 0, + Explosion2, + BlobExplosion, + LavaSplash, + TeleportSplash, + } + + // Should correspond to `int type` argument in R_RocketTrail + private enum ParticleTrail { - uq.CurrentStyle.Particles.CreateTeleportSplash(position, uq.GameLayer); + Rocket = 0, + Smoke = 1, + Blood = 2, + Tracer = 3, + SlightBlood = 4, + Tracer2 = 5, + VoreBall = 6, } } diff --git a/Assets/Styles/GLQuake/Particles/Particle.mat b/Assets/Styles/GLQuake/Particles/Particle.mat index 53ff38c..eec84ce 100644 --- a/Assets/Styles/GLQuake/Particles/Particle.mat +++ b/Assets/Styles/GLQuake/Particles/Particle.mat @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 3000 + m_CustomRenderQueue: 3001 stringTagMap: RenderType: Transparent disabledShaderPasses: @@ -120,7 +120,7 @@ Material: - _Mode: 0 - _OcclusionStrength: 1 - _Parallax: 0.005 - - _QueueOffset: 0 + - _QueueOffset: 1 - _ReceiveShadows: 1 - _Smoothness: 0.5 - _SmoothnessTextureChannel: 0 diff --git a/engine/UniQuake/game_uniquake.c b/engine/UniQuake/game_uniquake.c index 7ceef6a..ad6df89 100644 --- a/engine/UniQuake/game_uniquake.c +++ b/engine/UniQuake/game_uniquake.c @@ -11,8 +11,7 @@ typedef struct unity_gamecalls_s void(*SetEntitySkin)(void *context, int entityNum, int skinNum); void(*RunParticleEffect)(void *context, vec3_t origin, vec3_t direction, unsigned int colorMin, unsigned int colorMax, int count); - void(*ParticleExplosion)(void *context, vec3_t origin); - void(*TeleportSplash)(void *context, vec3_t origin); + void(*CreateParticleEffect)(void *context, int type, vec3_t origin, unsigned int colorMin, unsigned int colorMax); } unity_gamecalls_t; static void *unity_context; @@ -57,12 +56,21 @@ void UQ_Game_RunParticleEffect(vec3_t origin, vec3_t direction, int color, int c unity_gamecalls->RunParticleEffect(unity_context, origin, direction, colorMin, colorMax, count); } +typedef enum +{ + PARTFX_EXPLOSION = 0, + PARTFX_EXPLOSION2, + PARTFX_BLOB_EXPLOSION, + PARTFX_LAVA_SPLASH, + PARTFX_TELEPORT_SPLASH, +} particle_effect_t; + void UQ_Game_ParticleExplosion(vec3_t origin) { - unity_gamecalls->ParticleExplosion(unity_context, origin); + unity_gamecalls->CreateParticleEffect(unity_context, PARTFX_EXPLOSION, origin, 0, 0); } void UQ_Game_TeleportSplash(vec3_t origin) { - unity_gamecalls->TeleportSplash(unity_context, origin); + unity_gamecalls->CreateParticleEffect(unity_context, PARTFX_TELEPORT_SPLASH, origin, 0, 0); } From e321160e45e6bf3b8ad6fc238d0dd3aa4d62ce4d Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 2 Aug 2021 10:43:47 +0200 Subject: [PATCH 07/30] Implemented lava splash particle effect. Also made particles a bit larger across the board. This probably aren't the correct size values yet, but they do make the particles stand out better. --- Assets/Scripts/Modules/GameModule.cs | 3 + Assets/Scripts/VisualStyle.cs | 36 +- Assets/Styles/GLQuake/GLQuake.asset | 2 + .../GLQuake/Particles/LavaSplash.prefab | 4864 +++++++++++++++++ .../GLQuake/Particles/LavaSplash.prefab.meta | 7 + .../GLQuake/Particles/ParticleEffect.prefab | 2 +- .../Particles/ParticleExplosion.prefab | 4 +- .../GLQuake/Particles/TeleportSplash.prefab | 2 +- engine/Quake/r_part.c | 2 + engine/Quake/render.h | 1 + engine/UniQuake/game_uniquake.c | 5 + 11 files changed, 4909 insertions(+), 19 deletions(-) create mode 100644 Assets/Styles/GLQuake/Particles/LavaSplash.prefab create mode 100644 Assets/Styles/GLQuake/Particles/LavaSplash.prefab.meta diff --git a/Assets/Scripts/Modules/GameModule.cs b/Assets/Scripts/Modules/GameModule.cs index ef86817..1a4b9a6 100644 --- a/Assets/Scripts/Modules/GameModule.cs +++ b/Assets/Scripts/Modules/GameModule.cs @@ -83,6 +83,9 @@ public partial class GameModule case ParticleEffect.TeleportSplash: uq.CurrentStyle.Particles.CreateTeleportSplash(position, uq.GameLayer); break; + case ParticleEffect.LavaSplash: + uq.CurrentStyle.Particles.CreateLavaSplash(position, uq.GameLayer); + break; } } diff --git a/Assets/Scripts/VisualStyle.cs b/Assets/Scripts/VisualStyle.cs index 0eed909..23cc2ca 100644 --- a/Assets/Scripts/VisualStyle.cs +++ b/Assets/Scripts/VisualStyle.cs @@ -161,15 +161,15 @@ public class ParticleSystems [SerializeField] protected ParticleSystem teleportSplash; + [SerializeField] + protected ParticleSystem lavaSplash; + public virtual void RunParticleEffect(Vector3 position, Vector3 direction, Color colorMin, Color colorMax, int count, Layers layer) { - if (particleEffect == null) + var effect = InstantiateEffect(particleEffect, position, layer); + if (effect == null) return; - var effect = Object.Instantiate(particleEffect); - SetLayer(effect.gameObject, layer); - effect.transform.position = position; - var main = effect.main; main.maxParticles = count; @@ -189,24 +189,30 @@ public class ParticleSystems public virtual void CreateExplosion(Vector3 position, Layers layer) { - if (explosion == null) - return; - - var effect = Object.Instantiate(explosion); - SetLayer(effect.gameObject, layer); - effect.transform.position = position; + InstantiateEffect(explosion, position, layer); } public virtual void CreateTeleportSplash(Vector3 position, Layers layer) { - if (teleportSplash == null) - return; + InstantiateEffect(teleportSplash, position, layer); + } + + public virtual void CreateLavaSplash(Vector3 position, Layers layer) + { + InstantiateEffect(lavaSplash, position, layer); + } - var effect = Object.Instantiate(teleportSplash); + protected virtual ParticleSystem InstantiateEffect(ParticleSystem template, Vector3 position, Layers layer) + { + if (template == null) + return null; + + var effect = Object.Instantiate(template); SetLayer(effect.gameObject, layer); effect.transform.position = position; + return effect; } - + protected static void SetLayer(GameObject go, Layers layer) { go.layer = (int)layer; diff --git a/Assets/Styles/GLQuake/GLQuake.asset b/Assets/Styles/GLQuake/GLQuake.asset index 8b4ff88..4236474 100644 --- a/Assets/Styles/GLQuake/GLQuake.asset +++ b/Assets/Styles/GLQuake/GLQuake.asset @@ -29,3 +29,5 @@ MonoBehaviour: type: 3} teleportSplash: {fileID: 9150008102338277659, guid: 79bef89ba1457cb42a9fbeaf4acff66f, type: 3} + lavaSplash: {fileID: 9150008102338277659, guid: 4db0c926dce46fe4c90920ecd8c5df2e, + type: 3} diff --git a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab new file mode 100644 index 0000000..72a3743 --- /dev/null +++ b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab @@ -0,0 +1,4864 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &1638822901649283535 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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scalar: 1.27 + scalar: 2 minScalar: 1 maxCurve: serializedVersion: 2 diff --git a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab index b06f1be..d421be2 100644 --- a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab +++ b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab @@ -285,7 +285,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 1.27 + scalar: 2 minScalar: 1 maxCurve: serializedVersion: 2 @@ -5147,7 +5147,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 1.27 + scalar: 2 minScalar: 1 maxCurve: serializedVersion: 2 diff --git a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab b/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab index 444655e..72815be 100644 --- a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab +++ b/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab @@ -284,7 +284,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 1.27 + scalar: 2 minScalar: 1 maxCurve: serializedVersion: 2 diff --git a/engine/Quake/r_part.c b/engine/Quake/r_part.c index 0050afd..b89a358 100644 --- a/engine/Quake/r_part.c +++ b/engine/Quake/r_part.c @@ -567,6 +567,8 @@ void R_LavaSplash (vec3_t org) vel = 50 + (rand()&63); VectorScale (dir, vel, p->vel); } + + UQ_Game_LavaSplash(org); } /* diff --git a/engine/Quake/render.h b/engine/Quake/render.h index 53ccb07..8190dc7 100644 --- a/engine/Quake/render.h +++ b/engine/Quake/render.h @@ -181,5 +181,6 @@ void UQ_GL_SetupView(vec3_t origin, vec3_t angles, mleaf_t *viewLeaf); void UQ_Game_RunParticleEffect(vec3_t origin, vec3_t direction, int color, int count); void UQ_Game_ParticleExplosion(vec3_t origin); void UQ_Game_TeleportSplash(vec3_t origin); +void UQ_Game_LavaSplash(vec3_t origin); #endif /* _QUAKE_RENDER_H */ diff --git a/engine/UniQuake/game_uniquake.c b/engine/UniQuake/game_uniquake.c index ad6df89..929e68d 100644 --- a/engine/UniQuake/game_uniquake.c +++ b/engine/UniQuake/game_uniquake.c @@ -74,3 +74,8 @@ void UQ_Game_TeleportSplash(vec3_t origin) { unity_gamecalls->CreateParticleEffect(unity_context, PARTFX_TELEPORT_SPLASH, origin, 0, 0); } + +void UQ_Game_LavaSplash(vec3_t origin) +{ + unity_gamecalls->CreateParticleEffect(unity_context, PARTFX_LAVA_SPLASH, origin, 0, 0); +} From ab8b2295dfa52995fab3f10f2d74103913801d98 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 2 Aug 2021 10:53:01 +0200 Subject: [PATCH 08/30] Compile original particle code only when USE_OPENGL is defined. This means the old particle simulations are not being executed when in headless mode. --- engine/Quake/r_part.c | 30 ++++++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) diff --git a/engine/Quake/r_part.c b/engine/Quake/r_part.c index b89a358..cb32595 100644 --- a/engine/Quake/r_part.c +++ b/engine/Quake/r_part.c @@ -44,6 +44,7 @@ float texturescalefactor; //johnfitz -- compensate for apparent size of differen cvar_t r_particles = {"r_particles","1", CVAR_ARCHIVE}; //johnfitz cvar_t r_quadparticles = {"r_quadparticles","1", CVAR_ARCHIVE}; //johnfitz +#ifdef USE_OPENGL /* =============== R_ParticleTextureLookup -- johnfitz -- generate nice antialiased 32x32 circle for particles @@ -140,6 +141,7 @@ static void R_SetParticleTexture_f (cvar_t *var) // break; } } +#endif // USE_OPENGL /* =============== @@ -148,6 +150,7 @@ R_InitParticles */ void R_InitParticles (void) { +#ifdef USE_OPENGL int i; i = COM_CheckParm ("-particles"); @@ -171,6 +174,7 @@ void R_InitParticles (void) Cvar_RegisterVariable (&r_quadparticles); //johnfitz R_InitParticleTextures (); //johnfitz +#endif } /* @@ -188,6 +192,7 @@ float timescale = 0.01; void R_EntityParticles (entity_t *ent) { +#ifdef USE_OPENGL int i; particle_t *p; float angle; @@ -241,6 +246,7 @@ void R_EntityParticles (entity_t *ent) p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength; p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength; } +#endif } /* @@ -250,6 +256,7 @@ R_ClearParticles */ void R_ClearParticles (void) { +#ifdef USE_OPENGL int i; free_particles = &particles[0]; @@ -258,6 +265,7 @@ void R_ClearParticles (void) for (i=0 ;ivel[j] = (rand()%512)-256; } } +#endif } /* @@ -429,6 +443,7 @@ R_BlobExplosion */ void R_BlobExplosion (vec3_t org) { +#ifdef USE_OPENGL int i, j; particle_t *p; @@ -464,6 +479,7 @@ void R_BlobExplosion (vec3_t org) } } } +#endif } /* @@ -473,6 +489,7 @@ R_RunParticleEffect */ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) { +#ifdef USE_OPENGL int i, j; particle_t *p; @@ -521,6 +538,7 @@ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) } } } +#endif if (count == 1024) UQ_Game_ParticleExplosion(org); @@ -535,6 +553,7 @@ R_LavaSplash */ void R_LavaSplash (vec3_t org) { +#ifdef USE_OPENGL int i, j, k; particle_t *p; float vel; @@ -567,6 +586,7 @@ void R_LavaSplash (vec3_t org) vel = 50 + (rand()&63); VectorScale (dir, vel, p->vel); } +#endif UQ_Game_LavaSplash(org); } @@ -578,6 +598,7 @@ R_TeleportSplash */ void R_TeleportSplash (vec3_t org) { +#ifdef USE_OPENGL int i, j, k; particle_t *p; float vel; @@ -610,6 +631,7 @@ void R_TeleportSplash (vec3_t org) vel = 50 + (rand()&63); VectorScale (dir, vel, p->vel); } +#endif UQ_Game_TeleportSplash(org); } @@ -623,6 +645,7 @@ FIXME -- rename function and use #defined types instead of numbers */ void R_RocketTrail (vec3_t start, vec3_t end, int type) { +#ifdef USE_OPENGL vec3_t vec; float len; int j; @@ -722,6 +745,7 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type) VectorAdd (start, vec, start); } +#endif } /* @@ -731,6 +755,7 @@ CL_RunParticles -- johnfitz -- all the particle behavior, separated from R_DrawP */ void CL_RunParticles (void) { +#ifdef USE_OPENGL particle_t *p, *kill; int i; float time1, time2, time3, dvel, frametime, grav; @@ -828,6 +853,7 @@ void CL_RunParticles (void) break; } } +#endif } /* @@ -837,6 +863,7 @@ R_DrawParticles -- johnfitz -- moved all non-drawing code to CL_RunParticles */ void R_DrawParticles (void) { +#ifdef USE_OPENGL particle_t *p; float scale; vec3_t up, right, p_up, p_right, p_upright; //johnfitz -- p_ vectors @@ -952,6 +979,7 @@ void R_DrawParticles (void) glDisable (GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor3f(1,1,1); +#endif } @@ -962,6 +990,7 @@ R_DrawParticles_ShowTris -- johnfitz */ void R_DrawParticles_ShowTris (void) { +#ifdef USE_OPENGL particle_t *p; float scale; vec3_t up, right, p_up, p_right, p_upright; @@ -1032,5 +1061,6 @@ void R_DrawParticles_ShowTris (void) } glEnd (); } +#endif } From 3bbd3f8a4e002f19282f7846c307bb6ce70610e7 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 2 Aug 2021 11:14:01 +0200 Subject: [PATCH 09/30] Scaled up particles even further, which now seems to match the size of QuakeSpasm pretty well --- Assets/Styles/GLQuake/Particles/LavaSplash.prefab | 2 +- Assets/Styles/GLQuake/Particles/ParticleEffect.prefab | 2 +- Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab | 4 ++-- Assets/Styles/GLQuake/Particles/TeleportSplash.prefab | 2 +- 4 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab index 72a3743..32ae3c5 100644 --- a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab +++ b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab @@ -284,7 +284,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 2 + scalar: 2.54 minScalar: 1 maxCurve: serializedVersion: 2 diff --git a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab b/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab index 7df17c2..b4cced0 100644 --- a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab +++ b/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab @@ -284,7 +284,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 2 + scalar: 2.54 minScalar: 1 maxCurve: serializedVersion: 2 diff --git a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab index d421be2..763993e 100644 --- a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab +++ b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab @@ -285,7 +285,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 2 + scalar: 2.54 minScalar: 1 maxCurve: serializedVersion: 2 @@ -5147,7 +5147,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 2 + scalar: 2.54 minScalar: 1 maxCurve: serializedVersion: 2 diff --git a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab b/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab index 72815be..1f4ddb6 100644 --- a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab +++ b/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab @@ -284,7 +284,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 2 + scalar: 2.54 minScalar: 1 maxCurve: serializedVersion: 2 From ecdc9d1f0ec96adf670088300be41f7008d55b2f Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 2 Aug 2021 11:26:59 +0200 Subject: [PATCH 10/30] Disabled mipmapping on particle sprite so that it gets a very sharp and defined look, similar to QuakeSpasm. --- Assets/Styles/GLQuake/Particles/Particle.png.meta | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/Styles/GLQuake/Particles/Particle.png.meta b/Assets/Styles/GLQuake/Particles/Particle.png.meta index dff664b..accb104 100644 --- a/Assets/Styles/GLQuake/Particles/Particle.png.meta +++ b/Assets/Styles/GLQuake/Particles/Particle.png.meta @@ -6,7 +6,7 @@ TextureImporter: serializedVersion: 11 mipmaps: mipMapMode: 0 - enableMipMap: 1 + enableMipMap: 0 sRGBTexture: 1 linearTexture: 0 fadeOut: 0 From 827a5043563eb67923c8187028de31e17c2c63fe Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 2 Aug 2021 12:27:23 +0200 Subject: [PATCH 11/30] Redrawn particle sprite with higher hardness value (97) for a sharper edge, which makes them resemble the mathematically generated ones from QuakeSpasm more closely, as well as making them appear larger. Scaled back down the particle size settings to compensate. --- .../GLQuake/Particles/LavaSplash.prefab | 2 +- Assets/Styles/GLQuake/Particles/Particle.png | Bin 1822 -> 1227 bytes .../GLQuake/Particles/ParticleEffect.prefab | 2 +- .../Particles/ParticleExplosion.prefab | 4 ++-- .../GLQuake/Particles/TeleportSplash.prefab | 2 +- 5 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab index 32ae3c5..a6b456b 100644 --- a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab +++ b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab @@ -284,7 +284,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 2.54 + scalar: 1.27 minScalar: 1 maxCurve: serializedVersion: 2 diff --git a/Assets/Styles/GLQuake/Particles/Particle.png b/Assets/Styles/GLQuake/Particles/Particle.png index e84093dfc0f2413114e032b412172a886d9bf3b6..c53c6d9d74403e1a199c6803a682c41a9911a441 100644 GIT binary patch delta 1171 zcmV;E1Z?}B4$BFUBu6WBMObu0a%Ew3X>V>IRB3Hx08MXhATl69b!Q+lFfuV9F)}(b zGdeIhAS*C2FfjEm?fd`$00(qQO+^Rg2m%Ti9%ZM4H<4^7e*_~*L_t(|+U;A^bjDU|jkh=MeSP(mdwX*DNFHNG$V z-a1(~o7w#6W_I_%$F>`?neUtT-ptOtDbNaRG#VB8vcV|HtqS7_@x0IKJGi?J>xV)kfn;TumA?}O~#g>9w1z1ROM=8Lq<=o zrXVMbW5MMzgqT|ZgZN$YdixHe!FbB3#UyMiNSATIXfw{q^NO=YgqTYJArF#G#t!2J zdA%LCr{@&{S9nE>@saTj;>;t$jXB9bU_4_y76Gi*5cz2$ zVCMLffAPaw0O@^X`yI!~hlwy?beL1<$nc*4#yF3mZqGsTK@rpg-h|B)CIm3z9+Mo5 z^Xo9wEh+*yT#+|lxC-WjV&DrJ_n6_;9Vc&!P!~>3;pm(10fD#&s!6weiB=U(c&(nu z2WALB8NAgY>$@8F(@gWhFY;cTFkK#x3gZxvf8NLYJYH$_tuAd=7H;6UDV+TrfZoSK zMkA%XfqQ0pQ%va{zgJXIaVve*A+w1i%k`P`Dfkw}JWLM2(Pm0fvcv`d5DHa-9&!e7_jCle)0PAX4SwRJ+lgH-rgOiK4EVD;v lBZSD-;b{voh}QV{{9ndq#vmJsWq<$x002ovPDHLkV1ig}6xsj) delta 1771 zcmVV>IRB3Hx08MXhATc>0N_A`?GB7eRATT*P zG&DLeFd!>1F)%Pb^4TB&000McNliru~Cy1i1@x&kLne=`o9TmNEkE0oQ_@2C1if)F{Z0Amb!L zc1cEMhrj{$K!3s39bjBLTa$njLjVauJr3`ifRtSju@wOdoZ3cx7^D^C*a6-J0XXjm z=>{1FxexE3Tg5g+Y)n9Sc}0O81^F{bLkT!j0@^{EK|X9r0Kg6OnIPaw3AhdNGssP7 z%Q%p5pYqw;6A)flRd7uO+R~buKQzAq{DC86S+Rg8N`FE}2^mUc2_1bl+A;`j8Uzxi znG#@3{-Xi@mp1Cm)OCq#9nQ9)pbl2NW}*P`teHGn!?6-U%joH~mXeBY(FyIlmNmOX zY66VOyL3TWf3jb-kyik0`0OR#^ZYX*8+kPU$&?yu7&QW0Rl zL-T(d(0}KqCIL;YX`ZV9`$C^#38^a)1m1VRanF&~7eTH=n z3YOgfT0fO^-aQK<=vPR_fxP^>1qqLf9OE(zz<+PY3igZE1P`r$QgRxv2;LLXRKOlM zMvtl1k9s^wO@NN`9~C6~c{@koEeVZ;>i~NrPmXi`*&HzaO8QQCL4fvq|ABKZk<-fy z_(del4DhibVj8gBcz+Nh!1Vj3MB}{m_N|~+@ zerhaS;;PBZspU@h4E9_&Ve&XDT+(L$x8A?;Mo8d#q#q6Det;Vqbtgsk{=WFpz<)}4 zQUB(LQIY$9DlBgS;8x|GfPFV$-{qZveK%m=<(+_iH(=jo5dl~&nP^?~vJ?vlK>W?f z2^J9X*|_$8dk)J~u?!M$K430@FcZYzoEYIUQhS3J=B;3#04qS)O20A!%=5VbHVVd0 zCi=&>Qf3mZ5L>xV@&S($t)?pZwfT5>^0NdTN z_yDkjJ#~h{TJ77wq&&t502DO*!vKfS3Ob5yafFCk0i8!z;@T$>40X*D2?T$w?Iv(q zL02)2eYDt%7$L;aAn;fs^MAJ?Xf_ZrFC zlLQYQpf4nD{jN2(=wtCPbiQ_=qy-O4MW3g~M_aG7{;G9fT)$66 zfbj>{?k795f>QyruMsM1f#aPciM)Ns)Byc&kZ;=d@v`vwrLn^54}ZjwFje4wdYM(Q zv^&-$Z(Egr|KlYY9IG}*WY%VFkwhw;~pIFu0&}rHko0Yl$l$JQf98qyKvky z^`%5ZU3MumO2SEs3%@&?qKN^(CG(h4ZvYQyqyXP2t*5fir2UYktc< zY03~W4?NZevVRgd6Pnt3%rF&NMw()^ZV5?Do0Bz6ekTMd3ARg&Bubq0c|D>8^kg#v z?0GD4QZ$`*o5abTgurB!I_n8|PMsCa0oX~Ehuommi6Q5e$a{|C*X{3^CLSN#A0 N002ovPDHLkV1hz|F(&{3 diff --git a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab b/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab index b4cced0..8aff3f2 100644 --- a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab +++ b/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab @@ -284,7 +284,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 2.54 + scalar: 1.27 minScalar: 1 maxCurve: serializedVersion: 2 diff --git a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab index 763993e..b06f1be 100644 --- a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab +++ b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab @@ -285,7 +285,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 2.54 + scalar: 1.27 minScalar: 1 maxCurve: serializedVersion: 2 @@ -5147,7 +5147,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 2.54 + scalar: 1.27 minScalar: 1 maxCurve: serializedVersion: 2 diff --git a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab b/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab index 1f4ddb6..444655e 100644 --- a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab +++ b/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab @@ -284,7 +284,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 2.54 + scalar: 1.27 minScalar: 1 maxCurve: serializedVersion: 2 From 3077ccf1e1193d2acbffa0e31493ac00da1bdbad Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 2 Aug 2021 12:57:19 +0200 Subject: [PATCH 12/30] Emulated the particle scale hack performed by QuakeSpasm by slightly increasing the start size of each particle (1.08 x 1.27 = 1.38) and by setting a minimum particle screen size. --- Assets/Styles/GLQuake/Particles/LavaSplash.prefab | 4 ++-- Assets/Styles/GLQuake/Particles/ParticleEffect.prefab | 4 ++-- Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab | 8 ++++---- Assets/Styles/GLQuake/Particles/TeleportSplash.prefab | 4 ++-- 4 files changed, 10 insertions(+), 10 deletions(-) diff --git a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab index a6b456b..27d94da 100644 --- a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab +++ b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab @@ -284,7 +284,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 1.27 + scalar: 1.38 minScalar: 1 maxCurve: serializedVersion: 2 @@ -4839,7 +4839,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0 + m_MinParticleSize: 0.003 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 diff --git a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab b/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab index 8aff3f2..6338a1a 100644 --- a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab +++ b/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab @@ -284,7 +284,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 1.27 + scalar: 1.38 minScalar: 1 maxCurve: serializedVersion: 2 @@ -4839,7 +4839,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0 + m_MinParticleSize: 0.003 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 diff --git a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab index b06f1be..4f45ed0 100644 --- a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab +++ b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab @@ -285,7 +285,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 1.27 + scalar: 1.38 minScalar: 1 maxCurve: serializedVersion: 2 @@ -4840,7 +4840,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0 + m_MinParticleSize: 0.003 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 @@ -5147,7 +5147,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 1.27 + scalar: 1.38 minScalar: 1 maxCurve: serializedVersion: 2 @@ -9702,7 +9702,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0 + m_MinParticleSize: 0.003 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 diff --git a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab b/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab index 444655e..27d62a1 100644 --- a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab +++ b/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab @@ -284,7 +284,7 @@ ParticleSystem: startSize: serializedVersion: 2 minMaxState: 0 - scalar: 1.27 + scalar: 1.38 minScalar: 1 maxCurve: serializedVersion: 2 @@ -4839,7 +4839,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0 + m_MinParticleSize: 0.003 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 From 232564a411f06c2865cfd411f2c0ada05e323eb1 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 2 Aug 2021 13:27:07 +0200 Subject: [PATCH 13/30] Tweaked lava splash to look more closely like the Quake original effect --- Assets/Styles/GLQuake/Particles/LavaSplash.prefab | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab index 27d94da..6eddfe3 100644 --- a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab +++ b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab @@ -1545,7 +1545,7 @@ ParticleSystem: enabled: 1 x: serializedVersion: 2 - minMaxState: 3 + minMaxState: 0 scalar: 0 minScalar: 0 maxCurve: @@ -1598,9 +1598,9 @@ ParticleSystem: m_RotationOrder: 4 y: serializedVersion: 2 - minMaxState: 3 + minMaxState: 0 scalar: 50 - minScalar: 113 + minScalar: 63 maxCurve: serializedVersion: 2 m_Curve: @@ -1651,7 +1651,7 @@ ParticleSystem: m_RotationOrder: 4 z: serializedVersion: 2 - minMaxState: 3 + minMaxState: 0 scalar: 0 minScalar: 0 maxCurve: @@ -2023,8 +2023,8 @@ ParticleSystem: radial: serializedVersion: 2 minMaxState: 3 - scalar: 113 - minScalar: 50 + scalar: 63 + minScalar: 0 maxCurve: serializedVersion: 2 m_Curve: From 79b47065c7c24f8125cbb8474690d4807b34f93a Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 2 Aug 2021 13:33:52 +0200 Subject: [PATCH 14/30] Moved particle callbacks to Unity above the original particle effect code, so that if the "no more particles" return branch is taken, the effect will still be forwarded to Unity. Fixes missing particle effects in some scenes. --- engine/Quake/r_part.c | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/engine/Quake/r_part.c b/engine/Quake/r_part.c index cb32595..99c87d0 100644 --- a/engine/Quake/r_part.c +++ b/engine/Quake/r_part.c @@ -361,6 +361,8 @@ R_ParticleExplosion */ void R_ParticleExplosion (vec3_t org) { + UQ_Game_ParticleExplosion(org); + #ifdef USE_OPENGL int i, j; particle_t *p; @@ -397,8 +399,6 @@ void R_ParticleExplosion (vec3_t org) } } #endif - - UQ_Game_ParticleExplosion(org); } /* @@ -489,6 +489,11 @@ R_RunParticleEffect */ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) { + if (count == 1024) + UQ_Game_ParticleExplosion(org); + else + UQ_Game_RunParticleEffect(org, dir, color, count); + #ifdef USE_OPENGL int i, j; particle_t *p; @@ -539,11 +544,6 @@ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) } } #endif - - if (count == 1024) - UQ_Game_ParticleExplosion(org); - else - UQ_Game_RunParticleEffect(org, dir, color, count); } /* @@ -553,6 +553,8 @@ R_LavaSplash */ void R_LavaSplash (vec3_t org) { + UQ_Game_LavaSplash(org); + #ifdef USE_OPENGL int i, j, k; particle_t *p; @@ -587,8 +589,6 @@ void R_LavaSplash (vec3_t org) VectorScale (dir, vel, p->vel); } #endif - - UQ_Game_LavaSplash(org); } /* @@ -598,6 +598,8 @@ R_TeleportSplash */ void R_TeleportSplash (vec3_t org) { + UQ_Game_TeleportSplash(org); + #ifdef USE_OPENGL int i, j, k; particle_t *p; @@ -632,8 +634,6 @@ void R_TeleportSplash (vec3_t org) VectorScale (dir, vel, p->vel); } #endif - - UQ_Game_TeleportSplash(org); } /* From c5122fa2ead83ae9c619b6c7df0831429664e907 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 2 Aug 2021 15:44:43 +0200 Subject: [PATCH 15/30] Further tweaked particle explosion and used a curve speed modifier to more closely match the look of the original Quake effect --- .../Particles/ParticleExplosion.prefab | 36 +++++++++---------- 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab index 4f45ed0..4b85460 100644 --- a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab +++ b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab @@ -170,7 +170,7 @@ ParticleSystem: serializedVersion: 2 minMaxState: 3 scalar: 256 - minScalar: -256 + minScalar: 0 maxCurve: serializedVersion: 2 m_Curve: @@ -2076,30 +2076,30 @@ ParticleSystem: m_RotationOrder: 4 speedModifier: serializedVersion: 2 - minMaxState: 0 - scalar: 4 + minMaxState: 1 + scalar: 28.9 minScalar: 1 maxCurve: serializedVersion: 2 m_Curve: - serializedVersion: 3 time: 0 - value: 1 + value: 0.034489885 inSlope: 0 outSlope: 0 tangentMode: 0 weightedMode: 0 - inWeight: 0.33333334 - outWeight: 0.33333334 + inWeight: 0 + outWeight: 0 - serializedVersion: 3 time: 1 value: 1 - inSlope: 0 - outSlope: 0 + inSlope: 2 + outSlope: 2 tangentMode: 0 weightedMode: 0 - inWeight: 0.33333334 - outWeight: 0.33333334 + inWeight: 0 + outWeight: 0 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -5032,7 +5032,7 @@ ParticleSystem: serializedVersion: 2 minMaxState: 3 scalar: 256 - minScalar: -256 + minScalar: 0 maxCurve: serializedVersion: 2 m_Curve: @@ -6947,21 +6947,21 @@ ParticleSystem: - serializedVersion: 3 time: 0 value: 1 - inSlope: 0 - outSlope: 0 + inSlope: -2 + outSlope: -2 tangentMode: 0 weightedMode: 0 - inWeight: 0.33333334 - outWeight: 0.33333334 + inWeight: 0 + outWeight: 0 - serializedVersion: 3 time: 1 - value: 1 + value: 0.3448289 inSlope: 0 outSlope: 0 tangentMode: 0 weightedMode: 0 - inWeight: 0.33333334 - outWeight: 0.33333334 + inWeight: 0 + outWeight: 0 m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 From d44e75c620dea4203c3db3fa248d092718387b4a Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Mon, 2 Aug 2021 17:17:53 +0200 Subject: [PATCH 16/30] Implemented the color mapped explosion effect introduced by the Rogue expansion pack --- Assets/Scripts/Modules/GameModule.Interop.cs | 4 +- Assets/Scripts/Modules/GameModule.cs | 6 +- Assets/Scripts/VisualStyle.cs | 32 +- Assets/Styles/GLQuake/GLQuake.asset | 2 + .../GLQuake/Particles/RogueExplosion.prefab | 4864 +++++++++++++++++ .../Particles/RogueExplosion.prefab.meta | 7 + engine/Quake/r_part.c | 2 + engine/Quake/render.h | 1 + engine/UniQuake/game_uniquake.c | 10 +- 9 files changed, 4914 insertions(+), 14 deletions(-) create mode 100644 Assets/Styles/GLQuake/Particles/RogueExplosion.prefab create mode 100644 Assets/Styles/GLQuake/Particles/RogueExplosion.prefab.meta diff --git a/Assets/Scripts/Modules/GameModule.Interop.cs b/Assets/Scripts/Modules/GameModule.Interop.cs index de5e807..1b9be12 100644 --- a/Assets/Scripts/Modules/GameModule.Interop.cs +++ b/Assets/Scripts/Modules/GameModule.Interop.cs @@ -115,8 +115,8 @@ public partial class GameModule : CallbackHandler { Profiler.BeginSample("CreateParticleEffect"); - if (type == ParticleEffect.Explosion2) - GetSelf(context).CreateParticleExplosion(origin.ToUnityPosition(), colorMin.ToColor(), colorMax.ToColor()); + if (type == ParticleEffect.RogueExplosion) + GetSelf(context).CreateRogueExplosion(origin.ToUnityPosition(), colorMin.ToColor(), colorMax.ToColor()); else GetSelf(context).CreateParticleEffect(type, origin.ToUnityPosition()); diff --git a/Assets/Scripts/Modules/GameModule.cs b/Assets/Scripts/Modules/GameModule.cs index 1a4b9a6..9a79c1d 100644 --- a/Assets/Scripts/Modules/GameModule.cs +++ b/Assets/Scripts/Modules/GameModule.cs @@ -89,16 +89,16 @@ public partial class GameModule } } - private void CreateParticleExplosion(Vector3 position, Color colorMin, Color colorMax) + private void CreateRogueExplosion(Vector3 position, Color colorMin, Color colorMax) { - + uq.CurrentStyle.Particles.CreateRogueExplosion(position, colorMin, colorMax, uq.GameLayer); } // Should correspond to particle_effect_t in game_uniquake.c private enum ParticleEffect { Explosion = 0, - Explosion2, + RogueExplosion, BlobExplosion, LavaSplash, TeleportSplash, diff --git a/Assets/Scripts/VisualStyle.cs b/Assets/Scripts/VisualStyle.cs index 23cc2ca..8f4342a 100644 --- a/Assets/Scripts/VisualStyle.cs +++ b/Assets/Scripts/VisualStyle.cs @@ -158,6 +158,9 @@ public class ParticleSystems [SerializeField] protected ParticleSystem explosion; + [SerializeField] + protected ParticleSystem rogueExplosion; + [SerializeField] protected ParticleSystem teleportSplash; @@ -172,14 +175,7 @@ public class ParticleSystems var main = effect.main; main.maxParticles = count; - - var startColor = main.startColor; - startColor.gradient.colorKeys = new[] - { - new GradientColorKey(colorMin, 0f), - new GradientColorKey(colorMax, 1f), - }; - main.startColor = startColor; + SetColorGradient(main, colorMin, colorMax); var velocity = effect.velocityOverLifetime; velocity.x = direction.x * 15f; @@ -192,6 +188,15 @@ public class ParticleSystems InstantiateEffect(explosion, position, layer); } + public virtual void CreateRogueExplosion(Vector3 position, Color colorMin, Color colorMax, Layers layer) + { + var effect = InstantiateEffect(rogueExplosion, position, layer); + if (effect == null) + return; + + SetColorGradient(effect.main, colorMin, colorMax); + } + public virtual void CreateTeleportSplash(Vector3 position, Layers layer) { InstantiateEffect(teleportSplash, position, layer); @@ -223,4 +228,15 @@ public class ParticleSystems go.transform.GetChild(i).gameObject.layer = (int)layer; } } + + protected static void SetColorGradient(ParticleSystem.MainModule main, Color colorMin, Color colorMax) + { + var startColor = main.startColor; + startColor.gradient.colorKeys = new[] + { + new GradientColorKey(colorMin, 0f), + new GradientColorKey(colorMax, 1f), + }; + main.startColor = startColor; + } } diff --git a/Assets/Styles/GLQuake/GLQuake.asset b/Assets/Styles/GLQuake/GLQuake.asset index 4236474..fa0a0b7 100644 --- a/Assets/Styles/GLQuake/GLQuake.asset +++ b/Assets/Styles/GLQuake/GLQuake.asset @@ -27,6 +27,8 @@ MonoBehaviour: type: 3} explosion: {fileID: 9150008102338277659, guid: 94e2cf23692eef24d9a5145b0f705c55, type: 3} + rogueExplosion: {fileID: 9150008102338277659, guid: 0a1fede38a8884d488bcf7625cad527e, + type: 3} teleportSplash: {fileID: 9150008102338277659, guid: 79bef89ba1457cb42a9fbeaf4acff66f, type: 3} lavaSplash: {fileID: 9150008102338277659, guid: 4db0c926dce46fe4c90920ecd8c5df2e, diff --git a/Assets/Styles/GLQuake/Particles/RogueExplosion.prefab b/Assets/Styles/GLQuake/Particles/RogueExplosion.prefab new file mode 100644 index 0000000..dfc22ef --- /dev/null +++ b/Assets/Styles/GLQuake/Particles/RogueExplosion.prefab @@ -0,0 +1,4864 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &1638822901649283535 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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PARTFX_EXPLOSION2, + PARTFX_ROGUE_EXPLOSION, PARTFX_BLOB_EXPLOSION, PARTFX_LAVA_SPLASH, PARTFX_TELEPORT_SPLASH, @@ -70,6 +70,14 @@ void UQ_Game_ParticleExplosion(vec3_t origin) unity_gamecalls->CreateParticleEffect(unity_context, PARTFX_EXPLOSION, origin, 0, 0); } +void UQ_Game_ParticleExplosion2(vec3_t origin, int colorStart, int colorLength) +{ + unsigned int colorMin, colorMax; + colorMin = d_8to24table[colorStart]; + colorMax = d_8to24table[colorStart + colorLength - 1]; + unity_gamecalls->CreateParticleEffect(unity_context, PARTFX_ROGUE_EXPLOSION, origin, colorMin, colorMax); +} + void UQ_Game_TeleportSplash(vec3_t origin) { unity_gamecalls->CreateParticleEffect(unity_context, PARTFX_TELEPORT_SPLASH, origin, 0, 0); From c41003a6ede5941a4a9908539d90bb519a3e1ba1 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Tue, 3 Aug 2021 00:30:01 +0200 Subject: [PATCH 17/30] First pass of the Spawn blob explosions. The second part that has a cylindrical shape is hard to get right. --- Assets/Scripts/Modules/GameModule.cs | 3 + Assets/Scripts/VisualStyle.cs | 8 + Assets/Styles/GLQuake/GLQuake.asset | 2 + .../GLQuake/Particles/BlobExplosion.prefab | 10132 ++++++++++++++++ .../Particles/BlobExplosion.prefab.meta | 7 + engine/Quake/r_part.c | 2 + engine/Quake/render.h | 1 + engine/UniQuake/game_uniquake.c | 5 + 8 files changed, 10160 insertions(+) create mode 100644 Assets/Styles/GLQuake/Particles/BlobExplosion.prefab create mode 100644 Assets/Styles/GLQuake/Particles/BlobExplosion.prefab.meta diff --git a/Assets/Scripts/Modules/GameModule.cs b/Assets/Scripts/Modules/GameModule.cs index 9a79c1d..52c5e5d 100644 --- a/Assets/Scripts/Modules/GameModule.cs +++ b/Assets/Scripts/Modules/GameModule.cs @@ -80,6 +80,9 @@ public partial class GameModule case ParticleEffect.Explosion: uq.CurrentStyle.Particles.CreateExplosion(position, uq.GameLayer); break; + case ParticleEffect.BlobExplosion: + uq.CurrentStyle.Particles.CreateBlobExplosion(position, uq.GameLayer); + break; case ParticleEffect.TeleportSplash: uq.CurrentStyle.Particles.CreateTeleportSplash(position, uq.GameLayer); break; diff --git a/Assets/Scripts/VisualStyle.cs b/Assets/Scripts/VisualStyle.cs index 8f4342a..a4cc668 100644 --- a/Assets/Scripts/VisualStyle.cs +++ b/Assets/Scripts/VisualStyle.cs @@ -161,6 +161,9 @@ public class ParticleSystems [SerializeField] protected ParticleSystem rogueExplosion; + [SerializeField] + protected ParticleSystem blobExplosion; + [SerializeField] protected ParticleSystem teleportSplash; @@ -197,6 +200,11 @@ public class ParticleSystems SetColorGradient(effect.main, colorMin, colorMax); } + public virtual void CreateBlobExplosion(Vector3 position, Layers layer) + { + InstantiateEffect(blobExplosion, position, layer); + } + public virtual void CreateTeleportSplash(Vector3 position, Layers layer) { InstantiateEffect(teleportSplash, position, layer); diff --git a/Assets/Styles/GLQuake/GLQuake.asset b/Assets/Styles/GLQuake/GLQuake.asset index fa0a0b7..f91ba94 100644 --- a/Assets/Styles/GLQuake/GLQuake.asset +++ b/Assets/Styles/GLQuake/GLQuake.asset @@ -29,6 +29,8 @@ MonoBehaviour: type: 3} rogueExplosion: {fileID: 9150008102338277659, guid: 0a1fede38a8884d488bcf7625cad527e, type: 3} + blobExplosion: {fileID: 9150008102338277659, guid: 3bc17ebf070910f4592c9491152e94b4, + type: 3} teleportSplash: {fileID: 9150008102338277659, guid: 79bef89ba1457cb42a9fbeaf4acff66f, type: 3} lavaSplash: {fileID: 9150008102338277659, guid: 4db0c926dce46fe4c90920ecd8c5df2e, diff --git a/Assets/Styles/GLQuake/Particles/BlobExplosion.prefab b/Assets/Styles/GLQuake/Particles/BlobExplosion.prefab new file mode 100644 index 0000000..a74e843 --- /dev/null +++ b/Assets/Styles/GLQuake/Particles/BlobExplosion.prefab @@ -0,0 +1,10132 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &1638822901649283535 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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Also slightly tweaked the minimum particle size on all effects. --- Assets/Scripts/VisualStyle.cs | 40 +++++ Assets/Styles/GLQuake/GLQuake.asset | 2 + .../GLQuake/Particles/BlobExplosion.prefab | 4 +- .../GLQuake/Particles/LavaSplash.prefab | 2 +- .../GLQuake/Particles/ParticleEffect.prefab | 2 +- .../Particles/ParticleExplosion.prefab | 4 +- .../GLQuake/Particles/RogueExplosion.prefab | 2 +- .../{Particle.mat => RoundParticle.mat} | 2 +- ...rticle.mat.meta => RoundParticle.mat.meta} | 0 .../GLQuake/Particles/SquareParticle.mat | 142 ++++++++++++++++++ .../GLQuake/Particles/SquareParticle.mat.meta | 8 + .../GLQuake/Particles/TeleportSplash.prefab | 2 +- Assets/Styles/GLQuake/Software.asset | 15 +- 13 files changed, 215 insertions(+), 10 deletions(-) rename Assets/Styles/GLQuake/Particles/{Particle.mat => RoundParticle.mat} (99%) rename Assets/Styles/GLQuake/Particles/{Particle.mat.meta => RoundParticle.mat.meta} (100%) create mode 100644 Assets/Styles/GLQuake/Particles/SquareParticle.mat create mode 100644 Assets/Styles/GLQuake/Particles/SquareParticle.mat.meta diff --git a/Assets/Scripts/VisualStyle.cs b/Assets/Scripts/VisualStyle.cs index a4cc668..652bed9 100644 --- a/Assets/Scripts/VisualStyle.cs +++ b/Assets/Scripts/VisualStyle.cs @@ -30,6 +30,8 @@ public class VisualStyle : ScriptableObject public virtual void Activate() { + particles.Init(); + if (pointSampling) Shader.EnableKeyword("_POINT_SAMPLING"); else @@ -152,6 +154,12 @@ public class LiquidProperties [System.Serializable] public class ParticleSystems { + [SerializeField] + protected Material particleMaterial; + + [SerializeField] + protected float particleSize = 1.0f; + [SerializeField] protected ParticleSystem particleEffect; @@ -170,6 +178,38 @@ public class ParticleSystems [SerializeField] protected ParticleSystem lavaSplash; + public virtual void Init() + { + InitTemplate(particleEffect); + InitTemplate(explosion); + InitTemplate(rogueExplosion); + InitTemplate(blobExplosion); + InitTemplate(teleportSplash); + InitTemplate(lavaSplash); + } + + protected virtual void InitTemplate(ParticleSystem template) + { + if (template == null) + return; + + var main = template.main; + main.startSize = particleSize; + + if (particleMaterial != null) + { + var renderer = template.GetComponent(); + renderer.sharedMaterial = particleMaterial; + } + + int childCount = template.transform.childCount; + for (int i = 0; i < childCount; ++i) + { + var child = template.transform.GetChild(i); + InitTemplate(child.GetComponent()); + } + } + public virtual void RunParticleEffect(Vector3 position, Vector3 direction, Color colorMin, Color colorMax, int count, Layers layer) { var effect = InstantiateEffect(particleEffect, position, layer); diff --git a/Assets/Styles/GLQuake/GLQuake.asset b/Assets/Styles/GLQuake/GLQuake.asset index f91ba94..fe983c3 100644 --- a/Assets/Styles/GLQuake/GLQuake.asset +++ b/Assets/Styles/GLQuake/GLQuake.asset @@ -23,6 +23,8 @@ MonoBehaviour: lavaAlpha: 0.9 teleAlpha: 1 particles: + particleMaterial: {fileID: 2100000, guid: 4224080a2fee880419642256cbfaee41, type: 2} + particleSize: 1.38 particleEffect: {fileID: 9150008102338277659, guid: d911d6d226122ae4e97a2fc6f268503d, type: 3} explosion: {fileID: 9150008102338277659, guid: 94e2cf23692eef24d9a5145b0f705c55, diff --git a/Assets/Styles/GLQuake/Particles/BlobExplosion.prefab b/Assets/Styles/GLQuake/Particles/BlobExplosion.prefab index a74e843..4b423a0 100644 --- a/Assets/Styles/GLQuake/Particles/BlobExplosion.prefab +++ b/Assets/Styles/GLQuake/Particles/BlobExplosion.prefab @@ -4921,7 +4921,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0.002 + m_MinParticleSize: 0.0025 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 @@ -10107,7 +10107,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0.002 + m_MinParticleSize: 0.0025 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 diff --git a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab index 6eddfe3..4084467 100644 --- a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab +++ b/Assets/Styles/GLQuake/Particles/LavaSplash.prefab @@ -4839,7 +4839,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0.003 + m_MinParticleSize: 0.0025 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 diff --git a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab b/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab index 6338a1a..4ffb9d1 100644 --- a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab +++ b/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab @@ -4839,7 +4839,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0.003 + m_MinParticleSize: 0.0025 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 diff --git a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab index 4b85460..62d583d 100644 --- a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab +++ b/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab @@ -4840,7 +4840,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0.003 + m_MinParticleSize: 0.0025 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 @@ -9702,7 +9702,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0.003 + m_MinParticleSize: 0.0025 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 diff --git a/Assets/Styles/GLQuake/Particles/RogueExplosion.prefab b/Assets/Styles/GLQuake/Particles/RogueExplosion.prefab index dfc22ef..894f2c3 100644 --- a/Assets/Styles/GLQuake/Particles/RogueExplosion.prefab +++ 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0 + - _ClearCoatSmoothness: 0 + - _ColorMode: 0 + - _Cull: 2 + - _Cutoff: 0.5 + - _DetailAlbedoMapScale: 1 + - _DetailNormalMapScale: 1 + - _DistortionBlend: 0.5 + - _DistortionEnabled: 0 + - _DistortionStrength: 1 + - _DistortionStrengthScaled: 0.1 + - _DstBlend: 0 + - _EnvironmentReflections: 1 + - _FlipbookBlending: 0 + - _FlipbookMode: 0 + - _GlossMapScale: 0 + - _Glossiness: 0 + - _GlossyReflections: 0 + - _Metallic: 0 + - _Mode: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.005 + - _QueueOffset: 1 + - _ReceiveShadows: 1 + - _Smoothness: 0.5 + - _SmoothnessTextureChannel: 0 + - _SoftParticlesEnabled: 0 + - _SoftParticlesFarFadeDistance: 1 + - _SoftParticlesNearFadeDistance: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _Surface: 0 + - _WorkflowMode: 1 + - _ZWrite: 1 + m_Colors: + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} + - _BaseColorAddSubDiff: {r: 1, g: 0, b: 0, a: 0} + - _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/Assets/Styles/GLQuake/Particles/SquareParticle.mat.meta b/Assets/Styles/GLQuake/Particles/SquareParticle.mat.meta new file mode 100644 index 0000000..7ebdead --- /dev/null +++ b/Assets/Styles/GLQuake/Particles/SquareParticle.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 63b15323c45f06d4995fa1512a83cbcd +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab b/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab index 27d62a1..db2ed28 100644 --- a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab +++ b/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab @@ -4839,7 +4839,7 @@ ParticleSystemRenderer: m_SortingOrder: 0 m_RenderMode: 0 m_SortMode: 0 - m_MinParticleSize: 0.003 + m_MinParticleSize: 0.0025 m_MaxParticleSize: 0.5 m_CameraVelocityScale: 0 m_VelocityScale: 0 diff --git a/Assets/Styles/GLQuake/Software.asset b/Assets/Styles/GLQuake/Software.asset index c78a3db..577d2f5 100644 --- a/Assets/Styles/GLQuake/Software.asset +++ b/Assets/Styles/GLQuake/Software.asset @@ -23,4 +23,17 @@ MonoBehaviour: lavaAlpha: 1 teleAlpha: 1 particles: - explosion: {fileID: 0} + particleMaterial: {fileID: 2100000, guid: 63b15323c45f06d4995fa1512a83cbcd, type: 2} + particleSize: 1.08 + particleEffect: {fileID: 9150008102338277659, guid: d911d6d226122ae4e97a2fc6f268503d, + type: 3} + explosion: {fileID: 9150008102338277659, guid: 94e2cf23692eef24d9a5145b0f705c55, + type: 3} + rogueExplosion: {fileID: 9150008102338277659, guid: 0a1fede38a8884d488bcf7625cad527e, + type: 3} + blobExplosion: {fileID: 9150008102338277659, guid: 3bc17ebf070910f4592c9491152e94b4, + type: 3} + teleportSplash: {fileID: 9150008102338277659, guid: 79bef89ba1457cb42a9fbeaf4acff66f, + type: 3} + lavaSplash: {fileID: 9150008102338277659, guid: 4db0c926dce46fe4c90920ecd8c5df2e, + type: 3} From 2b8853237cf366f7f209910cfd857eab40a10295 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Tue, 3 Aug 2021 13:17:31 +0200 Subject: [PATCH 19/30] Upgraded project to Unity 2020.3.15 and updated packages --- Packages/manifest.json | 12 ++++++------ Packages/packages-lock.json | 24 ++++++++++++------------ ProjectSettings/ProjectSettings.asset | 2 +- ProjectSettings/ProjectVersion.txt | 4 ++-- 4 files changed, 21 insertions(+), 21 deletions(-) diff --git a/Packages/manifest.json b/Packages/manifest.json index 6826a3c..c6af662 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -1,15 +1,15 @@ { "dependencies": { - "com.unity.collab-proxy": "1.5.7", - "com.unity.ide.rider": "2.0.7", - "com.unity.ide.visualstudio": "2.0.9", + "com.unity.collab-proxy": "1.7.1", + "com.unity.ide.rider": "3.0.7", + "com.unity.ide.visualstudio": "2.0.11", "com.unity.ide.vscode": "1.2.3", "com.unity.inputsystem": "1.0.2", - "com.unity.render-pipelines.universal": "10.5.0", + "com.unity.render-pipelines.universal": "10.5.1", "com.unity.test-framework": "1.1.27", "com.unity.textmeshpro": "3.0.6", - "com.unity.timeline": "1.4.8", - "com.unity.toolchain.win-x86_64-linux-x86_64": "0.1.19-preview", + "com.unity.timeline": "1.6.1", + "com.unity.toolchain.win-x86_64-linux-x86_64": "0.1.21-preview", "com.unity.ugui": "1.0.0", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index 313d11d..bbe9e2e 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -1,7 +1,7 @@ { "dependencies": { "com.unity.collab-proxy": { - "version": "1.5.7", + "version": "1.7.1", "depth": 0, "source": "registry", "dependencies": { @@ -17,16 +17,16 @@ "url": "https://packages.unity.com" }, "com.unity.ide.rider": { - "version": "2.0.7", + "version": "3.0.7", "depth": 0, "source": "registry", "dependencies": { - "com.unity.test-framework": "1.1.1" + "com.unity.ext.nunit": "1.0.6" }, "url": "https://packages.unity.com" }, "com.unity.ide.visualstudio": { - "version": "2.0.9", + "version": "2.0.11", "depth": 0, "source": "registry", "dependencies": { @@ -63,7 +63,7 @@ "url": "https://packages.unity.com" }, "com.unity.render-pipelines.core": { - "version": "10.5.0", + "version": "10.5.1", "depth": 1, "source": "registry", "dependencies": { @@ -72,13 +72,13 @@ "url": "https://packages.unity.com" }, "com.unity.render-pipelines.universal": { - "version": "10.5.0", + "version": "10.5.1", "depth": 0, "source": "registry", "dependencies": { "com.unity.mathematics": "1.1.0", - "com.unity.render-pipelines.core": "10.5.0", - "com.unity.shadergraph": "10.5.0" + "com.unity.render-pipelines.core": "10.5.1", + "com.unity.shadergraph": "10.5.1" }, "url": "https://packages.unity.com" }, @@ -90,11 +90,11 @@ "url": "https://packages.unity.com" }, "com.unity.shadergraph": { - "version": "10.5.0", + "version": "10.5.1", "depth": 1, "source": "registry", "dependencies": { - "com.unity.render-pipelines.core": "10.5.0", + "com.unity.render-pipelines.core": "10.5.1", "com.unity.searcher": "4.3.2" }, "url": "https://packages.unity.com" @@ -136,7 +136,7 @@ "url": "https://packages.unity.com" }, "com.unity.timeline": { - "version": "1.4.8", + "version": "1.6.1", "depth": 0, "source": "registry", "dependencies": { @@ -148,7 +148,7 @@ "url": "https://packages.unity.com" }, "com.unity.toolchain.win-x86_64-linux-x86_64": { - "version": "0.1.19-preview", + "version": "0.1.21-preview", "depth": 0, "source": "registry", "dependencies": { diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 64e25c8..9bdbf4c 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -154,7 +154,7 @@ PlayerSettings: Standalone: 0 iPhone: 0 tvOS: 0 - overrideDefaultApplicationIdentifier: 0 + overrideDefaultApplicationIdentifier: 1 AndroidBundleVersionCode: 1 AndroidMinSdkVersion: 19 AndroidTargetSdkVersion: 0 diff --git a/ProjectSettings/ProjectVersion.txt b/ProjectSettings/ProjectVersion.txt index 98c9697..5ac0724 100644 --- a/ProjectSettings/ProjectVersion.txt +++ b/ProjectSettings/ProjectVersion.txt @@ -1,2 +1,2 @@ -m_EditorVersion: 2020.3.14f1 -m_EditorVersionWithRevision: 2020.3.14f1 (d0d1bb862f9d) +m_EditorVersion: 2020.3.15f2 +m_EditorVersionWithRevision: 2020.3.15f2 (6cf78cb77498) From 3e83559b6f2562c903228d21387b0096771b082f Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Tue, 3 Aug 2021 18:29:38 +0200 Subject: [PATCH 20/30] Renamed style files and directories, now that the structure has crystallized somewhat --- Assets/Styles/{GLQuake.meta => Original.meta} | 0 Assets/Styles/{GLQuake => Original}/GLQuake.asset | 0 .../Styles/{GLQuake => Original}/GLQuake.asset.meta | 0 Assets/Styles/{GLQuake => Original}/Materials.meta | 0 .../Materials/Quake_Entity.mat} | 2 +- .../Materials/Quake_Entity.mat.meta} | 0 .../Materials/Quake_Liquid.mat} | 2 +- .../Materials/Quake_Liquid.mat.meta} | 0 .../Materials/Quake_World.mat} | 2 +- .../Materials/Quake_World.mat.meta} | 0 Assets/Styles/{GLQuake => Original}/Particles.meta | 0 .../Particles/BlobExplosion.prefab | 0 .../Particles/BlobExplosion.prefab.meta | 0 .../Particles/LavaSplash.prefab | 0 .../Particles/LavaSplash.prefab.meta | 0 .../{GLQuake => Original}/Particles/Particle.png | Bin .../Particles/Particle.png.meta | 0 .../Particles/ParticleEffect.prefab | 0 .../Particles/ParticleEffect.prefab.meta | 0 .../Particles/ParticleExplosion.prefab | 0 .../Particles/ParticleExplosion.prefab.meta | 0 .../Particles/RogueExplosion.prefab | 0 .../Particles/RogueExplosion.prefab.meta | 0 .../Particles/RoundParticle.mat | 0 .../Particles/RoundParticle.mat.meta | 0 .../Particles/SquareParticle.mat | 0 .../Particles/SquareParticle.mat.meta | 0 .../Particles/TeleportSplash.prefab | 0 .../Particles/TeleportSplash.prefab.meta | 0 Assets/Styles/{GLQuake => Original}/Software.asset | 0 .../{GLQuake => Original}/Software.asset.meta | 0 31 files changed, 3 insertions(+), 3 deletions(-) rename Assets/Styles/{GLQuake.meta => Original.meta} (100%) rename Assets/Styles/{GLQuake => Original}/GLQuake.asset (100%) rename Assets/Styles/{GLQuake => Original}/GLQuake.asset.meta (100%) rename Assets/Styles/{GLQuake => Original}/Materials.meta (100%) rename Assets/Styles/{GLQuake/Materials/GLQuake_Entity.mat => Original/Materials/Quake_Entity.mat} (99%) rename Assets/Styles/{GLQuake/Materials/GLQuake_Entity.mat.meta => Original/Materials/Quake_Entity.mat.meta} (100%) rename Assets/Styles/{GLQuake/Materials/GLQuake_Liquid.mat => Original/Materials/Quake_Liquid.mat} (99%) rename Assets/Styles/{GLQuake/Materials/GLQuake_Liquid.mat.meta => Original/Materials/Quake_Liquid.mat.meta} (100%) rename Assets/Styles/{GLQuake/Materials/GLQuake_World.mat => Original/Materials/Quake_World.mat} (99%) rename Assets/Styles/{GLQuake/Materials/GLQuake_World.mat.meta => Original/Materials/Quake_World.mat.meta} (100%) rename Assets/Styles/{GLQuake => Original}/Particles.meta (100%) rename Assets/Styles/{GLQuake => Original}/Particles/BlobExplosion.prefab (100%) rename Assets/Styles/{GLQuake => Original}/Particles/BlobExplosion.prefab.meta (100%) rename Assets/Styles/{GLQuake => Original}/Particles/LavaSplash.prefab (100%) rename Assets/Styles/{GLQuake => Original}/Particles/LavaSplash.prefab.meta (100%) rename Assets/Styles/{GLQuake => Original}/Particles/Particle.png (100%) rename Assets/Styles/{GLQuake => Original}/Particles/Particle.png.meta (100%) rename Assets/Styles/{GLQuake => Original}/Particles/ParticleEffect.prefab (100%) rename Assets/Styles/{GLQuake => Original}/Particles/ParticleEffect.prefab.meta (100%) rename Assets/Styles/{GLQuake => Original}/Particles/ParticleExplosion.prefab (100%) rename Assets/Styles/{GLQuake => Original}/Particles/ParticleExplosion.prefab.meta (100%) rename Assets/Styles/{GLQuake => Original}/Particles/RogueExplosion.prefab (100%) rename Assets/Styles/{GLQuake => Original}/Particles/RogueExplosion.prefab.meta (100%) rename Assets/Styles/{GLQuake => Original}/Particles/RoundParticle.mat (100%) rename Assets/Styles/{GLQuake => Original}/Particles/RoundParticle.mat.meta (100%) rename Assets/Styles/{GLQuake => Original}/Particles/SquareParticle.mat (100%) rename Assets/Styles/{GLQuake => Original}/Particles/SquareParticle.mat.meta (100%) rename Assets/Styles/{GLQuake => Original}/Particles/TeleportSplash.prefab (100%) rename Assets/Styles/{GLQuake => Original}/Particles/TeleportSplash.prefab.meta (100%) rename Assets/Styles/{GLQuake => Original}/Software.asset (100%) rename Assets/Styles/{GLQuake => Original}/Software.asset.meta (100%) diff --git a/Assets/Styles/GLQuake.meta b/Assets/Styles/Original.meta similarity index 100% rename from Assets/Styles/GLQuake.meta rename to Assets/Styles/Original.meta diff --git a/Assets/Styles/GLQuake/GLQuake.asset b/Assets/Styles/Original/GLQuake.asset similarity index 100% rename from Assets/Styles/GLQuake/GLQuake.asset rename to Assets/Styles/Original/GLQuake.asset diff --git a/Assets/Styles/GLQuake/GLQuake.asset.meta b/Assets/Styles/Original/GLQuake.asset.meta similarity index 100% rename from Assets/Styles/GLQuake/GLQuake.asset.meta rename to Assets/Styles/Original/GLQuake.asset.meta diff --git a/Assets/Styles/GLQuake/Materials.meta b/Assets/Styles/Original/Materials.meta similarity index 100% rename from Assets/Styles/GLQuake/Materials.meta rename to Assets/Styles/Original/Materials.meta diff --git a/Assets/Styles/GLQuake/Materials/GLQuake_Entity.mat b/Assets/Styles/Original/Materials/Quake_Entity.mat similarity index 99% rename from Assets/Styles/GLQuake/Materials/GLQuake_Entity.mat rename to Assets/Styles/Original/Materials/Quake_Entity.mat index 5d29c93..3c9c931 100644 --- a/Assets/Styles/GLQuake/Materials/GLQuake_Entity.mat +++ b/Assets/Styles/Original/Materials/Quake_Entity.mat @@ -7,7 +7,7 @@ Material: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: GLQuake_Entity + m_Name: Quake_Entity m_Shader: {fileID: 4800000, guid: eb7abeca30cd4fb4cb8be05eca69f850, type: 3} m_ShaderKeywords: _EMISSION _RECEIVE_SHADOWS_OFF m_LightmapFlags: 2 diff --git a/Assets/Styles/GLQuake/Materials/GLQuake_Entity.mat.meta b/Assets/Styles/Original/Materials/Quake_Entity.mat.meta similarity index 100% rename from Assets/Styles/GLQuake/Materials/GLQuake_Entity.mat.meta rename to Assets/Styles/Original/Materials/Quake_Entity.mat.meta diff --git a/Assets/Styles/GLQuake/Materials/GLQuake_Liquid.mat b/Assets/Styles/Original/Materials/Quake_Liquid.mat similarity index 99% rename from Assets/Styles/GLQuake/Materials/GLQuake_Liquid.mat rename to Assets/Styles/Original/Materials/Quake_Liquid.mat index b79d064..144cbb8 100644 --- a/Assets/Styles/GLQuake/Materials/GLQuake_Liquid.mat +++ b/Assets/Styles/Original/Materials/Quake_Liquid.mat @@ -20,7 +20,7 @@ Material: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: GLQuake_Liquid + m_Name: Quake_Liquid m_Shader: {fileID: 4800000, guid: 8d2bb70cbf9db8d4da26e15b26e74248, type: 3} m_ShaderKeywords: _EMISSION _RECEIVE_SHADOWS_OFF m_LightmapFlags: 2 diff --git a/Assets/Styles/GLQuake/Materials/GLQuake_Liquid.mat.meta b/Assets/Styles/Original/Materials/Quake_Liquid.mat.meta similarity index 100% rename from Assets/Styles/GLQuake/Materials/GLQuake_Liquid.mat.meta rename to Assets/Styles/Original/Materials/Quake_Liquid.mat.meta diff --git a/Assets/Styles/GLQuake/Materials/GLQuake_World.mat b/Assets/Styles/Original/Materials/Quake_World.mat similarity index 99% rename from Assets/Styles/GLQuake/Materials/GLQuake_World.mat rename to Assets/Styles/Original/Materials/Quake_World.mat index e0159f7..17337bc 100644 --- a/Assets/Styles/GLQuake/Materials/GLQuake_World.mat +++ b/Assets/Styles/Original/Materials/Quake_World.mat @@ -20,7 +20,7 @@ Material: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: GLQuake_World + m_Name: Quake_World m_Shader: {fileID: 4800000, guid: eb7abeca30cd4fb4cb8be05eca69f850, type: 3} m_ShaderKeywords: _EMISSION _RECEIVE_SHADOWS_OFF m_LightmapFlags: 2 diff --git a/Assets/Styles/GLQuake/Materials/GLQuake_World.mat.meta b/Assets/Styles/Original/Materials/Quake_World.mat.meta similarity index 100% rename from Assets/Styles/GLQuake/Materials/GLQuake_World.mat.meta rename to Assets/Styles/Original/Materials/Quake_World.mat.meta diff --git a/Assets/Styles/GLQuake/Particles.meta b/Assets/Styles/Original/Particles.meta similarity index 100% rename from Assets/Styles/GLQuake/Particles.meta rename to Assets/Styles/Original/Particles.meta diff --git a/Assets/Styles/GLQuake/Particles/BlobExplosion.prefab b/Assets/Styles/Original/Particles/BlobExplosion.prefab similarity index 100% rename from Assets/Styles/GLQuake/Particles/BlobExplosion.prefab rename to Assets/Styles/Original/Particles/BlobExplosion.prefab diff --git a/Assets/Styles/GLQuake/Particles/BlobExplosion.prefab.meta b/Assets/Styles/Original/Particles/BlobExplosion.prefab.meta similarity index 100% rename from Assets/Styles/GLQuake/Particles/BlobExplosion.prefab.meta rename to Assets/Styles/Original/Particles/BlobExplosion.prefab.meta diff --git a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab b/Assets/Styles/Original/Particles/LavaSplash.prefab similarity index 100% rename from Assets/Styles/GLQuake/Particles/LavaSplash.prefab rename to Assets/Styles/Original/Particles/LavaSplash.prefab diff --git a/Assets/Styles/GLQuake/Particles/LavaSplash.prefab.meta b/Assets/Styles/Original/Particles/LavaSplash.prefab.meta similarity index 100% rename from Assets/Styles/GLQuake/Particles/LavaSplash.prefab.meta rename to Assets/Styles/Original/Particles/LavaSplash.prefab.meta diff --git a/Assets/Styles/GLQuake/Particles/Particle.png b/Assets/Styles/Original/Particles/Particle.png similarity index 100% rename from Assets/Styles/GLQuake/Particles/Particle.png rename to Assets/Styles/Original/Particles/Particle.png diff --git a/Assets/Styles/GLQuake/Particles/Particle.png.meta b/Assets/Styles/Original/Particles/Particle.png.meta similarity index 100% rename from Assets/Styles/GLQuake/Particles/Particle.png.meta rename to Assets/Styles/Original/Particles/Particle.png.meta diff --git a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab b/Assets/Styles/Original/Particles/ParticleEffect.prefab similarity index 100% rename from Assets/Styles/GLQuake/Particles/ParticleEffect.prefab rename to Assets/Styles/Original/Particles/ParticleEffect.prefab diff --git a/Assets/Styles/GLQuake/Particles/ParticleEffect.prefab.meta b/Assets/Styles/Original/Particles/ParticleEffect.prefab.meta similarity index 100% rename from Assets/Styles/GLQuake/Particles/ParticleEffect.prefab.meta rename to Assets/Styles/Original/Particles/ParticleEffect.prefab.meta diff --git a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab b/Assets/Styles/Original/Particles/ParticleExplosion.prefab similarity index 100% rename from Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab rename to Assets/Styles/Original/Particles/ParticleExplosion.prefab diff --git a/Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab.meta b/Assets/Styles/Original/Particles/ParticleExplosion.prefab.meta similarity index 100% rename from Assets/Styles/GLQuake/Particles/ParticleExplosion.prefab.meta rename to Assets/Styles/Original/Particles/ParticleExplosion.prefab.meta diff --git a/Assets/Styles/GLQuake/Particles/RogueExplosion.prefab b/Assets/Styles/Original/Particles/RogueExplosion.prefab similarity index 100% rename from Assets/Styles/GLQuake/Particles/RogueExplosion.prefab rename to Assets/Styles/Original/Particles/RogueExplosion.prefab diff --git a/Assets/Styles/GLQuake/Particles/RogueExplosion.prefab.meta b/Assets/Styles/Original/Particles/RogueExplosion.prefab.meta similarity index 100% rename from Assets/Styles/GLQuake/Particles/RogueExplosion.prefab.meta rename to Assets/Styles/Original/Particles/RogueExplosion.prefab.meta diff --git a/Assets/Styles/GLQuake/Particles/RoundParticle.mat b/Assets/Styles/Original/Particles/RoundParticle.mat similarity index 100% rename from Assets/Styles/GLQuake/Particles/RoundParticle.mat rename to Assets/Styles/Original/Particles/RoundParticle.mat diff --git a/Assets/Styles/GLQuake/Particles/RoundParticle.mat.meta b/Assets/Styles/Original/Particles/RoundParticle.mat.meta similarity index 100% rename from Assets/Styles/GLQuake/Particles/RoundParticle.mat.meta rename to Assets/Styles/Original/Particles/RoundParticle.mat.meta diff --git a/Assets/Styles/GLQuake/Particles/SquareParticle.mat b/Assets/Styles/Original/Particles/SquareParticle.mat similarity index 100% rename from Assets/Styles/GLQuake/Particles/SquareParticle.mat rename to Assets/Styles/Original/Particles/SquareParticle.mat diff --git a/Assets/Styles/GLQuake/Particles/SquareParticle.mat.meta b/Assets/Styles/Original/Particles/SquareParticle.mat.meta similarity index 100% rename from Assets/Styles/GLQuake/Particles/SquareParticle.mat.meta rename to Assets/Styles/Original/Particles/SquareParticle.mat.meta diff --git a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab b/Assets/Styles/Original/Particles/TeleportSplash.prefab similarity index 100% rename from Assets/Styles/GLQuake/Particles/TeleportSplash.prefab rename to Assets/Styles/Original/Particles/TeleportSplash.prefab diff --git a/Assets/Styles/GLQuake/Particles/TeleportSplash.prefab.meta b/Assets/Styles/Original/Particles/TeleportSplash.prefab.meta similarity index 100% rename from Assets/Styles/GLQuake/Particles/TeleportSplash.prefab.meta rename to Assets/Styles/Original/Particles/TeleportSplash.prefab.meta diff --git a/Assets/Styles/GLQuake/Software.asset b/Assets/Styles/Original/Software.asset similarity index 100% rename from Assets/Styles/GLQuake/Software.asset rename to Assets/Styles/Original/Software.asset diff --git a/Assets/Styles/GLQuake/Software.asset.meta b/Assets/Styles/Original/Software.asset.meta similarity index 100% rename from Assets/Styles/GLQuake/Software.asset.meta rename to Assets/Styles/Original/Software.asset.meta From 764f2a8a0f8feb7c5613ff7af387189d2eeb2919 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Wed, 4 Aug 2021 14:27:56 +0200 Subject: [PATCH 21/30] Optimized lightmap uploads by converting the raw byte pointer from Quake to a NativeArray (unsafe code required) and passing that directly to SetPixelData. This does away with the extra copying step and removes garbage created by Texture2D's implementation. The old code path is still kept around since the NativeArray version doesn't work inside the Editor for some reason, but it does in standalone builds. --- Assets/Scripts/Game/GameAssets.cs | 25 ++++++++++++++++--- .../Scripts/Modules/RenderModule.Interop.cs | 23 ++++++++++++++--- Assets/Scripts/Modules/RenderModule.cs | 10 ++++++++ Assets/Scripts/UniQuake.cs | 5 ++++ ProjectSettings/ProjectSettings.asset | 2 +- 5 files changed, 58 insertions(+), 7 deletions(-) diff --git a/Assets/Scripts/Game/GameAssets.cs b/Assets/Scripts/Game/GameAssets.cs index b0db6dc..ae0063c 100644 --- a/Assets/Scripts/Game/GameAssets.cs +++ b/Assets/Scripts/Game/GameAssets.cs @@ -1,5 +1,6 @@ using System.Collections; using System.Collections.Generic; +using Unity.Collections; using UnityEngine; public class GameAssets @@ -63,15 +64,33 @@ public class GameAssets } public void UploadLightmap(int lightmapNum, int width, int height, byte[] data) + { + var lightmap = GetOrCreateLightmap(lightmapNum, width, height); + lightmap.SetPixelData(data, 0); + lightmap.Apply(); + } + + public void UploadLightmap(int lightmapNum, int width, int height, NativeArray data) + { + var lightmap = GetOrCreateLightmap(lightmapNum, width, height); + lightmap.SetPixelData(data, 0); + lightmap.Apply(); + } + + private Texture2D GetOrCreateLightmap(int lightmapNum, int width, int height) { if (!lightmaps.TryGetValue(lightmapNum, out var lightmap)) { - lightmap = new Texture2D(width, height, TextureFormat.RGBA32, false) { name = $"Lightmap_{lightmapNum}", wrapMode = TextureWrapMode.Clamp }; + lightmap = new Texture2D(width, height, TextureFormat.RGBA32, false) + { + name = $"Lightmap_{lightmapNum}", + wrapMode = TextureWrapMode.Clamp, + }; + lightmaps.Add(lightmapNum, lightmap); } - lightmap.SetPixelData(data, 0); - lightmap.Apply(); + return lightmap; } public bool TryGetLightmap(int lightmapNum, out Texture2D lightmap) diff --git a/Assets/Scripts/Modules/RenderModule.Interop.cs b/Assets/Scripts/Modules/RenderModule.Interop.cs index ac39906..d9c7e33 100644 --- a/Assets/Scripts/Modules/RenderModule.Interop.cs +++ b/Assets/Scripts/Modules/RenderModule.Interop.cs @@ -1,6 +1,8 @@ using System; using System.Runtime.InteropServices; using AOT; +using Unity.Collections; +using Unity.Collections.LowLevel.Unsafe; using UnityEngine; using UnityEngine.Profiling; @@ -138,7 +140,9 @@ public partial class RenderModule: CallbackHandler return result; } +#if UNITY_EDITOR private readonly byte[] lightmapBytes = new byte[QConstants.LightmapBlockWidth * QConstants.LightmapBlockHeight * 4]; // 32 bits per pixel +#endif [UnmanagedFunctionPointer(CallingConvention.Cdecl)] private delegate bool UploadLightmapCallback(IntPtr context, int lmap, IntPtr data); @@ -146,13 +150,26 @@ public partial class RenderModule: CallbackHandler [MonoPInvokeCallback(typeof(UploadLightmapCallback))] private static bool Callback_UploadLightmap(IntPtr context, int lmap, IntPtr data) { + bool result; Profiler.BeginSample("UploadLightmap"); - // TODO: this is a fairly pointless additional data copy step; we could probably make this faster by wrapping the IntPtr directly into a NativeArray +#if UNITY_EDITOR + // This is fairly pointless additional data copy step; the below NativeArray approach is faster and doesn't + // produce any garbage, but it doesn't work inside the Unity Editor for some reason. var self = GetSelf(context); Marshal.Copy(data, self.lightmapBytes, 0, self.lightmapBytes.Length); - bool result = self.UploadLightmap(lmap, QConstants.LightmapBlockWidth, QConstants.LightmapBlockHeight, self.lightmapBytes); - + result = self.UploadLightmap(lmap, QConstants.LightmapBlockWidth, QConstants.LightmapBlockHeight, self.lightmapBytes); +#else + unsafe + { + // More efficient code path that passes the native byte buffer directly to the Texture2D's pixel data + var dataArray = NativeArrayUnsafeUtility.ConvertExistingDataToNativeArray(data.ToPointer(), + QConstants.LightmapBlockWidth * QConstants.LightmapBlockHeight * 4, Allocator.None); + + result = GetSelf(context).UploadLightmap(lmap, QConstants.LightmapBlockWidth, QConstants.LightmapBlockHeight, dataArray); + } +#endif + Profiler.EndSample(); return result; } diff --git a/Assets/Scripts/Modules/RenderModule.cs b/Assets/Scripts/Modules/RenderModule.cs index bf75e35..3cd480b 100644 --- a/Assets/Scripts/Modules/RenderModule.cs +++ b/Assets/Scripts/Modules/RenderModule.cs @@ -1,4 +1,5 @@ using System.Collections.Generic; +using Unity.Collections; using UnityEngine; using UnityEngine.Rendering; @@ -77,6 +78,15 @@ public partial class RenderModule return true; } + private bool UploadLightmap(int lightmapNum, int width, int height, NativeArray data) + { + if (width == 0 || height == 0) + return false; + + uq.GameAssets.UploadLightmap(lightmapNum, width, height, data); + return true; + } + private void SetupView(QVec3 origin, QVec3 angles, QLeaf viewLeaf) { var cam = uq.Camera; diff --git a/Assets/Scripts/UniQuake.cs b/Assets/Scripts/UniQuake.cs index 7c513ec..a537829 100644 --- a/Assets/Scripts/UniQuake.cs +++ b/Assets/Scripts/UniQuake.cs @@ -2,6 +2,7 @@ using System; using System.Collections.Generic; using System.Text; using UnityEngine; +using UnityEngine.Profiling; public partial class UniQuake: MonoBehaviour { @@ -133,6 +134,8 @@ public partial class UniQuake: MonoBehaviour logHandler = CollectLog; // Collect and dump logs to Unity once per frame + Profiler.BeginSample("QuakeEngineUpdate"); + try { UniQuake_Update(Time.deltaTime); @@ -152,6 +155,8 @@ public partial class UniQuake: MonoBehaviour Shutdown(); } + Profiler.EndSample(); + FlushLog(); } diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 9bdbf4c..ebbe776 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -609,7 +609,7 @@ PlayerSettings: managedStrippingLevel: {} incrementalIl2cppBuild: {} suppressCommonWarnings: 1 - allowUnsafeCode: 0 + allowUnsafeCode: 1 useDeterministicCompilation: 1 useReferenceAssemblies: 1 enableRoslynAnalyzers: 1 From 4c648a1f5af3ec3b38e5e42d22b5794e14a3b1bd Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Wed, 4 Aug 2021 20:24:20 +0200 Subject: [PATCH 22/30] First version of particle trail, supporting rocket trail, smoke trail and blood trail. --- Assets/Scripts/Data/QConstants.cs | 22 + Assets/Scripts/Modules/GameModule.Interop.cs | 13 + Assets/Scripts/Modules/GameModule.cs | 34 +- .../Support/ParticleTrailController.cs | 106 + .../Support/ParticleTrailController.cs.meta | 3 + Assets/Scripts/VisualStyle.cs | 17 + Assets/Styles/Original/GLQuake.asset | 2 + .../Original/Particles/ParticleTrail.prefab | 4819 +++++++++++++++++ .../Particles/ParticleTrail.prefab.meta | 7 + Assets/Styles/Original/Software.asset | 2 + engine/Quake/r_part.c | 2 + engine/Quake/render.h | 1 + engine/UniQuake/game_uniquake.c | 6 + 13 files changed, 5014 insertions(+), 20 deletions(-) create mode 100644 Assets/Scripts/Support/ParticleTrailController.cs create mode 100644 Assets/Scripts/Support/ParticleTrailController.cs.meta create mode 100644 Assets/Styles/Original/Particles/ParticleTrail.prefab create mode 100644 Assets/Styles/Original/Particles/ParticleTrail.prefab.meta diff --git a/Assets/Scripts/Data/QConstants.cs b/Assets/Scripts/Data/QConstants.cs index 90a47d4..337e009 100644 --- a/Assets/Scripts/Data/QConstants.cs +++ b/Assets/Scripts/Data/QConstants.cs @@ -9,3 +9,25 @@ public const int LightmapBlockWidth = 256; // Should correspond to LMBLOCK_WIDTH public const int LightmapBlockHeight = 256; // Should correspond to LMBLOCK_HEIGHT } + +// Should correspond to particle_effect_t in game_uniquake.c +public enum ParticleEffect +{ + Explosion = 0, + RogueExplosion, + BlobExplosion, + LavaSplash, + TeleportSplash, +} + +// Should correspond to `int type` argument in R_RocketTrail +public enum ParticleTrail +{ + Rocket = 0, + Smoke = 1, + Blood = 2, + Tracer = 3, + SlightBlood = 4, + Tracer2 = 5, + VoreBall = 6, +} diff --git a/Assets/Scripts/Modules/GameModule.Interop.cs b/Assets/Scripts/Modules/GameModule.Interop.cs index 1b9be12..6920181 100644 --- a/Assets/Scripts/Modules/GameModule.Interop.cs +++ b/Assets/Scripts/Modules/GameModule.Interop.cs @@ -20,6 +20,7 @@ public partial class GameModule : CallbackHandler RunParticleEffect = CreateCallback(Callback_RunParticleEffect), CreateParticleEffect = CreateCallback(Callback_CreateParticleEffect), + CreateParticleTrail = CreateCallback(Callback_CreateParticleTrail), }; RegisterCallbacks(callbacks); @@ -39,6 +40,7 @@ public partial class GameModule : CallbackHandler public IntPtr RunParticleEffect; public IntPtr CreateParticleEffect; + public IntPtr CreateParticleTrail; } [UnmanagedFunctionPointer(CallingConvention.Cdecl)] @@ -122,4 +124,15 @@ public partial class GameModule : CallbackHandler Profiler.EndSample(); } + + [UnmanagedFunctionPointer(CallingConvention.Cdecl)] + private delegate void CreateParticleTrailCallback(IntPtr context, int type, ref QVec3 start, ref QVec3 end); + + [MonoPInvokeCallback(typeof(CreateParticleTrailCallback))] + private static void Callback_CreateParticleTrail(IntPtr context, int type, ref QVec3 start, ref QVec3 end) + { + Profiler.BeginSample("CreateParticleTrail"); + GetSelf(context).CreateParticleTrail(type, start.ToUnityPosition(), end.ToUnityPosition()); + Profiler.EndSample(); + } } diff --git a/Assets/Scripts/Modules/GameModule.cs b/Assets/Scripts/Modules/GameModule.cs index 52c5e5d..9bd05f5 100644 --- a/Assets/Scripts/Modules/GameModule.cs +++ b/Assets/Scripts/Modules/GameModule.cs @@ -96,26 +96,20 @@ public partial class GameModule { uq.CurrentStyle.Particles.CreateRogueExplosion(position, colorMin, colorMax, uq.GameLayer); } - - // Should correspond to particle_effect_t in game_uniquake.c - private enum ParticleEffect - { - Explosion = 0, - RogueExplosion, - BlobExplosion, - LavaSplash, - TeleportSplash, - } - - // Should correspond to `int type` argument in R_RocketTrail - private enum ParticleTrail + + private void CreateParticleTrail(int type, Vector3 start, Vector3 end) { - Rocket = 0, - Smoke = 1, - Blood = 2, - Tracer = 3, - SlightBlood = 4, - Tracer2 = 5, - VoreBall = 6, + int dec; + if (type < 128) + { + dec = 3; + } + else + { + dec = 1; + type -= 128; + } + + uq.CurrentStyle.Particles.CreateParticleTrail((ParticleTrail)type, start, end, dec, uq.GameLayer); } } diff --git a/Assets/Scripts/Support/ParticleTrailController.cs b/Assets/Scripts/Support/ParticleTrailController.cs new file mode 100644 index 0000000..101e442 --- /dev/null +++ b/Assets/Scripts/Support/ParticleTrailController.cs @@ -0,0 +1,106 @@ +using System.Collections; +using UnityEngine; + +public class ParticleTrailController : MonoBehaviour +{ + private Vector3 endPosition; + + public void Initialize(ParticleSystem effect, ParticleTrail type, Vector3 end, int interval) + { + endPosition = end; + + var main = effect.main; + var shape = effect.shape; + + var emission = effect.emission; + emission.rateOverDistance = 1.0f / interval; + + switch (type) + { + case ParticleTrail.Rocket: + { + main.startLifetime = new ParticleSystem.MinMaxCurve(0.6f, 1.2f); + shape.scale = new Vector3(6f, 6f, 6f); + + var colorOverLifetime = effect.colorOverLifetime; + colorOverLifetime.enabled = true; + colorOverLifetime.color = SetupGradients(RocketColorKeys, SmokeColorKeys); + break; + } + case ParticleTrail.Smoke: + { + main.startLifetime = new ParticleSystem.MinMaxCurve(0.2f, 0.8f); + shape.scale = new Vector3(6f, 6f, 6f); + + var colorOverLifetime = effect.colorOverLifetime; + colorOverLifetime.enabled = true; + colorOverLifetime.color = SetupGradients(SmokeColorKeys, SmokeColorKeys2); + break; + } + case ParticleTrail.Blood: + { + main.gravityModifierMultiplier = 0.05f; + main.startColor = new ParticleSystem.MinMaxGradient( + new Color32(31, 0, 0, 255), + new Color32(55, 0, 0, 255)); + + shape.scale = new Vector3(6f, 6f, 6f); + break; + } + case ParticleTrail.Tracer: + case ParticleTrail.Tracer2: + { + break; + } + case ParticleTrail.SlightBlood: + { + break; + } + case ParticleTrail.VoreBall: + { + break; + } + } + } + + IEnumerator Start() + { + // Instantly move the particle emitter to its end position, to force it to emit all particles at once + yield return null; + transform.position = endPosition; + } + + private static ParticleSystem.MinMaxGradient SetupGradients(GradientColorKey[] minKeys, GradientColorKey[] maxKeys) + { + return new ParticleSystem.MinMaxGradient + { + mode = ParticleSystemGradientMode.TwoGradients, + gradientMin = new Gradient { mode = GradientMode.Fixed, colorKeys = minKeys }, + gradientMax = new Gradient { mode = GradientMode.Fixed, colorKeys = maxKeys }, + }; + } + + private static readonly GradientColorKey[] RocketColorKeys = + { + new GradientColorKey(new Color32(223, 171, 39, 255), 0.167f), + new GradientColorKey(new Color32(191, 119, 47, 255), 0.333f), + new GradientColorKey(new Color32(91, 91, 91, 255), 0.5f), + new GradientColorKey(new Color32(75, 75, 75, 255), 0.667f), + new GradientColorKey(new Color32(63, 63, 63, 255), 0.833f), + new GradientColorKey(new Color32(47, 47, 47, 255), 1.0f), + }; + + private static readonly GradientColorKey[] SmokeColorKeys = + { + new GradientColorKey(new Color32(91, 91, 91, 255), 0.25f), + new GradientColorKey(new Color32(75, 75, 75, 255), 0.5f), + new GradientColorKey(new Color32(63, 63, 63, 255), 0.75f), + new GradientColorKey(new Color32(47, 47, 47, 255), 1.0f), + }; + + private static readonly GradientColorKey[] SmokeColorKeys2 = + { + new GradientColorKey(new Color32(63, 63, 63, 255), 0.5f), + new GradientColorKey(new Color32(47, 47, 47, 255), 1.0f), + }; +} diff --git a/Assets/Scripts/Support/ParticleTrailController.cs.meta b/Assets/Scripts/Support/ParticleTrailController.cs.meta new file mode 100644 index 0000000..89cb5cb --- /dev/null +++ b/Assets/Scripts/Support/ParticleTrailController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7220fa57562e4a48b6fc17e6bfc0a945 +timeCreated: 1628089994 \ No newline at end of file diff --git a/Assets/Scripts/VisualStyle.cs b/Assets/Scripts/VisualStyle.cs index 652bed9..179bd33 100644 --- a/Assets/Scripts/VisualStyle.cs +++ b/Assets/Scripts/VisualStyle.cs @@ -178,6 +178,9 @@ public class ParticleSystems [SerializeField] protected ParticleSystem lavaSplash; + [SerializeField] + protected ParticleSystem particleTrail; + public virtual void Init() { InitTemplate(particleEffect); @@ -186,6 +189,7 @@ public class ParticleSystems InitTemplate(blobExplosion); InitTemplate(teleportSplash); InitTemplate(lavaSplash); + InitTemplate(particleTrail); } protected virtual void InitTemplate(ParticleSystem template) @@ -255,6 +259,19 @@ public class ParticleSystems InstantiateEffect(lavaSplash, position, layer); } + public virtual void CreateParticleTrail(ParticleTrail type, Vector3 start, Vector3 end, int interval, Layers layer) + { + var effect = InstantiateEffect(particleTrail, start, layer); + if (effect == null) + return; + + var controller = effect.gameObject.GetComponent(); + if (controller == null) + return; + + controller.Initialize(effect, type, end, interval); + } + protected virtual ParticleSystem InstantiateEffect(ParticleSystem template, Vector3 position, Layers layer) { if (template == null) diff --git a/Assets/Styles/Original/GLQuake.asset b/Assets/Styles/Original/GLQuake.asset index fe983c3..52da92a 100644 --- a/Assets/Styles/Original/GLQuake.asset +++ b/Assets/Styles/Original/GLQuake.asset @@ -37,3 +37,5 @@ MonoBehaviour: type: 3} lavaSplash: {fileID: 9150008102338277659, guid: 4db0c926dce46fe4c90920ecd8c5df2e, type: 3} + particleTrail: {fileID: 9150008102338277659, guid: 6f6d855fe9d5e524b9293af4fd7caf21, + type: 3} diff --git a/Assets/Styles/Original/Particles/ParticleTrail.prefab b/Assets/Styles/Original/Particles/ParticleTrail.prefab new file mode 100644 index 0000000..ca9a4ae --- /dev/null +++ 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a/Assets/Styles/Original/Software.asset b/Assets/Styles/Original/Software.asset index 577d2f5..3498dea 100644 --- a/Assets/Styles/Original/Software.asset +++ b/Assets/Styles/Original/Software.asset @@ -37,3 +37,5 @@ MonoBehaviour: type: 3} lavaSplash: {fileID: 9150008102338277659, guid: 4db0c926dce46fe4c90920ecd8c5df2e, type: 3} + particleTrail: {fileID: 9150008102338277659, guid: 6f6d855fe9d5e524b9293af4fd7caf21, + type: 3} diff --git a/engine/Quake/r_part.c b/engine/Quake/r_part.c index a5c3164..4b4e42e 100644 --- a/engine/Quake/r_part.c +++ b/engine/Quake/r_part.c @@ -649,6 +649,8 @@ FIXME -- rename function and use #defined types instead of numbers */ void R_RocketTrail (vec3_t start, vec3_t end, int type) { + UQ_Game_ParticleTrail(type, start, end); + #ifdef USE_OPENGL vec3_t vec; float len; diff --git a/engine/Quake/render.h b/engine/Quake/render.h index 912d678..071ca54 100644 --- a/engine/Quake/render.h +++ b/engine/Quake/render.h @@ -184,5 +184,6 @@ void UQ_Game_ParticleExplosion2(vec3_t origin, int colorStart, int colorLength); void UQ_Game_BlobExplosion(vec3_t origin); void UQ_Game_TeleportSplash(vec3_t origin); void UQ_Game_LavaSplash(vec3_t origin); +void UQ_Game_ParticleTrail(int type, vec3_t start, vec3_t end); #endif /* _QUAKE_RENDER_H */ diff --git a/engine/UniQuake/game_uniquake.c b/engine/UniQuake/game_uniquake.c index ba758b4..9e7d87f 100644 --- a/engine/UniQuake/game_uniquake.c +++ b/engine/UniQuake/game_uniquake.c @@ -12,6 +12,7 @@ typedef struct unity_gamecalls_s void(*RunParticleEffect)(void *context, vec3_t origin, vec3_t direction, unsigned int colorMin, unsigned int colorMax, int count); void(*CreateParticleEffect)(void *context, int type, vec3_t origin, unsigned int colorMin, unsigned int colorMax); + void(*CreateParticleTrail)(void *context, int type, vec3_t start, vec3_t end); } unity_gamecalls_t; static void *unity_context; @@ -92,3 +93,8 @@ void UQ_Game_LavaSplash(vec3_t origin) { unity_gamecalls->CreateParticleEffect(unity_context, PARTFX_LAVA_SPLASH, origin, 0, 0); } + +void UQ_Game_ParticleTrail(int type, vec3_t start, vec3_t end) +{ + unity_gamecalls->CreateParticleTrail(unity_context, type, start, end); +} From 5b99d8374ff25e8bd41dc388acb1fe9a89c3607d Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Wed, 4 Aug 2021 23:31:42 +0200 Subject: [PATCH 23/30] Also implemented slight blood and vore ball particles trails --- .../Support/ParticleTrailController.cs | 35 +++++++++++++++++-- 1 file changed, 32 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/Support/ParticleTrailController.cs b/Assets/Scripts/Support/ParticleTrailController.cs index 101e442..2dda512 100644 --- a/Assets/Scripts/Support/ParticleTrailController.cs +++ b/Assets/Scripts/Support/ParticleTrailController.cs @@ -40,9 +40,7 @@ public class ParticleTrailController : MonoBehaviour case ParticleTrail.Blood: { main.gravityModifierMultiplier = 0.05f; - main.startColor = new ParticleSystem.MinMaxGradient( - new Color32(31, 0, 0, 255), - new Color32(55, 0, 0, 255)); + main.startColor = SetupGradient(BloodColorKeys); shape.scale = new Vector3(6f, 6f, 6f); break; @@ -50,14 +48,24 @@ public class ParticleTrailController : MonoBehaviour case ParticleTrail.Tracer: case ParticleTrail.Tracer2: { + // Split trails, e.g. Scrag projectile break; } case ParticleTrail.SlightBlood: { + main.gravityModifierMultiplier = 0.05f; + main.startColor = SetupGradient(BloodColorKeys); + + shape.scale = new Vector3(6f, 6f, 6f); + emission.rateOverDistance = 1.0f / (interval + 3); break; } case ParticleTrail.VoreBall: { + main.startLifetime = 0.3f; + main.startColor = SetupGradient(VoreColorKeys); + + shape.scale = new Vector3(16f, 16f, 16f); break; } } @@ -70,6 +78,15 @@ public class ParticleTrailController : MonoBehaviour transform.position = endPosition; } + private static ParticleSystem.MinMaxGradient SetupGradient(GradientColorKey[] colorKeys) + { + return new ParticleSystem.MinMaxGradient(new Gradient + { + mode = GradientMode.Blend, + colorKeys = colorKeys, + }); + } + private static ParticleSystem.MinMaxGradient SetupGradients(GradientColorKey[] minKeys, GradientColorKey[] maxKeys) { return new ParticleSystem.MinMaxGradient @@ -103,4 +120,16 @@ public class ParticleTrailController : MonoBehaviour new GradientColorKey(new Color32(63, 63, 63, 255), 0.5f), new GradientColorKey(new Color32(47, 47, 47, 255), 1.0f), }; + + private static readonly GradientColorKey[] BloodColorKeys = + { + new GradientColorKey(new Color32(31, 0, 0, 255), 0.5f), + new GradientColorKey(new Color32(55, 0, 0, 255), 1.0f), + }; + + private static readonly GradientColorKey[] VoreColorKeys = + { + new GradientColorKey(new Color32(95, 51, 63, 255), 0.5f), + new GradientColorKey(new Color32(59, 31, 35, 255), 1.0f), + }; } From eefef2097e6ebf6aef6bb401b1fb57ed31f6ca08 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Fri, 6 Aug 2021 11:59:30 +0200 Subject: [PATCH 24/30] Implemented split tracer trails for e.g. Scrag projectiles using Unity's radial velocity. Probably the least accurate particle effect recreation so far, but this one is very tricky to accurately emulate as it is in Quake. Also fixed the min/max random color thing for other trails. If we want to pick a random static color between two extremes, then we need to use min/max and not a gradient. --- .../Support/ParticleTrailController.cs | 48 +++++++++---------- 1 file changed, 24 insertions(+), 24 deletions(-) diff --git a/Assets/Scripts/Support/ParticleTrailController.cs b/Assets/Scripts/Support/ParticleTrailController.cs index 2dda512..6b0565c 100644 --- a/Assets/Scripts/Support/ParticleTrailController.cs +++ b/Assets/Scripts/Support/ParticleTrailController.cs @@ -40,7 +40,7 @@ public class ParticleTrailController : MonoBehaviour case ParticleTrail.Blood: { main.gravityModifierMultiplier = 0.05f; - main.startColor = SetupGradient(BloodColorKeys); + main.startColor = new ParticleSystem.MinMaxGradient(BloodColorMin, BloodColorMax); shape.scale = new Vector3(6f, 6f, 6f); break; @@ -48,13 +48,20 @@ public class ParticleTrailController : MonoBehaviour case ParticleTrail.Tracer: case ParticleTrail.Tracer2: { - // Split trails, e.g. Scrag projectile + main.startLifetime = 0.5f; + main.startColor = type == ParticleTrail.Tracer + ? new ParticleSystem.MinMaxGradient(TracerColorMin, TracerColorMax) + : new ParticleSystem.MinMaxGradient(Tracer2ColorMin, Tracer2ColorMax); + + var velocityOverLifetime = effect.velocityOverLifetime; + velocityOverLifetime.enabled = true; + velocityOverLifetime.radial = new ParticleSystem.MinMaxCurve(-30, 30); break; } case ParticleTrail.SlightBlood: { main.gravityModifierMultiplier = 0.05f; - main.startColor = SetupGradient(BloodColorKeys); + main.startColor = new ParticleSystem.MinMaxGradient(BloodColorMin, BloodColorMax); shape.scale = new Vector3(6f, 6f, 6f); emission.rateOverDistance = 1.0f / (interval + 3); @@ -63,7 +70,7 @@ public class ParticleTrailController : MonoBehaviour case ParticleTrail.VoreBall: { main.startLifetime = 0.3f; - main.startColor = SetupGradient(VoreColorKeys); + main.startColor = new ParticleSystem.MinMaxGradient(VoreColorMin, VoreColorMax); shape.scale = new Vector3(16f, 16f, 16f); break; @@ -78,15 +85,6 @@ public class ParticleTrailController : MonoBehaviour transform.position = endPosition; } - private static ParticleSystem.MinMaxGradient SetupGradient(GradientColorKey[] colorKeys) - { - return new ParticleSystem.MinMaxGradient(new Gradient - { - mode = GradientMode.Blend, - colorKeys = colorKeys, - }); - } - private static ParticleSystem.MinMaxGradient SetupGradients(GradientColorKey[] minKeys, GradientColorKey[] maxKeys) { return new ParticleSystem.MinMaxGradient @@ -97,6 +95,8 @@ public class ParticleTrailController : MonoBehaviour }; } + // TODO: these colors ought to be initialized from the Quake palette instead of being hard-coded. + // That will allow them to work with custom palettes from total conversions. private static readonly GradientColorKey[] RocketColorKeys = { new GradientColorKey(new Color32(223, 171, 39, 255), 0.167f), @@ -121,15 +121,15 @@ public class ParticleTrailController : MonoBehaviour new GradientColorKey(new Color32(47, 47, 47, 255), 1.0f), }; - private static readonly GradientColorKey[] BloodColorKeys = - { - new GradientColorKey(new Color32(31, 0, 0, 255), 0.5f), - new GradientColorKey(new Color32(55, 0, 0, 255), 1.0f), - }; - - private static readonly GradientColorKey[] VoreColorKeys = - { - new GradientColorKey(new Color32(95, 51, 63, 255), 0.5f), - new GradientColorKey(new Color32(59, 31, 35, 255), 1.0f), - }; + private static readonly Color BloodColorMin = new Color32(31, 0, 0, 255); + private static readonly Color BloodColorMax = new Color32(55, 0, 0, 255); + + private static readonly Color TracerColorMin = new Color32(27, 27, 0, 255); + private static readonly Color TracerColorMax = new Color32(83, 83, 11, 255); + + private static readonly Color Tracer2ColorMin = new Color32(147, 31, 7, 255); + private static readonly Color Tracer2ColorMax = new Color32(239, 191, 119, 255); + + private static readonly Color VoreColorMin = new Color32(95, 51, 63, 255); + private static readonly Color VoreColorMax = new Color32(59, 31, 35, 255); } From 612dbca12a880328cf650f1fa4df0de413ad2dcc Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Fri, 6 Aug 2021 16:35:08 +0200 Subject: [PATCH 25/30] Improved particle trail management: instead of instantiating many tiny particle effects for each segment of the trail, instantiate a single particle trail effect and attach it to the entity. The particle system is made looping and simulates in world space, to have it create a proper trail. Particle trails are destroyed with a delay when detached from their entity, so that the particles have the time to finish their simulation. --- Assets/Scripts/Game/Entity.cs | 33 ++++++++++++++++++- Assets/Scripts/Modules/GameModule.Interop.cs | 6 ++-- Assets/Scripts/Modules/GameModule.cs | 13 ++++++-- .../Support/ParticleTrailController.cs | 22 ++++++++----- Assets/Scripts/VisualStyle.cs | 11 ++++--- .../Original/Particles/ParticleTrail.prefab | 6 ++-- engine/Quake/cl_main.c | 14 ++++---- engine/Quake/r_part.c | 4 +-- engine/Quake/render.h | 4 +-- engine/UniQuake/game_uniquake.c | 6 ++-- 10 files changed, 83 insertions(+), 36 deletions(-) diff --git a/Assets/Scripts/Game/Entity.cs b/Assets/Scripts/Game/Entity.cs index f1c60dd..08d6550 100644 --- a/Assets/Scripts/Game/Entity.cs +++ b/Assets/Scripts/Game/Entity.cs @@ -18,6 +18,8 @@ public class Entity private AliasModel aliasModel; private GameObject brushModel; private GameObject worldModel; + + private ParticleTrailController particleTrail; public Entity(int entityNum, VisualStyle visualStyle, Layers layer) { @@ -38,9 +40,10 @@ public class Entity meshRenderer = gameObject.AddComponent(); meshRenderer.enabled = false; } - + public void Destroy() { + ClearParticleTrail(); Object.Destroy(gameObject); } @@ -131,6 +134,13 @@ public class Entity { gameObject.transform.position = position; gameObject.transform.rotation = rotation; + + // Note: we can't parent the particle trail to the entity's game object, + // since that will instantly destroy all particles when the entity is destroyed or disabled. + if (particleTrail != null) + { + particleTrail.transform.position = position; + } } public void SetSkin(int skinNum) @@ -168,4 +178,25 @@ public class Entity SetSkin(skinNumber); } + + public bool HasParticleTrail(ParticleTrail type) + { + return particleTrail != null && particleTrail.Type == type; + } + + public void SetParticleTrail(ParticleTrailController trail) + { + ClearParticleTrail(); + + particleTrail = trail; + } + + public void ClearParticleTrail() + { + if (particleTrail != null) + { + particleTrail.Stop(); + particleTrail = null; + } + } } diff --git a/Assets/Scripts/Modules/GameModule.Interop.cs b/Assets/Scripts/Modules/GameModule.Interop.cs index 6920181..0b1d369 100644 --- a/Assets/Scripts/Modules/GameModule.Interop.cs +++ b/Assets/Scripts/Modules/GameModule.Interop.cs @@ -126,13 +126,13 @@ public partial class GameModule : CallbackHandler } [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate void CreateParticleTrailCallback(IntPtr context, int type, ref QVec3 start, ref QVec3 end); + private delegate void CreateParticleTrailCallback(IntPtr context, int entNum, int type, ref QVec3 origin); [MonoPInvokeCallback(typeof(CreateParticleTrailCallback))] - private static void Callback_CreateParticleTrail(IntPtr context, int type, ref QVec3 start, ref QVec3 end) + private static void Callback_CreateParticleTrail(IntPtr context, int entNum, int type, ref QVec3 origin) { Profiler.BeginSample("CreateParticleTrail"); - GetSelf(context).CreateParticleTrail(type, start.ToUnityPosition(), end.ToUnityPosition()); + GetSelf(context).CreateParticleTrail(entNum, type, origin.ToUnityPosition()); Profiler.EndSample(); } } diff --git a/Assets/Scripts/Modules/GameModule.cs b/Assets/Scripts/Modules/GameModule.cs index 9bd05f5..03f7dd7 100644 --- a/Assets/Scripts/Modules/GameModule.cs +++ b/Assets/Scripts/Modules/GameModule.cs @@ -97,7 +97,7 @@ public partial class GameModule uq.CurrentStyle.Particles.CreateRogueExplosion(position, colorMin, colorMax, uq.GameLayer); } - private void CreateParticleTrail(int type, Vector3 start, Vector3 end) + private void CreateParticleTrail(int entityNum, int type, Vector3 position) { int dec; if (type < 128) @@ -109,7 +109,16 @@ public partial class GameModule dec = 1; type -= 128; } + + var trailType = (ParticleTrail)type; + var entity = uq.GameState.GetEntity(entityNum); + if (entity.HasParticleTrail(trailType)) + return; + + var particleTrail = uq.CurrentStyle.Particles.CreateParticleTrail(trailType, position, dec, uq.GameLayer); + if (particleTrail == null) + return; - uq.CurrentStyle.Particles.CreateParticleTrail((ParticleTrail)type, start, end, dec, uq.GameLayer); + entity.SetParticleTrail(particleTrail); } } diff --git a/Assets/Scripts/Support/ParticleTrailController.cs b/Assets/Scripts/Support/ParticleTrailController.cs index 6b0565c..028890f 100644 --- a/Assets/Scripts/Support/ParticleTrailController.cs +++ b/Assets/Scripts/Support/ParticleTrailController.cs @@ -1,13 +1,17 @@ -using System.Collections; -using UnityEngine; +using UnityEngine; public class ParticleTrailController : MonoBehaviour { - private Vector3 endPosition; + [SerializeField] + private ParticleSystem effect; - public void Initialize(ParticleSystem effect, ParticleTrail type, Vector3 end, int interval) + [SerializeField] + private ParticleTrail type; + public ParticleTrail Type => type; + + public void Initialize(ParticleSystem effect, ParticleTrail type, int interval) { - endPosition = end; + this.type = type; var main = effect.main; var shape = effect.shape; @@ -78,11 +82,11 @@ public class ParticleTrailController : MonoBehaviour } } - IEnumerator Start() + public void Stop() { - // Instantly move the particle emitter to its end position, to force it to emit all particles at once - yield return null; - transform.position = endPosition; + // Allow the current particles to finish simulation, then auto-destroy the particle effect + var main = effect.main; + Destroy(gameObject, main.startLifetime.constantMax); } private static ParticleSystem.MinMaxGradient SetupGradients(GradientColorKey[] minKeys, GradientColorKey[] maxKeys) diff --git a/Assets/Scripts/VisualStyle.cs b/Assets/Scripts/VisualStyle.cs index 179bd33..9691354 100644 --- a/Assets/Scripts/VisualStyle.cs +++ b/Assets/Scripts/VisualStyle.cs @@ -259,17 +259,18 @@ public class ParticleSystems InstantiateEffect(lavaSplash, position, layer); } - public virtual void CreateParticleTrail(ParticleTrail type, Vector3 start, Vector3 end, int interval, Layers layer) + public virtual ParticleTrailController CreateParticleTrail(ParticleTrail type, Vector3 position, int interval, Layers layer) { - var effect = InstantiateEffect(particleTrail, start, layer); + var effect = InstantiateEffect(particleTrail, position, layer); if (effect == null) - return; + return null; var controller = effect.gameObject.GetComponent(); if (controller == null) - return; + return null; - controller.Initialize(effect, type, end, interval); + controller.Initialize(effect, type, interval); + return controller; } protected virtual ParticleSystem InstantiateEffect(ParticleSystem template, Vector3 position, Layers layer) diff --git a/Assets/Styles/Original/Particles/ParticleTrail.prefab b/Assets/Styles/Original/Particles/ParticleTrail.prefab index ca9a4ae..9d98f19 100644 --- a/Assets/Styles/Original/Particles/ParticleTrail.prefab +++ b/Assets/Styles/Original/Particles/ParticleTrail.prefab @@ -47,7 +47,7 @@ ParticleSystem: cullingMode: 0 ringBufferMode: 0 ringBufferLoopRange: {x: 0, y: 1} - looping: 0 + looping: 1 prewarm: 0 playOnAwake: 1 useUnscaledTime: 0 @@ -106,7 +106,7 @@ ParticleSystem: m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 - moveWithTransform: 0 + moveWithTransform: 1 moveWithCustomTransform: {fileID: 0} scalingMode: 1 randomSeed: 0 @@ -4817,3 +4817,5 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7220fa57562e4a48b6fc17e6bfc0a945, type: 3} m_Name: m_EditorClassIdentifier: + effect: {fileID: 0} + type: 0 diff --git a/engine/Quake/cl_main.c b/engine/Quake/cl_main.c index f184bef..d1672ba 100644 --- a/engine/Quake/cl_main.c +++ b/engine/Quake/cl_main.c @@ -557,25 +557,25 @@ void CL_RelinkEntities (void) } if (ent->model->flags & EF_GIB) - R_RocketTrail (oldorg, ent->origin, 2); + R_RocketTrail (ent->num, oldorg, ent->origin, 2); else if (ent->model->flags & EF_ZOMGIB) - R_RocketTrail (oldorg, ent->origin, 4); + R_RocketTrail (ent->num, oldorg, ent->origin, 4); else if (ent->model->flags & EF_TRACER) - R_RocketTrail (oldorg, ent->origin, 3); + R_RocketTrail (ent->num, oldorg, ent->origin, 3); else if (ent->model->flags & EF_TRACER2) - R_RocketTrail (oldorg, ent->origin, 5); + R_RocketTrail (ent->num, oldorg, ent->origin, 5); else if (ent->model->flags & EF_ROCKET) { - R_RocketTrail (oldorg, ent->origin, 0); + R_RocketTrail (ent->num, oldorg, ent->origin, 0); dl = CL_AllocDlight (i); VectorCopy (ent->origin, dl->origin); dl->radius = 200; dl->die = cl.time + 0.01; } else if (ent->model->flags & EF_GRENADE) - R_RocketTrail (oldorg, ent->origin, 1); + R_RocketTrail (ent->num, oldorg, ent->origin, 1); else if (ent->model->flags & EF_TRACER3) - R_RocketTrail (oldorg, ent->origin, 6); + R_RocketTrail (ent->num, oldorg, ent->origin, 6); ent->forcelink = false; diff --git a/engine/Quake/r_part.c b/engine/Quake/r_part.c index 4b4e42e..4990c16 100644 --- a/engine/Quake/r_part.c +++ b/engine/Quake/r_part.c @@ -647,9 +647,9 @@ R_RocketTrail FIXME -- rename function and use #defined types instead of numbers =============== */ -void R_RocketTrail (vec3_t start, vec3_t end, int type) +void R_RocketTrail (int entnum, vec3_t start, vec3_t end, int type) { - UQ_Game_ParticleTrail(type, start, end); + UQ_Game_ParticleTrail(entnum, type, start); #ifdef USE_OPENGL vec3_t vec; diff --git a/engine/Quake/render.h b/engine/Quake/render.h index 071ca54..73ed61a 100644 --- a/engine/Quake/render.h +++ b/engine/Quake/render.h @@ -152,7 +152,7 @@ void R_NewMap (void); void R_ParseParticleEffect (void); void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count); -void R_RocketTrail (vec3_t start, vec3_t end, int type); +void R_RocketTrail (int entnum, vec3_t start, vec3_t end, int type); void R_EntityParticles (entity_t *ent); void R_BlobExplosion (vec3_t org); void R_ParticleExplosion (vec3_t org); @@ -184,6 +184,6 @@ void UQ_Game_ParticleExplosion2(vec3_t origin, int colorStart, int colorLength); void UQ_Game_BlobExplosion(vec3_t origin); void UQ_Game_TeleportSplash(vec3_t origin); void UQ_Game_LavaSplash(vec3_t origin); -void UQ_Game_ParticleTrail(int type, vec3_t start, vec3_t end); +void UQ_Game_ParticleTrail(int entnum, int type, vec3_t origin); #endif /* _QUAKE_RENDER_H */ diff --git a/engine/UniQuake/game_uniquake.c b/engine/UniQuake/game_uniquake.c index 9e7d87f..1f90d67 100644 --- a/engine/UniQuake/game_uniquake.c +++ b/engine/UniQuake/game_uniquake.c @@ -12,7 +12,7 @@ typedef struct unity_gamecalls_s void(*RunParticleEffect)(void *context, vec3_t origin, vec3_t direction, unsigned int colorMin, unsigned int colorMax, int count); void(*CreateParticleEffect)(void *context, int type, vec3_t origin, unsigned int colorMin, unsigned int colorMax); - void(*CreateParticleTrail)(void *context, int type, vec3_t start, vec3_t end); + void(*CreateParticleTrail)(void *context, int entnum, int type, vec3_t origin); } unity_gamecalls_t; static void *unity_context; @@ -94,7 +94,7 @@ void UQ_Game_LavaSplash(vec3_t origin) unity_gamecalls->CreateParticleEffect(unity_context, PARTFX_LAVA_SPLASH, origin, 0, 0); } -void UQ_Game_ParticleTrail(int type, vec3_t start, vec3_t end) +void UQ_Game_ParticleTrail(int entnum, int type, vec3_t origin) { - unity_gamecalls->CreateParticleTrail(unity_context, type, start, end); + unity_gamecalls->CreateParticleTrail(unity_context, entnum, type, origin); } From 01a36906a9bb6341bbe7d2e646c66f6249850b2e Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Fri, 6 Aug 2021 16:52:11 +0200 Subject: [PATCH 26/30] Tweaked split tracer trail again, which is a little bit closer to the proper effect now. --- Assets/Scripts/Support/ParticleTrailController.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Assets/Scripts/Support/ParticleTrailController.cs b/Assets/Scripts/Support/ParticleTrailController.cs index 028890f..33c08f2 100644 --- a/Assets/Scripts/Support/ParticleTrailController.cs +++ b/Assets/Scripts/Support/ParticleTrailController.cs @@ -59,7 +59,10 @@ public class ParticleTrailController : MonoBehaviour var velocityOverLifetime = effect.velocityOverLifetime; velocityOverLifetime.enabled = true; - velocityOverLifetime.radial = new ParticleSystem.MinMaxCurve(-30, 30); + velocityOverLifetime.space = ParticleSystemSimulationSpace.Local; + velocityOverLifetime.x = new ParticleSystem.MinMaxCurve(-30, 30); + velocityOverLifetime.y = new ParticleSystem.MinMaxCurve(0, 0); + velocityOverLifetime.z = new ParticleSystem.MinMaxCurve(30, -30); break; } case ParticleTrail.SlightBlood: From 15612f7d1c550cc7dd3df5152370fd37959a074b Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Fri, 6 Aug 2021 19:11:00 +0200 Subject: [PATCH 27/30] Added missing assignment --- Assets/Scripts/Support/ParticleTrailController.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/Assets/Scripts/Support/ParticleTrailController.cs b/Assets/Scripts/Support/ParticleTrailController.cs index 33c08f2..d1a61d4 100644 --- a/Assets/Scripts/Support/ParticleTrailController.cs +++ b/Assets/Scripts/Support/ParticleTrailController.cs @@ -11,6 +11,7 @@ public class ParticleTrailController : MonoBehaviour public void Initialize(ParticleSystem effect, ParticleTrail type, int interval) { + this.effect = effect; this.type = type; var main = effect.main; From 1dac28079499566cd109659588e5977058d867ff Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Sat, 7 Aug 2021 14:56:22 +0200 Subject: [PATCH 28/30] Changed speed modifier for core part of rocket explosion to a curve, which looks better --- .gitignore | 1 + Assets/Styles/Original/Particles/ParticleExplosion.prefab | 6 +++--- 2 files changed, 4 insertions(+), 3 deletions(-) diff --git a/.gitignore b/.gitignore index a144aca..91bf611 100644 --- a/.gitignore +++ b/.gitignore @@ -17,3 +17,4 @@ Debug Portable/ Assets/StreamingAssets/ Build*/ *_Debug/ +Data/ diff --git a/Assets/Styles/Original/Particles/ParticleExplosion.prefab b/Assets/Styles/Original/Particles/ParticleExplosion.prefab index 62d583d..35386ed 100644 --- a/Assets/Styles/Original/Particles/ParticleExplosion.prefab +++ b/Assets/Styles/Original/Particles/ParticleExplosion.prefab @@ -6938,8 +6938,8 @@ ParticleSystem: m_RotationOrder: 4 speedModifier: serializedVersion: 2 - minMaxState: 0 - scalar: -1 + minMaxState: 1 + scalar: 1 minScalar: 1 maxCurve: serializedVersion: 2 @@ -6955,7 +6955,7 @@ ParticleSystem: outWeight: 0 - serializedVersion: 3 time: 1 - value: 0.3448289 + value: 0.349 inSlope: 0 outSlope: 0 tangentMode: 0 From bd39eb57cc6044cbfb3dc6f4820bd3b50b859fe9 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Tue, 10 Aug 2021 11:49:02 +0200 Subject: [PATCH 29/30] Added entity lighting support, by forwarding the shade vector and light color from the engine to Unity. The lighting calculations are replicated in the Quake shader. This is currently per-pixel shading (as opposed to the more authentic gouraud shading) and it's only applied to alias models at the moment. Brush models will have to be figured out properly. --- Assets/Scripts/Data/QExtensions.cs | 10 ++++++++++ Assets/Scripts/Game/Entity.cs | 9 +++++++++ Assets/Scripts/Modules/GameModule.Interop.cs | 15 ++++++++++++++- Assets/Scripts/Modules/GameModule.cs | 5 +++++ Assets/Shaders/Quake.shader | 3 +++ Assets/Shaders/QuakeForwardPass.hlsl | 15 +++++++++------ Assets/Shaders/QuakeInput.hlsl | 6 ++++++ engine/Quake/client.h | 1 + engine/Quake/r_alias.c | 2 ++ engine/UniQuake/game_uniquake.c | 6 ++++++ 10 files changed, 65 insertions(+), 7 deletions(-) diff --git a/Assets/Scripts/Data/QExtensions.cs b/Assets/Scripts/Data/QExtensions.cs index a59fb6e..75959b1 100644 --- a/Assets/Scripts/Data/QExtensions.cs +++ b/Assets/Scripts/Data/QExtensions.cs @@ -55,6 +55,11 @@ public static class QExtensions { return new Vector3(origin.y, origin.z, -origin.x); } + + public static Vector3 ToUnityDirection(this QVec3 dir) + { + return new Vector3(dir.y, dir.z, -dir.x); + } public static Quaternion ToUnityRotation(this QVec3 angles) { @@ -71,4 +76,9 @@ public static class QExtensions (byte)((color >> 16) & 0xFF), (byte)((color >> 24) & 0xFF)); } + + public static Color ToColor(this QVec3 vec) + { + return new Color(vec.x, vec.y, vec.z); + } } diff --git a/Assets/Scripts/Game/Entity.cs b/Assets/Scripts/Game/Entity.cs index 08d6550..e8ebbc2 100644 --- a/Assets/Scripts/Game/Entity.cs +++ b/Assets/Scripts/Game/Entity.cs @@ -159,6 +159,15 @@ public class Entity } } + public void SetLighting(Vector3 shadeVector, Color lightColor) + { + if (material == null) + return; + + material.SetVector("_ShadeVector", shadeVector); + material.SetVector("_LightColor", lightColor); + } + private void AssignMeshRenderer() { material = visualStyle.CreateEntityMaterial(true); diff --git a/Assets/Scripts/Modules/GameModule.Interop.cs b/Assets/Scripts/Modules/GameModule.Interop.cs index 0b1d369..46bc6db 100644 --- a/Assets/Scripts/Modules/GameModule.Interop.cs +++ b/Assets/Scripts/Modules/GameModule.Interop.cs @@ -17,6 +17,7 @@ public partial class GameModule : CallbackHandler RemoveEntity = CreateCallback(Callback_GameRemoveEntity), UpdateEntityAnimation = CreateCallback(Callback_GameUpdateEntityAnimation), SetEntitySkin = CreateCallback(Callback_GameSetEntitySkin), + SetEntityLighting = CreateCallback(Callback_GameSetEntityLighting), RunParticleEffect = CreateCallback(Callback_RunParticleEffect), CreateParticleEffect = CreateCallback(Callback_CreateParticleEffect), @@ -37,6 +38,7 @@ public partial class GameModule : CallbackHandler public IntPtr RemoveEntity; public IntPtr UpdateEntityAnimation; public IntPtr SetEntitySkin; + public IntPtr SetEntityLighting; public IntPtr RunParticleEffect; public IntPtr CreateParticleEffect; @@ -98,6 +100,17 @@ public partial class GameModule : CallbackHandler Profiler.EndSample(); } + [UnmanagedFunctionPointer(CallingConvention.Cdecl)] + private delegate void GameSetEntityLightingCallback(IntPtr context, int entityNum, ref QVec3 shadeVector, ref QVec3 lightColor); + + [MonoPInvokeCallback(typeof(GameSetEntityLightingCallback))] + private static void Callback_GameSetEntityLighting(IntPtr context, int entityNum, ref QVec3 shadeVector, ref QVec3 lightColor) + { + Profiler.BeginSample("GameSetEntityLighting"); + GetSelf(context).SetEntityLighting(entityNum, shadeVector.ToUnityDirection(), lightColor.ToColor()); + Profiler.EndSample(); + } + [UnmanagedFunctionPointer(CallingConvention.Cdecl)] private delegate void RunParticleEffectCallback(IntPtr context, ref QVec3 origin, ref QVec3 direction, uint colorMin, uint colorMax, int count); @@ -105,7 +118,7 @@ public partial class GameModule : CallbackHandler private static void Callback_RunParticleEffect(IntPtr context, ref QVec3 origin, ref QVec3 direction, uint colorMin, uint colorMax, int count) { Profiler.BeginSample("RunParticleEffect"); - GetSelf(context).RunParticleEffect(origin.ToUnityPosition(), direction.ToUnityPosition(), colorMin.ToColor(), colorMax.ToColor(), count); + GetSelf(context).RunParticleEffect(origin.ToUnityPosition(), direction.ToUnityDirection(), colorMin.ToColor(), colorMax.ToColor(), count); Profiler.EndSample(); } diff --git a/Assets/Scripts/Modules/GameModule.cs b/Assets/Scripts/Modules/GameModule.cs index 03f7dd7..cc43157 100644 --- a/Assets/Scripts/Modules/GameModule.cs +++ b/Assets/Scripts/Modules/GameModule.cs @@ -67,6 +67,11 @@ public partial class GameModule { uq.GameState.GetEntity(entityNum).SetSkin(skinNum); } + + private void SetEntityLighting(int entityNum, Vector3 shadeVector, Color lightColor) + { + uq.GameState.GetEntity(entityNum).SetLighting(shadeVector, lightColor); + } private void RunParticleEffect(Vector3 position, Vector3 direction, Color colorMin, Color colorMax, int count) { diff --git a/Assets/Shaders/Quake.shader b/Assets/Shaders/Quake.shader index d6b420f..f053aef 100644 --- a/Assets/Shaders/Quake.shader +++ b/Assets/Shaders/Quake.shader @@ -12,6 +12,9 @@ Shader "UniQuake/Quake" [HDR] _EmissionColor("Emission Color", Color) = (0,0,0) [NoScaleOffset]_EmissionMap("Emission Map", 2D) = "white" {} + + [HideInInspector] _ShadeVector("Shade Vector", Vector) = (0, 0, 0) + [HideInInspector] _LightColor("Light Color", Color) = (1, 1, 1, 1) // Blending state [HideInInspector] _Surface("__surface", Float) = 0.0 diff --git a/Assets/Shaders/QuakeForwardPass.hlsl b/Assets/Shaders/QuakeForwardPass.hlsl index 724fdf9..690b240 100644 --- a/Assets/Shaders/QuakeForwardPass.hlsl +++ b/Assets/Shaders/QuakeForwardPass.hlsl @@ -30,7 +30,7 @@ struct Varyings float3 posWS : TEXCOORD2; // xyz: posWS - float3 normal : TEXCOORD3; + float3 normal : TEXCOORD3; float3 viewDir : TEXCOORD4; half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light @@ -129,11 +129,14 @@ half4 LitPassFragmentSimple(Varyings input) : SV_Target half4 lightmapColor = SAMPLE_TEXTURE2D(_LightMap, sampler_LightMap, input.lightmapUV); half3 finalColor = diffuse * lightmapColor.rgb * 2.0f; #else - // Specular and smoothness are some bogus values just to make models not appear completely black on one side - half3 finalColor = UniversalFragmentBlinnPhong(inputData, diffuse, half4(0.2, 0.2, 0.2, 1), 0.5, 0.0, alpha).rgb; - // Light light = GetMainLight(); - // half3 diffuseColor = LightingLambert(light.color, light.direction, inputData.normalWS); - // half3 finalColor = diffuse * diffuseColor; + // This reproduces anorm_dots within a reasonable degree of tolerance + half shade = dot(_ShadeVector.xyz, inputData.normalWS); + if (shade < 0.0) + shade = 1.0 + shade * (13.0 / 44.0); + else + shade = 1.0 + shade; + + half3 finalColor = diffuse * shade * _LightColor.rgb; #endif #ifdef _EMISSION diff --git a/Assets/Shaders/QuakeInput.hlsl b/Assets/Shaders/QuakeInput.hlsl index f3658ba..a01d3b2 100644 --- a/Assets/Shaders/QuakeInput.hlsl +++ b/Assets/Shaders/QuakeInput.hlsl @@ -11,6 +11,8 @@ CBUFFER_START(UnityPerMaterial) half4 _EmissionColor; half _Cutoff; half _Surface; + half4 _ShadeVector; + half4 _LightColor; CBUFFER_END #ifdef UNITY_DOTS_INSTANCING_ENABLED @@ -19,12 +21,16 @@ CBUFFER_END UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor) UNITY_DOTS_INSTANCED_PROP(float , _Cutoff) UNITY_DOTS_INSTANCED_PROP(float , _Surface) + UNITY_DOTS_INSTANCED_PROP(half4, _ShadeVector) + UNITY_DOTS_INSTANCED_PROP(half4, _LightColor) UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) #define _BaseColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__BaseColor) #define _EmissionColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float4 , Metadata__EmissionColor) #define _Cutoff UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Cutoff) #define _Surface UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(float , Metadata__Surface) + #define _ShadeVector UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(half4 , Metadata__ShadeVector) + #define _LightColor UNITY_ACCESS_DOTS_INSTANCED_PROP_FROM_MACRO(half4 , Metadata__LightColor) #endif SAMPLER(point_repeat_sampler); diff --git a/engine/Quake/client.h b/engine/Quake/client.h index 529d1aa..f652cbf 100644 --- a/engine/Quake/client.h +++ b/engine/Quake/client.h @@ -377,6 +377,7 @@ void UQ_Game_SetEntityTransform(int entityNum, vec3_t origin, vec3_t angles); void UQ_Game_RemoveEntity(int entityNum); void UQ_Game_UpdateEntityAnimation(int entityNum, int pose1, int pose2, float blend); void UQ_Game_SetEntitySkin(int entityNum, int skinNum); +void UQ_Game_SetEntityLighting(int entityNum, vec3_t shadeVector, vec3_t lightColor); #endif /* _CLIENT_H_ */ diff --git a/engine/Quake/r_alias.c b/engine/Quake/r_alias.c index e4bfe6e..065c4ac 100644 --- a/engine/Quake/r_alias.c +++ b/engine/Quake/r_alias.c @@ -619,6 +619,8 @@ void R_SetupAliasLighting (entity_t *e) shadedots = r_avertexnormal_dots[quantizedangle]; VectorScale (lightcolor, 1.0f / 200.0f, lightcolor); + + UQ_Game_SetEntityLighting(e->num, shadevector, lightcolor); } /* diff --git a/engine/UniQuake/game_uniquake.c b/engine/UniQuake/game_uniquake.c index 1f90d67..1840ef5 100644 --- a/engine/UniQuake/game_uniquake.c +++ b/engine/UniQuake/game_uniquake.c @@ -9,6 +9,7 @@ typedef struct unity_gamecalls_s void(*RemoveEntity)(void *context, int entityNum); void(*UpdateEntityAnimation)(void *context, int entityNum, int pose1, int pose2, float blend); void(*SetEntitySkin)(void *context, int entityNum, int skinNum); + void(*SetEntityLighting)(void *context, int entityNum, vec3_t shadeVector, vec3_t lightColor); void(*RunParticleEffect)(void *context, vec3_t origin, vec3_t direction, unsigned int colorMin, unsigned int colorMax, int count); void(*CreateParticleEffect)(void *context, int type, vec3_t origin, unsigned int colorMin, unsigned int colorMax); @@ -49,6 +50,11 @@ void UQ_Game_SetEntitySkin(int entityNum, int skinNum) unity_gamecalls->SetEntitySkin(unity_context, entityNum, skinNum); } +void UQ_Game_SetEntityLighting(int entityNum, vec3_t shadeVector, vec3_t lightColor) +{ + unity_gamecalls->SetEntityLighting(unity_context, entityNum, shadeVector, lightColor); +} + void UQ_Game_RunParticleEffect(vec3_t origin, vec3_t direction, int color, int count) { unsigned int colorMin, colorMax; From 5dc8d2ff781865f6dda46bacda5c528ee5c7d2a1 Mon Sep 17 00:00:00 2001 From: Nico de Poel Date: Tue, 10 Aug 2021 12:42:33 +0200 Subject: [PATCH 30/30] Rewrote surface grouping method to be iterative instead of tail-recursive. Fixes potential stack overflow issues when loading particularly large and complex maps. --- Assets/Scripts/Support/BrushModel.cs | 39 ++++++++++++++++------------ 1 file changed, 23 insertions(+), 16 deletions(-) diff --git a/Assets/Scripts/Support/BrushModel.cs b/Assets/Scripts/Support/BrushModel.cs index b810c33..4f982be 100644 --- a/Assets/Scripts/Support/BrushModel.cs +++ b/Assets/Scripts/Support/BrushModel.cs @@ -66,27 +66,34 @@ public class BrushModel private void GroupSurfaces(QNode node, QSurface[] surfaces, Dictionary<(IntPtr, int, QSurfaceFlags), List> surfaceGroups) { - if (node.contents < 0) // Leaf node - return; + var nodeQueue = new Queue(); + nodeQueue.Enqueue(node); - for (int surfIdx = 0; surfIdx < node.numSurfaces; ++surfIdx) + while (nodeQueue.Count > 0) { - var surface = surfaces[node.firstSurface + surfIdx]; + node = nodeQueue.Dequeue(); + if (node.contents < 0) // Leaf node + continue; - IntPtr texPtr = surface.TextureInfo.texture; - int lightNum = surface.lightmapTextureNum; - QSurfaceFlags flags = surface.flags; - var key = (texPtr, lightNum, flags); + for (int surfIdx = 0; surfIdx < node.numSurfaces; ++surfIdx) + { + var surface = surfaces[node.firstSurface + surfIdx]; - if (!surfaceGroups.ContainsKey(key)) - surfaceGroups[key] = new List(); - - surfaceGroups[key].Add(surface); - } + IntPtr texPtr = surface.TextureInfo.texture; + int lightNum = surface.lightmapTextureNum; + QSurfaceFlags flags = surface.flags; + var key = (texPtr, lightNum, flags); - foreach (var childNode in node.Children) - { - GroupSurfaces(childNode, surfaces, surfaceGroups); + if (!surfaceGroups.ContainsKey(key)) + surfaceGroups[key] = new List(); + + surfaceGroups[key].Add(surface); + } + + foreach (var childNode in node.Children) + { + nodeQueue.Enqueue(childNode); + } } }