2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
25 #define NUMVERTEXNORMALS 162
26 siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
27 #define m_bytenormals r_avertexnormals
28 #define VectorNormalizeFast VectorNormalize
29 #define Mod_PointContents(v,m) (Mod_PointInLeaf(v,m)->contents)
30 typedef unsigned char qbyte;
31 #define cl_stainmaps.integer 0
32 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
35 #define CL_EntityParticles R_EntityParticles
36 #define CL_ReadPointFile_f R_ReadPointFile_f
37 #define CL_ParseParticleEffect R_ParseParticleEffect
38 #define CL_ParticleExplosion R_ParticleExplosion
39 #define CL_ParticleExplosion2 R_ParticleExplosion2
40 #define CL_BlobExplosion R_BlobExplosion
41 #define CL_RunParticleEffect R_RunParticleEffect
42 #define CL_LavaSplash R_LavaSplash
43 #define CL_RocketTrail2 R_RocketTrail2
44 void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
46 vec3_t right1, right2, diff, normal;
48 VectorSubtract (org2, org1, normal);
49 VectorNormalizeFast (normal);
51 // calculate 'right' vector for start
52 VectorSubtract (r_origin, org1, diff);
53 VectorNormalizeFast (diff);
54 CrossProduct (normal, diff, right1);
56 // calculate 'right' vector for end
57 VectorSubtract (r_origin, org2, diff);
58 VectorNormalizeFast (diff);
59 CrossProduct (normal, diff, right2);
61 vert[ 0] = org1[0] + width * right1[0];
62 vert[ 1] = org1[1] + width * right1[1];
63 vert[ 2] = org1[2] + width * right1[2];
64 vert[ 4] = org1[0] - width * right1[0];
65 vert[ 5] = org1[1] - width * right1[1];
66 vert[ 6] = org1[2] - width * right1[2];
67 vert[ 8] = org2[0] - width * right2[0];
68 vert[ 9] = org2[1] - width * right2[1];
69 vert[10] = org2[2] - width * right2[2];
70 vert[12] = org2[0] + width * right2[0];
71 vert[13] = org2[1] + width * right2[1];
72 vert[14] = org2[2] + width * right2[2];
75 #include "cl_collision.h"
78 #define MAX_PARTICLES 8192 // default max # of particles at one time
79 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
83 pt_static, pt_rain, pt_bubble, pt_blood
87 #define PARTICLE_INVALID 0
88 #define PARTICLE_BILLBOARD 1
89 #define PARTICLE_BEAM 2
90 #define PARTICLE_ORIENTED_DOUBLESIDED 3
92 #define P_TEXNUM_FIRSTBIT 0
93 #define P_TEXNUM_BITS 6
94 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
95 #define P_ORIENTATION_BITS 2
96 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
97 //#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
98 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
100 typedef struct particle_s
103 unsigned int flags; // dynamically lit, orientation, additive blending, texnum
109 float alpha; // 0-255
110 float alphafade; // how much alpha reduces per second
111 float time2; // used for various things (snow fluttering, for example)
112 float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
113 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
115 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
116 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
117 float pressure; // if non-zero, apply pressure to other particles
122 static int particlepalette[256] =
124 0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
125 0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
126 0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
127 0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
128 0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
129 0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
130 0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
131 0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
132 0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
133 0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
134 0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
135 0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
136 0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
137 0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
138 0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
139 0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
140 0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
141 0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
142 0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
143 0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
144 0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
145 0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
146 0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
147 0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
148 0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
149 0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
150 0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
151 0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
152 0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
153 0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
154 0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
155 0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
158 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
160 // these must match r_part.c's textures
161 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
162 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
163 static const int tex_particle = 24;
164 static const int tex_rain = 25;
165 static const int tex_bubble = 26;
167 static int cl_maxparticles;
168 static int cl_numparticles;
169 static particle_t *particles;
170 static particle_t **freeparticles; // list used only in compacting particles array
172 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
173 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
174 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
175 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
176 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
177 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
178 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
179 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
180 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
181 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
183 #ifndef WORKINGLQUAKE
184 static mempool_t *cl_part_mempool;
187 void CL_Particles_Clear(void)
197 void CL_ReadPointFile_f (void);
198 void CL_Particles_Init (void)
202 i = COM_CheckParm ("-particles");
204 if (i && i < com_argc - 1)
206 cl_maxparticles = (int)(atoi(com_argv[i+1]));
207 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
208 cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
211 cl_maxparticles = MAX_PARTICLES;
213 Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
215 Cvar_RegisterVariable (&cl_particles);
216 Cvar_RegisterVariable (&cl_particles_size);
217 Cvar_RegisterVariable (&cl_particles_bloodshowers);
218 Cvar_RegisterVariable (&cl_particles_blood);
219 Cvar_RegisterVariable (&cl_particles_blood_size);
220 Cvar_RegisterVariable (&cl_particles_blood_alpha);
221 Cvar_RegisterVariable (&cl_particles_bulletimpacts);
222 Cvar_RegisterVariable (&cl_particles_smoke);
223 Cvar_RegisterVariable (&cl_particles_sparks);
224 Cvar_RegisterVariable (&cl_particles_bubbles);
227 particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
228 freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
230 cl_part_mempool = Mem_AllocPool("CL_Part");
231 particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
232 freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
237 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
239 if (cl_numparticles >= cl_maxparticles)\
243 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
244 unsigned int partflags;\
245 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
247 partflags |= P_ADDITIVE;\
249 /* partflags |= P_DYNLIGHT;*/\
250 tempcolor = (pcolor1);\
251 tempcolor2 = (pcolor2);\
252 cr2 = ((tempcolor2) >> 16) & 0xFF;\
253 cg2 = ((tempcolor2) >> 8) & 0xFF;\
254 cb2 = (tempcolor2) & 0xFF;\
255 if (tempcolor != tempcolor2)\
257 cr1 = ((tempcolor) >> 16) & 0xFF;\
258 cg1 = ((tempcolor) >> 8) & 0xFF;\
259 cb1 = (tempcolor) & 0xFF;\
260 tempcolor = rand() & 0xFF;\
261 cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
262 cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
263 cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
265 part = &particles[cl_numparticles++];\
266 part->type = (ptype);\
267 part->color[0] = cr2;\
268 part->color[1] = cg2;\
269 part->color[2] = cb2;\
270 part->color[3] = 0xFF;\
271 part->flags = partflags;\
272 part->scalex = (pscalex);\
273 part->scaley = (pscaley);\
274 part->alpha = (palpha);\
275 part->alphafade = (palphafade);\
276 part->die = cl.time + (ptime);\
277 part->gravity = (pgravity);\
278 part->bounce = (pbounce);\
279 part->org[0] = (px);\
280 part->org[1] = (py);\
281 part->org[2] = (pz);\
282 part->vel[0] = (pvx);\
283 part->vel[1] = (pvy);\
284 part->vel[2] = (pvz);\
285 part->time2 = (ptime2);\
286 part->vel2[0] = (pvx2);\
287 part->vel2[1] = (pvy2);\
288 part->vel2[2] = (pvz2);\
289 part->friction = (pfriction);\
290 part->pressure = (ppressure);\
299 void CL_EntityParticles (entity_t *ent)
303 float sp, sy, cp, cy;
307 static vec3_t avelocities[NUMVERTEXNORMALS];
308 if (!cl_particles.integer) return;
313 if (!avelocities[0][0])
314 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
315 avelocities[0][i] = (rand()&255) * 0.01;
317 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
319 angle = cl.time * avelocities[i][0];
322 angle = cl.time * avelocities[i][1];
331 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
333 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
339 void CL_ReadPointFile_f (void)
343 char *pointfile = NULL, *pointfilepos, *t, tchar;
345 char name[MAX_OSPATH];
347 sprintf (name,"maps/%s.pts", cl.worldmodel->name);
348 COM_FOpenFile (name, &f);
352 fseek(f, 0, SEEK_END);
353 pointfilelength = ftell(f);
354 fseek(f, 0, SEEK_SET);
355 pointfile = malloc(pointfilelength + 1);
356 fread(pointfile, 1, pointfilelength, f);
357 pointfile[pointfilelength] = 0;
361 pointfile = COM_LoadFile(va("maps/%s.pts", cl.worldmodel->name), true);
365 Con_Printf ("couldn't open %s.pts\n", cl.worldmodel->name);
369 Con_Printf ("Reading %s.pts...\n", cl.worldmodel->name);
371 pointfilepos = pointfile;
372 while (*pointfilepos)
374 while (*pointfilepos == '\n' || *pointfilepos == '\r')
379 while (*t && *t != '\n' && *t != '\r')
383 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
390 if (cl_numparticles >= cl_maxparticles)
392 Con_Printf ("Not enough free particles\n");
395 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
403 Con_Printf ("%i points read\n", c);
408 CL_ParseParticleEffect
410 Parse an effect out of the server message
413 void CL_ParseParticleEffect (void)
416 int i, count, msgcount, color;
418 for (i=0 ; i<3 ; i++)
419 org[i] = MSG_ReadCoord ();
420 for (i=0 ; i<3 ; i++)
421 dir[i] = MSG_ReadChar () * (1.0/16);
422 msgcount = MSG_ReadByte ();
423 color = MSG_ReadByte ();
430 CL_RunParticleEffect (org, dir, color, count);
439 void CL_ParticleExplosion (vec3_t org)
444 if (cl_stainmaps.integer)
445 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
447 i = Mod_PointContents(org, cl.worldmodel);
448 if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
450 for (i = 0;i < 128;i++)
452 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
458 if (cl_particles_smoke.integer)
460 for (i = 0;i < 64;i++)
462 for (k = 0;k < 16;k++)
464 v[0] = org[0] + lhrandom(-64, 64);
465 v[1] = org[1] + lhrandom(-64, 64);
466 v[2] = org[2] + lhrandom(-8, 24);
467 if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
470 VectorSubtract(v2, org, v2);
471 VectorScale(v2, 2.0f, v2);
472 particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, true, 12, 12, 255, 512, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
476 if (cl_particles_sparks.integer)
479 for (i = 0;i < 256;i++)
481 k = particlepalette[0x68 + (rand() & 7)];
482 particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 1.5f, 0.05f, lhrandom(0, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0, 0);
487 if (cl_explosions.integer)
493 CL_ParticleExplosion2
497 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
500 if (!cl_particles.integer) return;
502 for (i = 0;i < 512;i++)
504 k = particlepalette[colorStart + (i % colorLength)];
505 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
515 void CL_BlobExplosion (vec3_t org)
517 if (cl_stainmaps.integer)
518 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
520 if (cl_explosions.integer)
530 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
536 CL_ParticleExplosion(org);
539 if (!cl_particles.integer) return;
542 k = particlepalette[color + (rand()&7)];
543 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
547 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
553 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
556 if (!cl_particles.integer) return;
558 if (cl_stainmaps.integer)
559 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
561 if (cl_particles_bulletimpacts.integer)
564 if (cl_particles_smoke.integer)
565 particle(pt_static, PARTICLE_BILLBOARD, 0x606060, 0xA0A0A0, tex_smoke[rand()&7], true, true, 4, 4, 255, 1024, 9999, -0.2, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
567 if (cl_particles_sparks.integer)
572 k = particlepalette[0x68 + (rand() & 7)];
573 particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
579 void CL_PlasmaBurn (vec3_t org)
581 if (cl_stainmaps.integer)
582 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
585 static float bloodcount = 0;
586 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
589 // bloodcount is used to accumulate counts too small to cause a blood particle
590 if (!cl_particles.integer) return;
591 if (!cl_particles_blood.integer) return;
598 r = cl_particles_blood_size.value;
599 a = cl_particles_blood_alpha.value * 255;
600 while(bloodcount > 0)
602 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
607 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
611 vec3_t diff, center, velscale;
612 if (!cl_particles.integer) return;
613 if (!cl_particles_bloodshowers.integer) return;
614 if (!cl_particles_blood.integer) return;
616 VectorSubtract(maxs, mins, diff);
617 center[0] = (mins[0] + maxs[0]) * 0.5;
618 center[1] = (mins[1] + maxs[1]) * 0.5;
619 center[2] = (mins[2] + maxs[2]) * 0.5;
620 // FIXME: change velspeed back to 2.0x after fixing mod
621 velscale[0] = velspeed * 2.0 / diff[0];
622 velscale[1] = velspeed * 2.0 / diff[1];
623 velscale[2] = velspeed * 2.0 / diff[2];
625 bloodcount += count * 5.0f;
626 r = cl_particles_blood_size.value;
627 a = cl_particles_blood_alpha.value * 255;
628 while (bloodcount > 0)
631 org[0] = lhrandom(mins[0], maxs[0]);
632 org[1] = lhrandom(mins[1], maxs[1]);
633 org[2] = lhrandom(mins[2], maxs[2]);
634 vel[0] = (org[0] - center[0]) * velscale[0];
635 vel[1] = (org[1] - center[1]) * velscale[1];
636 vel[2] = (org[2] - center[2]) * velscale[2];
638 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
642 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
646 if (!cl_particles.integer) return;
647 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
648 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
649 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
653 k = particlepalette[colorbase + (rand()&3)];
654 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
658 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
661 float t, z, minz, maxz;
662 if (!cl_particles.integer) return;
663 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
664 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
665 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
666 if (dir[2] < 0) // falling
668 t = (maxs[2] - mins[2]) / -dir[2];
673 t = (maxs[2] - mins[2]) / dir[2];
676 if (t < 0 || t > 2) // sanity check
679 minz = z - fabs(dir[2]) * 0.1;
680 maxz = z + fabs(dir[2]) * 0.1;
681 minz = bound(mins[2], minz, maxs[2]);
682 maxz = bound(mins[2], maxz, maxs[2]);
687 count *= 4; // ick, this should be in the mod or maps?
691 k = particlepalette[colorbase + (rand()&3)];
692 particle(pt_rain, PARTICLE_BEAM, k, k, tex_particle, true, true, 0.5, 0.02, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
698 k = particlepalette[colorbase + (rand()&3)];
699 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
703 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
707 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
712 if (!cl_particles.integer) return;
714 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
715 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
716 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
718 center[0] = (mins[0] + maxs[0]) * 0.5f;
719 center[1] = (mins[1] + maxs[1]) * 0.5f;
720 center[2] = (mins[2] + maxs[2]) * 0.5f;
724 k = particlepalette[224 + (rand()&15)];
725 o[0] = lhrandom(mins[0], maxs[0]);
726 o[1] = lhrandom(mins[1], maxs[1]);
727 o[2] = lhrandom(mins[2], maxs[2]);
728 VectorSubtract(o, center, v);
729 VectorNormalizeFast(v);
730 VectorScale(v, 100, v);
731 v[2] += sv_gravity.value * 0.15f;
732 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
736 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
740 if (!cl_particles.integer) return;
741 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
742 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
743 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
747 k = particlepalette[224 + (rand()&15)];
748 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
750 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
754 void CL_Flames (vec3_t org, vec3_t vel, int count)
757 if (!cl_particles.integer) return;
761 k = particlepalette[224 + (rand()&15)];
762 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
774 void CL_LavaSplash (vec3_t origin)
779 if (!cl_particles.integer) return;
781 for (i=-128 ; i<128 ; i+=16)
783 for (j=-128 ; j<128 ; j+=16)
785 dir[0] = j + lhrandom(0, 8);
786 dir[1] = i + lhrandom(0, 8);
788 org[0] = origin[0] + dir[0];
789 org[1] = origin[1] + dir[1];
790 org[2] = origin[2] + lhrandom(0, 64);
791 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
792 k = particlepalette[224 + (rand()&7)];
793 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
805 void R_TeleportSplash (vec3_t org)
808 if (!cl_particles.integer) return;
810 for (i=-16 ; i<16 ; i+=8)
811 for (j=-16 ; j<16 ; j+=8)
812 for (k=-24 ; k<32 ; k+=8)
813 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
818 void R_RocketTrail (vec3_t start, vec3_t end, int type)
820 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
823 vec3_t vec, dir, vel, pos;
824 float len, dec, speed, r;
825 int contents, smoke, blood, bubbles;
827 VectorSubtract(end, start, dir);
828 VectorNormalize(dir);
830 VectorSubtract (end, start, vec);
832 len = VectorNormalize (vec);
834 speed = 1.0f / (cl.time - cl.oldtime);
835 VectorSubtract(end, start, vel);
837 len = VectorNormalizeLength (vec);
838 dec = -ent->persistent.trail_time;
839 ent->persistent.trail_time += len;
840 if (ent->persistent.trail_time < 0.01f)
843 // if we skip out, leave it reset
844 ent->persistent.trail_time = 0.0f;
846 speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
847 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
849 VectorScale(vel, speed, vel);
851 // advance into this frame to reach the first puff location
852 VectorMA(start, dec, vec, pos);
855 contents = Mod_PointContents(pos, cl.worldmodel);
856 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
859 smoke = cl_particles.integer && cl_particles_smoke.integer;
860 blood = cl_particles.integer && cl_particles_blood.integer;
861 bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
867 case 0: // rocket trail
871 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
872 particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
877 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
881 case 1: // grenade trail
882 // FIXME: make it gradually stop smoking
884 if (cl_particles.integer && cl_particles_smoke.integer)
886 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
892 case 4: // slight blood
893 dec = cl_particles_blood_size.value;
896 particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
900 case 3: // green tracer
904 particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
908 case 5: // flame tracer
912 particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
916 case 6: // voor trail
920 particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
924 case 7: // Nehahra smoke tracer
928 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
933 // advance to next time and position
935 VectorMA (pos, dec, vec, pos);
937 #ifndef WORKINGLQUAKE
938 ent->persistent.trail_time = len;
942 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
946 if (!cl_particles.integer) return;
947 if (!cl_particles_smoke.integer) return;
949 VectorCopy(start, pos);
950 VectorSubtract (end, start, vec);
952 len = (int) (VectorNormalize (vec) * (1.0f / 3.0f));
954 len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
956 VectorScale(vec, 3, vec);
957 color = particlepalette[color];
960 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
961 VectorAdd (pos, vec, pos);
971 void CL_MoveParticles (void)
974 int i, activeparticles, maxparticle, j, a, pressureused = false, content;
975 float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
977 // LordHavoc: early out condition
978 if (!cl_numparticles)
982 frametime = cl.frametime;
984 frametime = cl.time - cl.oldtime;
986 gravity = frametime * sv_gravity.value;
987 dvel = 1+4*frametime;
988 bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
993 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
996 VectorCopy(p->org, p->oldorg);
997 VectorMA(p->org, frametime, p->vel, p->org);
998 VectorCopy(p->org, org);
999 #ifndef WORKINGLQUAKE
1002 if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, NULL) < 1)
1004 VectorCopy(v, p->org);
1007 // assume it's blood (lame, but...)
1008 if (cl_stainmaps.integer)
1009 R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
1011 freeparticles[j++] = p;
1016 dist = DotProduct(p->vel, normal) * -p->bounce;
1017 VectorMA(p->vel, dist, normal, p->vel);
1018 if (DotProduct(p->vel, p->vel) < 0.03)
1019 VectorClear(p->vel);
1024 p->vel[2] -= p->gravity * gravity;
1025 p->alpha -= p->alphafade * frametime;
1028 f = p->friction * frametime;
1030 content = Mod_PointContents(p->org, cl.worldmodel);
1031 if (content != CONTENTS_EMPTY)
1034 VectorScale(p->vel, f, p->vel);
1037 if (p->type != pt_static)
1043 content = Mod_PointContents(p->org, cl.worldmodel);
1045 if (a != CONTENTS_EMPTY)
1047 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1049 p->scalex += frametime * cl_particles_blood_size.value;
1050 p->scaley += frametime * cl_particles_blood_size.value;
1051 //p->alpha -= bloodwaterfade;
1057 p->vel[2] -= gravity;
1061 content = Mod_PointContents(p->org, cl.worldmodel);
1062 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1069 if (cl.time > p->time2)
1072 p->time2 = cl.time + (rand() & 3) * 0.1;
1073 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1074 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1075 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1078 content = Mod_PointContents(p->org, cl.worldmodel);
1080 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1084 printf("unknown particle type %i\n", p->type);
1090 // remove dead particles
1091 if (p->alpha < 1 || p->die < cl.time)
1092 freeparticles[j++] = p;
1098 pressureused = true;
1101 // fill in gaps to compact the array
1103 while (maxparticle >= activeparticles)
1105 *freeparticles[i++] = particles[maxparticle--];
1106 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1109 cl_numparticles = activeparticles;
1113 activeparticles = 0;
1114 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1116 freeparticles[activeparticles++] = p;
1118 if (activeparticles)
1120 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1122 for (j = 0;j < activeparticles;j++)
1124 if (freeparticles[j] != p)
1126 float dist, diff[3];
1127 VectorSubtract(p->org, freeparticles[j]->org, diff);
1128 dist = DotProduct(diff, diff);
1129 if (dist < 4096 && dist >= 1)
1131 dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1132 VectorMA(p->vel, dist, diff, p->vel);
1141 #define MAX_PARTICLETEXTURES 64
1142 // particletexture_t is a rectangle in the particlefonttexture
1145 float s1, t1, s2, t2;
1150 static int particlefonttexture;
1152 static rtexturepool_t *particletexturepool;
1153 static rtexture_t *particlefonttexture;
1155 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1157 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1159 static qbyte shadebubble(float dx, float dy, vec3_t light)
1163 dz = 1 - (dx*dx+dy*dy);
1164 if (dz > 0) // it does hit the sphere
1168 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1169 VectorNormalize(normal);
1170 dot = DotProduct(normal, light);
1171 if (dot > 0.5) // interior reflection
1172 f += ((dot * 2) - 1);
1173 else if (dot < -0.5) // exterior reflection
1174 f += ((dot * -2) - 1);
1176 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1177 VectorNormalize(normal);
1178 dot = DotProduct(normal, light);
1179 if (dot > 0.5) // interior reflection
1180 f += ((dot * 2) - 1);
1181 else if (dot < -0.5) // exterior reflection
1182 f += ((dot * -2) - 1);
1184 f += 16; // just to give it a haze so you can see the outline
1185 f = bound(0, f, 255);
1192 static void setuptex(int cltexnum, int rtexnum, qbyte *data, qbyte *particletexturedata)
1194 int basex, basey, y;
1195 basex = ((rtexnum >> 0) & 7) * 32;
1196 basey = ((rtexnum >> 3) & 7) * 32;
1197 particletexture[cltexnum].s1 = (basex + 1) / 256.0f;
1198 particletexture[cltexnum].t1 = (basey + 1) / 256.0f;
1199 particletexture[cltexnum].s2 = (basex + 31) / 256.0f;
1200 particletexture[cltexnum].t2 = (basey + 31) / 256.0f;
1201 for (y = 0;y < 32;y++)
1202 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1205 static void R_InitParticleTexture (void)
1208 float dx, dy, radius, f, f2;
1209 qbyte data[32][32][4], noise1[64][64], noise2[64][64];
1211 qbyte particletexturedata[256*256*4];
1213 memset(particletexturedata, 255, sizeof(particletexturedata));
1215 // the particletexture[][] array numbers must match the cl_part.c textures
1217 for (i = 0;i < 8;i++)
1221 fractalnoise(&noise1[0][0], 64, 4);
1222 fractalnoise(&noise2[0][0], 64, 8);
1224 for (y = 0;y < 32;y++)
1227 for (x = 0;x < 32;x++)
1229 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1231 d = (noise2[y][x] - 128) * 3 + 192;
1233 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1234 d = (d * noise1[y][x]) >> 7;
1235 d = bound(0, d, 255);
1236 data[y][x][3] = (qbyte) d;
1244 setuptex(i + 0, i + 0, &data[0][0][0], particletexturedata);
1248 for (i = 0;i < 16;i++)
1250 radius = i * 3.0f / 16.0f;
1251 f2 = 255.0f * ((15.0f - i) / 15.0f);
1252 for (y = 0;y < 32;y++)
1254 dy = (y - 16) * 0.25f;
1255 for (x = 0;x < 32;x++)
1257 dx = (x - 16) * 0.25f;
1258 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1259 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1260 f = bound(0.0f, f, 255.0f);
1261 data[y][x][3] = (int) f;
1264 setuptex(i + 8, i + 16, &data[0][0][0], particletexturedata);
1268 for (y = 0;y < 32;y++)
1271 for (x = 0;x < 32;x++)
1273 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1275 d = (256 - (dx*dx+dy*dy));
1276 d = bound(0, d, 255);
1277 data[y][x][3] = (qbyte) d;
1280 setuptex(24, 32, &data[0][0][0], particletexturedata);
1283 light[0] = 1;light[1] = 1;light[2] = 1;
1284 VectorNormalize(light);
1285 for (y = 0;y < 32;y++)
1287 for (x = 0;x < 32;x++)
1289 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1290 data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
1293 setuptex(25, 33, &data[0][0][0], particletexturedata);
1296 light[0] = 1;light[1] = 1;light[2] = 1;
1297 VectorNormalize(light);
1298 for (y = 0;y < 32;y++)
1300 for (x = 0;x < 32;x++)
1302 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1303 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1306 setuptex(26, 34, &data[0][0][0], particletexturedata);
1309 glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1310 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1311 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1313 particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1317 static void r_part_start(void)
1319 particletexturepool = R_AllocTexturePool();
1320 R_InitParticleTexture ();
1323 static void r_part_shutdown(void)
1325 R_FreeTexturePool(&particletexturepool);
1328 static void r_part_newmap(void)
1332 void R_Particles_Init (void)
1334 Cvar_RegisterVariable(&r_drawparticles);
1335 #ifdef WORKINGLQUAKE
1338 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1342 #ifdef WORKINGLQUAKE
1343 void R_InitParticles(void)
1345 CL_Particles_Init();
1349 float varray_vertex[16];
1352 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1354 int additive, texnum, orientation;
1355 float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1356 particletexture_t *tex;
1357 #ifndef WORKINGLQUAKE
1360 const particle_t *p = calldata1;
1362 VectorCopy(p->org, org);
1363 orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1364 texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1365 //dynlight = p->flags & P_DYNLIGHT;
1366 additive = p->flags & P_ADDITIVE;
1368 #ifdef WORKINGLQUAKE
1370 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1372 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1374 memset(&m, 0, sizeof(m));
1375 m.blendfunc1 = GL_SRC_ALPHA;
1377 m.blendfunc2 = GL_ONE;
1379 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1380 m.tex[0] = R_GetTexture(particlefonttexture);
1381 R_Mesh_Matrix(&r_identitymatrix);
1385 tex = &particletexture[texnum];
1386 cr = p->color[0] * (1.0f / 255.0f);
1387 cg = p->color[1] * (1.0f / 255.0f);
1388 cb = p->color[2] * (1.0f / 255.0f);
1389 ca = p->alpha * (1.0f / 255.0f);
1390 #ifndef WORKINGLQUAKE
1393 VectorSubtract(org, r_origin, fogvec);
1394 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1401 cr += fogcolor[0] * fog;
1402 cg += fogcolor[1] * fog;
1403 cb += fogcolor[2] * fog;
1410 varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = cr;
1411 varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = cg;
1412 varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = cb;
1413 varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = ca;
1414 varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1;
1415 varray_texcoord[0][2] = tex->s1;varray_texcoord[0][3] = tex->t1;
1416 varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t2;
1417 varray_texcoord[0][6] = tex->s2;varray_texcoord[0][7] = tex->t2;
1420 if (orientation == PARTICLE_BEAM)
1422 VectorMA(p->org, -p->scaley, p->vel, v);
1423 VectorMA(p->org, p->scaley, p->vel, up2);
1424 R_CalcBeamVerts(varray_vertex, v, up2, p->scalex);
1426 else if (orientation == PARTICLE_BILLBOARD)
1428 VectorScale(vright, p->scalex, right);
1429 VectorScale(vup, p->scaley, up);
1430 varray_vertex[ 0] = org[0] + right[0] - up[0];
1431 varray_vertex[ 1] = org[1] + right[1] - up[1];
1432 varray_vertex[ 2] = org[2] + right[2] - up[2];
1433 varray_vertex[ 4] = org[0] - right[0] - up[0];
1434 varray_vertex[ 5] = org[1] - right[1] - up[1];
1435 varray_vertex[ 6] = org[2] - right[2] - up[2];
1436 varray_vertex[ 8] = org[0] - right[0] + up[0];
1437 varray_vertex[ 9] = org[1] - right[1] + up[1];
1438 varray_vertex[10] = org[2] - right[2] + up[2];
1439 varray_vertex[12] = org[0] + right[0] + up[0];
1440 varray_vertex[13] = org[1] + right[1] + up[1];
1441 varray_vertex[14] = org[2] + right[2] + up[2];
1443 else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1446 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1448 VectorNegate(p->vel2, v);
1449 VectorVectors(v, right, up);
1452 VectorVectors(p->vel2, right, up);
1453 VectorScale(right, p->scalex, right);
1454 VectorScale(up, p->scaley, up);
1455 varray_vertex[ 0] = org[0] + right[0] - up[0];
1456 varray_vertex[ 1] = org[1] + right[1] - up[1];
1457 varray_vertex[ 2] = org[2] + right[2] - up[2];
1458 varray_vertex[ 4] = org[0] - right[0] - up[0];
1459 varray_vertex[ 5] = org[1] - right[1] - up[1];
1460 varray_vertex[ 6] = org[2] - right[2] - up[2];
1461 varray_vertex[ 8] = org[0] - right[0] + up[0];
1462 varray_vertex[ 9] = org[1] - right[1] + up[1];
1463 varray_vertex[10] = org[2] - right[2] + up[2];
1464 varray_vertex[12] = org[0] + right[0] + up[0];
1465 varray_vertex[13] = org[1] + right[1] + up[1];
1466 varray_vertex[14] = org[2] + right[2] + up[2];
1469 Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1472 glColor4f(cr, cg, cb, ca);
1473 glTexCoord2f(tex->s2, tex->t1);glVertex3f(varray_vertex[ 0], varray_vertex[ 1], varray_vertex[ 2]);
1474 glTexCoord2f(tex->s1, tex->t1);glVertex3f(varray_vertex[ 4], varray_vertex[ 5], varray_vertex[ 6]);
1475 glTexCoord2f(tex->s1, tex->t2);glVertex3f(varray_vertex[ 8], varray_vertex[ 9], varray_vertex[10]);
1476 glTexCoord2f(tex->s2, tex->t2);glVertex3f(varray_vertex[12], varray_vertex[13], varray_vertex[14]);
1479 R_Mesh_Draw(4, 2, polygonelements);
1483 void R_DrawParticles (void)
1486 float minparticledist;
1489 // LordHavoc: early out conditions
1490 if ((!cl_numparticles) || (!r_drawparticles.integer))
1493 minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1495 #ifdef WORKINGLQUAKE
1496 // helper code if anyone wants to port this to stock glquake engines
1497 glBindTexture(GL_TEXTURE_2D, particlefonttexture);
1499 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1500 // LordHavoc: only render if not too close
1501 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1502 if (DotProduct(p->org, vpn) >= minparticledist)
1503 R_DrawParticleCallback(p, 0);
1504 // helper code if anyone wants to port this to stock glquake engines
1505 glDisable(GL_BLEND);
1507 // LordHavoc: only render if not too close
1508 c_particles += cl_numparticles;
1509 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1510 if (DotProduct(p->org, vpn) >= minparticledist)
1511 R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);