}
ptype_t;
+#define P_TEXNUM_FIRSTBIT 0
+#define P_TEXNUM_BITS 6
+#define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
+#define P_ORIENTATION_BITS 2
+#define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
+#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
+#define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
+
typedef struct particle_s
{
ptype_t type;
- int orientation; // typically PARTICLE_BILLBOARD
+ unsigned int flags;
+ //int orientation; // typically PARTICLE_BILLBOARD
vec3_t org;
vec3_t vel;
- int additive;
- int tex;
+ //int additive;
+ //int tex;
float die;
float scalex;
float scaley;
vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
float pressure; // if non-zero, apply pressure to other particles
- int dynlight; // if set the particle will be dynamically lit (if cl_dynamicparticles is on), used for smoke and blood
+ //int dynlight; // if set the particle will be dynamically lit (if cl_dynamicparticles is on), used for smoke and blood
qbyte color[4];
}
particle_t;
static const int tex_particle = 24;
static const int tex_rain = 25;
static const int tex_bubble = 26;
-static const int tex_rocketglow = 27;
+//static const int tex_rocketglow = 27;
static int cl_maxparticles;
static int cl_numparticles;
static particle_t *particles;
static particle_t **freeparticles; // list used only in compacting particles array
-static renderparticle_t *cl_renderparticles;
+//static renderparticle_t *cl_renderparticles;
static cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
static cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
static cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
static cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
-static cvar_t cl_particles_blood_size_min = {CVAR_SAVE, "cl_particles_blood_size_min", "3"};
-static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "15"};
-static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "1"};
+static cvar_t cl_particles_blood_size_min = {CVAR_SAVE, "cl_particles_blood_size_min", "5"};
+static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "10"};
+static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
static cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
static cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
static cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
cl_numparticles = 0;
// FIXME: r_refdef stuff should be allocated somewhere else?
- r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
+ //r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
}
-#define particle(ptype, porientation, pcolor, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
+#define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
{\
- particle_t *part;\
- int tempcolor;\
if (cl_numparticles >= cl_maxparticles)\
return;\
- part = &particles[cl_numparticles++];\
- part->type = (ptype);\
- tempcolor = (pcolor);\
- part->color[0] = ((tempcolor) >> 16) & 0xFF;\
- part->color[1] = ((tempcolor) >> 8) & 0xFF;\
- part->color[2] = (tempcolor) & 0xFF;\
- part->color[3] = 0xFF;\
- part->tex = (ptex);\
- part->orientation = (porientation);\
- part->dynlight = (plight);\
- part->additive = (padditive);\
- part->scalex = (pscalex);\
- part->scaley = (pscaley);\
- part->alpha = (palpha);\
- part->die = cl.time + (ptime);\
- part->bounce = (pbounce);\
- part->org[0] = (px);\
- part->org[1] = (py);\
- part->org[2] = (pz);\
- part->vel[0] = (pvx);\
- part->vel[1] = (pvy);\
- part->vel[2] = (pvz);\
- part->time2 = (ptime2);\
- part->vel2[0] = (pvx2);\
- part->vel2[1] = (pvy2);\
- part->vel2[2] = (pvz2);\
- part->friction = (pfriction);\
- part->pressure = (ppressure);\
+ {\
+ particle_t *part;\
+ int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
+ unsigned int partflags;\
+ partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
+ if (padditive)\
+ partflags |= P_ADDITIVE;\
+ if (plight)\
+ partflags |= P_DYNLIGHT;\
+ tempcolor = (pcolor1);\
+ tempcolor2 = (pcolor2);\
+ cr2 = ((tempcolor2) >> 16) & 0xFF;\
+ cg2 = ((tempcolor2) >> 8) & 0xFF;\
+ cb2 = (tempcolor2) & 0xFF;\
+ if (tempcolor != tempcolor2)\
+ {\
+ cr1 = ((tempcolor) >> 16) & 0xFF;\
+ cg1 = ((tempcolor) >> 8) & 0xFF;\
+ cb1 = (tempcolor) & 0xFF;\
+ tempcolor = rand() & 0xFF;\
+ cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
+ cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
+ cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
+ }\
+ part = &particles[cl_numparticles++];\
+ part->type = (ptype);\
+ part->color[0] = cr2;\
+ part->color[1] = cg2;\
+ part->color[2] = cb2;\
+ part->color[3] = 0xFF;\
+ part->flags = partflags;\
+ /*part->tex = (ptex);*/\
+ /*part->orientation = (porientation);*/\
+ /*part->dynlight = (plight);*/\
+ /*part->additive = (padditive);*/\
+ part->scalex = (pscalex);\
+ part->scaley = (pscaley);\
+ part->alpha = (palpha);\
+ part->die = cl.time + (ptime);\
+ part->bounce = (pbounce);\
+ part->org[0] = (px);\
+ part->org[1] = (py);\
+ part->org[2] = (pz);\
+ part->vel[0] = (pvx);\
+ part->vel[1] = (pvy);\
+ part->vel[2] = (pvz);\
+ part->time2 = (ptime2);\
+ part->vel2[0] = (pvx2);\
+ part->vel2[1] = (pvy2);\
+ part->vel2[2] = (pvz2);\
+ part->friction = (pfriction);\
+ part->pressure = (ppressure);\
+ }\
}
/*
forward[1] = cp*sy;
forward[2] = -sp;
- particle(pt_oneframe, PARTICLE_BILLBOARD, particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 9999, 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);
+ particle(pt_oneframe, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 9999, 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);
}
}
Con_Printf ("Not enough free particles\n");
break;
}
- particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
Mem_Free(pointfile);
*/
void CL_ParticleExplosion (vec3_t org, int smoke)
{
+ int i;
R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
+
+ i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
+ if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
+ for (i = 0;i < 128;i++)
+ particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 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, 0, 0);
+
if (cl_particles.integer && cl_particles_explosions.integer)
{
- int i, j;
+ int j, k;
float f;
vec3_t v, end, ang;
qbyte noise1[32*32], noise2[32*32];
i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
{
- for (i = 0;i < 128;i++)
- particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 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, 0, 0);
+ //for (i = 0;i < 128;i++)
+ // particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 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, 0, 0);
ang[2] = lhrandom(0, 360);
fractalnoisequick(noise1, 32, 4);
AngleVectors(ang, v, NULL, NULL);
f = noise1[j*32+i] * 1.5f;
VectorScale(v, f, v);
- particle(pt_underwaterspark, PARTICLE_BILLBOARD, noise2[j*32+i] * 0x010101, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
+ k = noise2[j*32+i] * 0x010101;
+ particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
VectorScale(v, 0.75, v);
- particle(pt_underwaterspark, PARTICLE_BILLBOARD, explosparkramp[(noise2[j*32+i] >> 5)], tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
+ k = explosparkramp[(noise2[j*32+i] >> 5)];
+ particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
}
}
}
AngleVectors(ang, v, NULL, NULL);
f = noise1[j*32+i] * 1.5f;
VectorScale(v, f, v);
- particle(pt_spark, PARTICLE_BILLBOARD, noise2[j*32+i] * 0x010101, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
+ k = noise2[j*32+i] * 0x010101;
+ particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
VectorScale(v, 0.75, v);
- particle(pt_spark, PARTICLE_BILLBOARD, explosparkramp[(noise2[j*32+i] >> 5)], tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
+ k = explosparkramp[(noise2[j*32+i] >> 5)];
+ particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
// VectorRandom(v);
// VectorScale(v, 384, v);
// particle(pt_spark, PARTICLE_BILLBOARD, explosparkramp[rand()&7], tex_particle, false, true, 2, 2, lhrandom(16, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
}
while(DotProduct(v,v) < 0.75);
VectorScale(v, 512, v);
- particle(pt_spark, PARTICLE_BILLBOARD, explosparkramp[rand()&7], tex_particle, false, true, 4, 4, 255, 9999, 1.5, org[0], org[1], org[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
+ k = explosparkramp[rand()&7];
+ particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, 255, 9999, 1.5, org[0], org[1], org[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
}
*/
R_NewExplosion(org);
*/
void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
{
- int i;
+ int i, k;
if (!cl_particles.integer) return;
for (i = 0;i < 512;i++)
- particle(pt_fade, PARTICLE_BILLBOARD, particlepalette[colorStart + (i % colorLength)], tex_particle, false, false, 1.5, 1.5, 255, 0.3, 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), 384, 0, 0, 0, 1, 0);
+ {
+ k = particlepalette[colorStart + (i % colorLength)];
+ particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 0.3, 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), 384, 0, 0, 0, 1, 0);
+ }
}
/*
*/
void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
+ int k;
if (!cl_particles.integer) return;
if (count == 1024)
return;
}
while (count--)
- particle(pt_fade, PARTICLE_BILLBOARD, particlepalette[color + (rand()&7)], tex_particle, false, false, 1, 1, 128, 9999, 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), 384, 0, 0, 0, 0, 0);
+ {
+ k = particlepalette[color + (rand()&7)];
+ particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 128, 9999, 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), 384, 0, 0, 0, 0, 0);
+ }
}
// LordHavoc: added this for spawning sparks/dust (which have strong gravity)
*/
void CL_SparkShower (vec3_t org, vec3_t dir, int count)
{
+ int k;
if (!cl_particles.integer) return;
R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
// smoke puff
if (cl_particles_smoke.integer)
- particle(pt_bulletsmoke, PARTICLE_BILLBOARD, 0xFFFFFF /*0xA0A0A0*/, tex_smoke[rand()&7], true, true, 2, 2, 255, 9999, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
+ particle(pt_bulletsmoke, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_smoke[rand()&7], true, true, 2, 2, 255, 9999, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
if (cl_particles_sparks.integer)
{
// sparks
while(count--)
- particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(64, 128), 9999, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 480, 0, 0, 0, 1, 0);
+ {
+ k = particlepalette[0x68 + (rand() & 7)];
+ particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 9999, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 480, 0, 0, 0, 1, 0);
+ }
}
}
while(bloodcount > 0)
{
r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
- particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -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);
+ particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -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);
bloodcount -= r;
}
}
vel[2] = (org[2] - center[2]) * velscale[2];
r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
c -= r;
- particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
+ particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
}
}
void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
{
+ int k;
float t;
if (!cl_particles.integer) return;
if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
while (count--)
- particle(gravity ? pt_grav : pt_static, PARTICLE_BILLBOARD, particlepalette[colorbase + (rand()&3)], tex_particle, false, false, 2, 2, 255, lhrandom(1, 2), 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);
+ {
+ k = particlepalette[colorbase + (rand()&3)];
+ particle(gravity ? pt_grav : pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, lhrandom(1, 2), 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);
+ }
}
void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
{
+ int k;
vec3_t vel;
float t, z;
if (!cl_particles.integer) return;
vel[0] = dir[0] + lhrandom(-16, 16);
vel[1] = dir[1] + lhrandom(-16, 16);
vel[2] = dir[2] + lhrandom(-32, 32);
- particle(pt_rain, PARTICLE_UPRIGHT_FACING, particlepalette[colorbase + (rand()&3)], tex_particle, true, true, 1, 64, 64, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
+ k = particlepalette[colorbase + (rand()&3)];
+ particle(pt_rain, PARTICLE_UPRIGHT_FACING, k, k, tex_particle, true, true, 1, 64, 64, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
}
break;
case 1:
vel[0] = dir[0] + lhrandom(-16, 16);
vel[1] = dir[1] + lhrandom(-16, 16);
vel[2] = dir[2] + lhrandom(-32, 32);
- particle(pt_snow, PARTICLE_BILLBOARD, particlepalette[colorbase + (rand()&3)], tex_particle, false, true, 2, 2, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
+ k = particlepalette[colorbase + (rand()&3)];
+ particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 2, 2, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
}
break;
default:
void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
{
+ int k;
float t;
if (!cl_particles.integer) return;
if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
while (count--)
- particle(pt_flame, PARTICLE_BILLBOARD, particlepalette[224 + (rand()&15)], tex_particle, false, true, 8, 8, 255, 9999, 1.1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(-32, 64), 0, 0, 0, 0, 1, 0);
+ {
+ k = particlepalette[224 + (rand()&15)];
+ particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 8, 8, 255, 9999, 1.1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(-32, 64), 0, 0, 0, 0, 1, 0);
+ }
}
void CL_Flames (vec3_t org, vec3_t vel, int count)
{
+ int k;
if (!cl_particles.integer) return;
while (count--)
- particle(pt_flame, PARTICLE_BILLBOARD, particlepalette[224 + (rand()&15)], tex_particle, false, true, 8, 8, 255, 9999, 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);
+ {
+ k = particlepalette[224 + (rand()&15)];
+ particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 8, 8, 255, 9999, 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);
+ }
}
*/
void CL_LavaSplash (vec3_t origin)
{
- int i, j;
+ int i, j, k;
float vel;
vec3_t dir, org;
if (!cl_particles.integer) return;
org[1] = origin[1] + dir[1];
org[2] = origin[2] + lhrandom(0, 64);
vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
- particle(pt_lavasplash, PARTICLE_BILLBOARD, particlepalette[224 + (rand()&7)], tex_particle, false, true, 7, 7, 255, 9999, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
+ k = particlepalette[224 + (rand()&7)];
+ particle(pt_lavasplash, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 9999, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
}
}
}
for (i=-16 ; i<16 ; i+=8)
for (j=-16 ; j<16 ; j+=8)
for (k=-24 ; k<32 ; k+=8)
- //particle(pt_fade, PARTICLE_BILLBOARD, 0xFFFFFF, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), i*2 + lhrandom(-12.5, 12.5), j*2 + lhrandom(-12.5, 12.5), k*2 + lhrandom(27.5, 52.5), 384.0f, 0, 0, 0, 1, 0);
- particle(pt_fade, PARTICLE_BILLBOARD, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 9999, 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), 256.0f, 0, 0, 0, 1, 0);
+ //particle(pt_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), i*2 + lhrandom(-12.5, 12.5), j*2 + lhrandom(-12.5, 12.5), k*2 + lhrandom(27.5, 52.5), 384.0f, 0, 0, 0, 1, 0);
+ particle(pt_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 9999, 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), 256.0f, 0, 0, 0, 1, 0);
}
void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
{
vec3_t vec, dir, vel, pos;
float len, dec, speed;
- int contents, bubbles/*, c*/;
+ int contents, bubbles;
if (!cl_particles.integer) return;
VectorSubtract(end, start, dir);
VectorNormalize(dir);
//if (type == 0 && host_frametime != 0) // rocket glow
- // particle(pt_oneframe, PARTICLE_BILLBOARD, 0xFFFFFF, tex_rocketglow, false, true, 24, 24, 255, 9999, 0, end[0] - 12 * dir[0], end[1] - 12 * dir[1], end[2] - 12 * dir[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ // particle(pt_oneframe, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_rocketglow, false, true, 24, 24, 255, 9999, 0, end[0] - 12 * dir[0], end[1] - 12 * dir[1], end[2] - 12 * dir[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
VectorSubtract (end, start, vec);
len = VectorNormalizeLength (vec);
if (!cl_particles_smoke.integer)
return;
//dec = 5;
- //particle(pt_fade, PARTICLE_BILLBOARD, 0x707070, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
+ //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
dec = 6;
- particle(pt_fade, PARTICLE_BILLBOARD, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
- //particle(pt_fade, PARTICLE_BILLBOARD, 0x707070, tex_smoke[rand()&7], false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 128.0f, 0, 0, 0, 0, 0);
+ particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
+ //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 128.0f, 0, 0, 0, 0, 0);
//dec = 10;
- //particle(pt_smoke, PARTICLE_BILLBOARD, 0x707070, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ //particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
if (bubbles && cl_particles_bubbles.integer)
{
- particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
- //particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
+ particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
+ //particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
}
else
{
if (!cl_particles_smoke.integer)
return;
//dec = 5;
- //particle(pt_fade, PARTICLE_BILLBOARD, 0x707070, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
+ //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
dec = 6;
- particle(pt_fade, PARTICLE_BILLBOARD, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
- //particle(pt_smoke, PARTICLE_BILLBOARD, 0x404040, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
+ //particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
if (bubbles && cl_particles_bubbles.integer)
{
- particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
- //particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
+ particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
+ //particle(pt_bubble, PARTICLE_BILLBOARD, c * 2, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
}
break;
if (!cl_particles_blood.integer)
return;
dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
- //particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
- particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
- //c = ((rand() & 15) + 16) << 16;
- //particle(pt_blood, PARTICLE_BILLBOARD, c, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
+ particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -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);
+ //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
+ //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
break;
case 4: // slight blood
if (!cl_particles_blood.integer)
return;
dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
- //particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
- particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
- //c = ((rand() & 15) + 16) << 16;
- //particle(pt_blood, PARTICLE_BILLBOARD, c, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
+ particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -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);
+ //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
+ //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
break;
case 3: // green tracer
dec = 6;
- //particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
- particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
+ //particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 0x373707, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
+ particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 0x373707, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
break;
case 5: // flame tracer
dec = 6;
- //particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
- particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
+ //particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 0xCF632B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
+ particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 0xCF632B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
break;
case 6: // voor trail
dec = 6;
- //particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
- particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
+ //particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 0x47232B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
+ particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 0x47232B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
break;
case 7: // Nehahra smoke tracer
if (!cl_particles_smoke.integer)
return;
dec = 10;
- particle(pt_smoke, PARTICLE_BILLBOARD, 0xC0C0C0, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
break;
}
color = particlepalette[color];
while (len--)
{
- particle(pt_smoke, PARTICLE_BILLBOARD, color, tex_particle, false, false, 5, 5, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ particle(pt_smoke, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
VectorAdd (pos, vec, pos);
}
}
void CL_MoveParticles (void)
{
particle_t *p;
- renderparticle_t *r, *rend;
+ //renderparticle_t *r, *rend;
int i, activeparticles, maxparticle, j, a, pressureused = false, content;
float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3];
// LordHavoc: early out condition
if (!cl_numparticles)
{
- r_refdef.numparticles = 0;
+ //r_refdef.numparticles = 0;
return;
}
activeparticles = 0;
maxparticle = -1;
j = 0;
- for (i = 0, p = particles, r = r_refdef.particles, rend = r + cl_maxparticles;i < cl_numparticles;i++, p++)
+ for (i = 0, p = particles/*, r = r_refdef.particles, rend = r + cl_maxparticles*/;i < cl_numparticles;i++, p++)
{
if (p->die < cl.time)
{
if (p->bounce < 0)
{
// assume it's blood (lame, but...)
- R_Stain(v, 48, 64, 24, 24, p->alpha * p->scalex * p->scaley * (1.0f / 2048.0f), 192, 48, 48, p->alpha * p->scalex * p->scaley * (1.0f / 2048.0f));
+ R_Stain(v, 64, 32, 16, 16, p->alpha * p->scalex * (1.0f / 100.0f), 128, 48, 48, p->alpha * p->scalex * (1.0f / 100.0f));
p->die = -1;
freeparticles[j++] = p;
continue;
content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
{
+ p->die = -1;
+ break;
+ /*
p->tex = tex_smoke[rand()&7];
p->orientation = PARTICLE_BILLBOARD;
p->type = pt_splashpuff;
p->scaley = 4;
p->vel[0] = p->vel[1] = p->vel[2] = 0;
break;
+ */
}
p->vel[0] *= (1 - (frametime * 0.0625));
p->vel[1] *= (1 - (frametime * 0.0625));
if (p->pressure)
pressureused = true;
+ /*
// build renderparticle for renderer to use
r->orientation = p->orientation;
r->additive = p->additive;
r->color[2] = p->color[2] * (1.0f / 255.0f);
r->color[3] = p->alpha * (1.0f / 255.0f);
r++;
+ */
}
}
- r_refdef.numparticles = r - r_refdef.particles;
+ //r_refdef.numparticles = r - r_refdef.particles;
// fill in gaps to compact the array
i = 0;
while (maxparticle >= activeparticles)
}
}
}
+
+static rtexturepool_t *particletexturepool;
+
+static rtexture_t *particlefonttexture;
+// [0] is normal, [1] is fog, they may be the same
+static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
+
+static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
+static cvar_t r_particles_lighting = {0, "r_particles_lighting", "1"};
+
+static qbyte shadebubble(float dx, float dy, vec3_t light)
+{
+ float dz, f, dot;
+ vec3_t normal;
+ dz = 1 - (dx*dx+dy*dy);
+ if (dz > 0) // it does hit the sphere
+ {
+ f = 0;
+ // back side
+ normal[0] = dx;normal[1] = dy;normal[2] = dz;
+ VectorNormalize(normal);
+ dot = DotProduct(normal, light);
+ if (dot > 0.5) // interior reflection
+ f += ((dot * 2) - 1);
+ else if (dot < -0.5) // exterior reflection
+ f += ((dot * -2) - 1);
+ // front side
+ normal[0] = dx;normal[1] = dy;normal[2] = -dz;
+ VectorNormalize(normal);
+ dot = DotProduct(normal, light);
+ if (dot > 0.5) // interior reflection
+ f += ((dot * 2) - 1);
+ else if (dot < -0.5) // exterior reflection
+ f += ((dot * -2) - 1);
+ f *= 128;
+ f += 16; // just to give it a haze so you can see the outline
+ f = bound(0, f, 255);
+ return (qbyte) f;
+ }
+ else
+ return 0;
+}
+
+static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
+{
+ int basex, basey, y;
+ basex = ((rtexnum >> 0) & 7) * 32;
+ basey = ((rtexnum >> 3) & 7) * 32;
+ particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
+ particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
+ particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
+ particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
+ for (y = 0;y < 32;y++)
+ memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
+}
+
+static void R_InitParticleTexture (void)
+{
+ int x,y,d,i,m;
+ float dx, dy, radius, f, f2;
+ qbyte data[32][32][4], noise1[64][64], noise2[64][64];
+ vec3_t light;
+ qbyte particletexturedata[256*256*4];
+
+ memset(particletexturedata, 255, sizeof(particletexturedata));
+
+ // the particletexture[][] array numbers must match the cl_part.c textures
+ // smoke/blood
+ for (i = 0;i < 8;i++)
+ {
+ do
+ {
+ fractalnoise(&noise1[0][0], 64, 4);
+ fractalnoise(&noise2[0][0], 64, 8);
+ m = 0;
+ for (y = 0;y < 32;y++)
+ {
+ dy = y - 16;
+ for (x = 0;x < 32;x++)
+ {
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ dx = x - 16;
+ d = (noise2[y][x] - 128) * 3 + 192;
+ if (d > 0)
+ d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
+ d = (d * noise1[y][x]) >> 7;
+ d = bound(0, d, 255);
+ data[y][x][3] = (qbyte) d;
+ if (m < d)
+ m = d;
+ }
+ }
+ }
+ while (m < 224);
+
+ setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
+ setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
+ }
+ /*
+ for (i = 0;i < 8;i++)
+ {
+ do
+ {
+ fractalnoise(&noise1[0][0], 64, 4);
+ fractalnoise(&noise2[0][0], 64, 8);
+ m = 0;
+ for (y = 0;y < 32;y++)
+ {
+ dy = y - 16;
+ for (x = 0;x < 32;x++)
+ {
+ d = (noise1[y][x] - 128) * 2 + 128;
+ d = bound(0, d, 255);
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
+ dx = x - 16;
+ d = (noise2[y][x] - 128) * 3 + 192;
+ if (d > 0)
+ d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
+ d = bound(0, d, 255);
+ data[y][x][3] = (qbyte) d;
+ if (m < d)
+ m = d;
+ }
+ }
+ }
+ while (m < 224);
+
+ setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
+ for (y = 0;y < 32;y++)
+ for (x = 0;x < 32;x++)
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ setuptex(i + 0, 1, i + 8, &data[0][0][0], particletexturedata);
+ }
+ */
+
+ // rain splash
+ for (i = 0;i < 16;i++)
+ {
+ radius = i * 3.0f / 16.0f;
+ f2 = 255.0f * ((15.0f - i) / 15.0f);
+ for (y = 0;y < 32;y++)
+ {
+ dy = (y - 16) * 0.25f;
+ for (x = 0;x < 32;x++)
+ {
+ dx = (x - 16) * 0.25f;
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
+ f = bound(0.0f, f, 255.0f);
+ data[y][x][3] = (int) f;
+ }
+ }
+ setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
+ setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
+ }
+
+ // normal particle
+ for (y = 0;y < 32;y++)
+ {
+ dy = y - 16;
+ for (x = 0;x < 32;x++)
+ {
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ dx = x - 16;
+ d = (256 - (dx*dx+dy*dy));
+ d = bound(0, d, 255);
+ data[y][x][3] = (qbyte) d;
+ }
+ }
+ setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
+ setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
+
+ // rain
+ light[0] = 1;light[1] = 1;light[2] = 1;
+ VectorNormalize(light);
+ for (y = 0;y < 32;y++)
+ {
+ for (x = 0;x < 32;x++)
+ {
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ 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);
+ }
+ }
+ setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
+ setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
+
+ // bubble
+ light[0] = 1;light[1] = 1;light[2] = 1;
+ VectorNormalize(light);
+ for (y = 0;y < 32;y++)
+ {
+ for (x = 0;x < 32;x++)
+ {
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
+ }
+ }
+ setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
+ setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
+
+ // rocket flare
+ /*
+ for (y = 0;y < 32;y++)
+ {
+ dy = y - 16;
+ for (x = 0;x < 32;x++)
+ {
+ dx = x - 16;
+ d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
+ data[y][x][0] = bound(0, d * 1.0f, 255);
+ data[y][x][1] = bound(0, d * 0.8f, 255);
+ data[y][x][2] = bound(0, d * 0.5f, 255);
+ data[y][x][3] = bound(0, d * 1.0f, 255);
+ }
+ }
+ setuptex(27, 0, 35, &data[0][0][0], particletexturedata);
+ for (y = 0;y < 32;y++)
+ for (x = 0;x < 32;x++)
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ setuptex(28, 1, 36, &data[0][0][0], particletexturedata);
+ */
+
+ particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+}
+
+static void r_part_start(void)
+{
+ particletexturepool = R_AllocTexturePool();
+ R_InitParticleTexture ();
+}
+
+static void r_part_shutdown(void)
+{
+ R_FreeTexturePool(&particletexturepool);
+}
+
+static void r_part_newmap(void)
+{
+}
+
+void R_Particles_Init (void)
+{
+ Cvar_RegisterVariable(&r_drawparticles);
+ Cvar_RegisterVariable(&r_particles_lighting);
+ R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
+}
+
+int partindexarray[6] = {0, 1, 2, 0, 2, 3};
+
+void R_DrawParticles (void)
+{
+ //renderparticle_t *r;
+ int i, lighting, dynlight, additive, texnum, orientation;
+ float minparticledist, org[3], uprightangles[3], up2[3], right2[3], v[3], right[3], up[3], tvxyz[4][4], tvst[4][2], fog, ifog, fogvec[3];
+ mleaf_t *leaf;
+ particletexture_t *tex, *texfog;
+ rmeshinfo_t m;
+ particle_t *p;
+
+ // LordHavoc: early out conditions
+ //if ((!r_refdef.numparticles) || (!r_drawparticles.integer))
+ if ((!cl_numparticles) || (!r_drawparticles.integer))
+ return;
+
+ lighting = r_particles_lighting.integer;
+ if (!r_dynamic.integer)
+ lighting = 0;
+
+ c_particles += cl_numparticles; //r_refdef.numparticles;
+
+ uprightangles[0] = 0;
+ uprightangles[1] = r_refdef.viewangles[1];
+ uprightangles[2] = 0;
+ AngleVectors (uprightangles, NULL, right2, up2);
+
+ minparticledist = DotProduct(r_origin, vpn) + 16.0f;
+
+ // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
+ // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
+ memset(&m, 0, sizeof(m));
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.numtriangles = 2;
+ m.index = partindexarray;
+ m.numverts = 4;
+ m.vertex = &tvxyz[0][0];
+ m.vertexstep = sizeof(float[4]);
+ m.tex[0] = R_GetTexture(particlefonttexture);
+ m.texcoords[0] = &tvst[0][0];
+ m.texcoordstep[0] = sizeof(float[2]);
+
+ for (i = 0/*, r = r_refdef.particles*/, p = particles;i < /*r_refdef.numparticles*/cl_numparticles;i++, p++)
+ {
+ // LordHavoc: only render if not too close
+ if (DotProduct(p->org, vpn) < minparticledist)
+ continue;
+
+ // LordHavoc: check if it's in a visible leaf
+ leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
+ if (leaf->visframe != r_framecount)
+ continue;
+
+ VectorCopy(p->org, org);
+ orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
+ texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
+ dynlight = p->flags & P_DYNLIGHT;
+ additive = p->flags & P_ADDITIVE;
+ if (orientation == PARTICLE_BILLBOARD)
+ {
+ VectorScale(vright, p->scalex, right);
+ VectorScale(vup, p->scaley, up);
+ }
+ else if (orientation == PARTICLE_UPRIGHT_FACING)
+ {
+ VectorScale(right2, p->scalex, right);
+ VectorScale(up2, p->scaley, up);
+ }
+ else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+ {
+ // double-sided
+ if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
+ {
+ VectorNegate(p->vel2, v);
+ VectorVectors(v, right, up);
+ }
+ else
+ VectorVectors(p->vel2, right, up);
+ VectorScale(right, p->scalex, right);
+ VectorScale(up, p->scaley, up);
+ }
+ else
+ Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
+
+ m.cr = p->color[0] * (1.0f / 255.0f);
+ m.cg = p->color[1] * (1.0f / 255.0f);
+ m.cb = p->color[2] * (1.0f / 255.0f);
+ m.ca = p->alpha * (1.0f / 255.0f);
+ if (lighting >= 1 && (dynlight || lighting >= 2))
+ {
+ R_CompleteLightPoint(v, org, true, leaf);
+ m.cr *= v[0];
+ m.cg *= v[1];
+ m.cb *= v[2];
+ }
+
+ tex = &particletexture[texnum][0];
+
+ tvxyz[0][0] = org[0] - right[0] - up[0];
+ tvxyz[0][1] = org[1] - right[1] - up[1];
+ tvxyz[0][2] = org[2] - right[2] - up[2];
+ tvxyz[1][0] = org[0] - right[0] + up[0];
+ tvxyz[1][1] = org[1] - right[1] + up[1];
+ tvxyz[1][2] = org[2] - right[2] + up[2];
+ tvxyz[2][0] = org[0] + right[0] + up[0];
+ tvxyz[2][1] = org[1] + right[1] + up[1];
+ tvxyz[2][2] = org[2] + right[2] + up[2];
+ tvxyz[3][0] = org[0] + right[0] - up[0];
+ tvxyz[3][1] = org[1] + right[1] - up[1];
+ tvxyz[3][2] = org[2] + right[2] - up[2];
+ tvst[0][0] = tex->s1;
+ tvst[0][1] = tex->t1;
+ tvst[1][0] = tex->s1;
+ tvst[1][1] = tex->t2;
+ tvst[2][0] = tex->s2;
+ tvst[2][1] = tex->t2;
+ tvst[3][0] = tex->s2;
+ tvst[3][1] = tex->t1;
+
+ if (additive)
+ {
+ m.blendfunc2 = GL_ONE;
+ fog = 0;
+ if (fogenabled)
+ {
+ texfog = &particletexture[texnum][1];
+ VectorSubtract(org, r_origin, fogvec);
+ ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
+ if (ifog < (1.0f - (1.0f / 64.0f)))
+ {
+ if (ifog >= (1.0f / 64.0f))
+ {
+ // partially fogged, darken it
+ m.cr *= ifog;
+ m.cg *= ifog;
+ m.cb *= ifog;
+ R_Mesh_Draw(&m);
+ }
+ }
+ else
+ R_Mesh_Draw(&m);
+ }
+ else
+ R_Mesh_Draw(&m);
+ }
+ else
+ {
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ fog = 0;
+ if (fogenabled)
+ {
+ texfog = &particletexture[texnum][1];
+ VectorSubtract(org, r_origin, fogvec);
+ fog = exp(fogdensity/DotProduct(fogvec,fogvec));
+ if (fog >= (1.0f / 64.0f))
+ {
+ if (fog >= (1.0f - (1.0f / 64.0f)))
+ {
+ // fully fogged, just use the fog texture and render as alpha
+ m.cr = fogcolor[0];
+ m.cg = fogcolor[1];
+ m.cb = fogcolor[2];
+ tvst[0][0] = texfog->s1;
+ tvst[0][1] = texfog->t1;
+ tvst[1][0] = texfog->s1;
+ tvst[1][1] = texfog->t2;
+ tvst[2][0] = texfog->s2;
+ tvst[2][1] = texfog->t2;
+ tvst[3][0] = texfog->s2;
+ tvst[3][1] = texfog->t1;
+ R_Mesh_Draw(&m);
+ }
+ else
+ {
+ // partially fogged, darken the first pass
+ ifog = 1 - fog;
+ m.cr *= ifog;
+ m.cg *= ifog;
+ m.cb *= ifog;
+ if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
+ {
+ // fog texture is the same as the base, just change the color
+ m.cr += fogcolor[0] * fog;
+ m.cg += fogcolor[1] * fog;
+ m.cb += fogcolor[2] * fog;
+ R_Mesh_Draw(&m);
+ }
+ else
+ {
+ // render the first pass (alpha), then do additive fog
+ R_Mesh_Draw(&m);
+
+ m.blendfunc2 = GL_ONE;
+ m.cr = fogcolor[0] * fog;
+ m.cg = fogcolor[1] * fog;
+ m.cb = fogcolor[2] * fog;
+ tvst[0][0] = texfog->s1;
+ tvst[0][1] = texfog->t1;
+ tvst[1][0] = texfog->s1;
+ tvst[1][1] = texfog->t2;
+ tvst[2][0] = texfog->s2;
+ tvst[2][1] = texfog->t2;
+ tvst[3][0] = texfog->s2;
+ tvst[3][1] = texfog->t1;
+ R_Mesh_Draw(&m);
+ }
+ }
+ }
+ else
+ R_Mesh_Draw(&m);
+ }
+ else
+ R_Mesh_Draw(&m);
+ }
+ }
+}