#define CL_BlobExplosion R_BlobExplosion
#define CL_RunParticleEffect R_RunParticleEffect
#define CL_LavaSplash R_LavaSplash
-#define CL_RocketTrail2 R_RocketTrail2
void R_CalcBeam_Vertex3f (float *vert, vec3_t org1, vec3_t org2, float width)
{
vec3_t right1, right2, diff, normal;
}
#else
#include "cl_collision.h"
+#include "image.h"
#endif
#define MAX_PARTICLES 32768 // default max # of particles at one time
typedef enum
{
- pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal, pt_decalfade
+ pt_dead, pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal, pt_decalfade, pt_ember
}
ptype_t;
static int cl_maxparticles;
static int cl_numparticles;
+static int cl_freeparticle;
static particle_t *particles;
-static particle_t **freeparticles; // list used only in compacting particles array
cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1"};
cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1"};
cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
+cvar_t cl_particles_explosions_bubbles = {CVAR_SAVE, "cl_particles_explosions_bubbles", "1"};
+cvar_t cl_particles_explosions_smoke = {CVAR_SAVE, "cl_particles_explosions_smokes", "0"};
+cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1"};
+cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0"};
cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5"};
cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55"};
void CL_Particles_Clear(void)
{
cl_numparticles = 0;
+ cl_freeparticle = 0;
+ memset(particles, 0, sizeof(particle_t) * cl_maxparticles);
}
/*
{
int i;
+// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
i = COM_CheckParm ("-particles");
if (i && i < com_argc - 1)
Cvar_RegisterVariable (&cl_particles_blood);
Cvar_RegisterVariable (&cl_particles_blood_alpha);
Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
+ Cvar_RegisterVariable (&cl_particles_explosions_bubbles);
+ Cvar_RegisterVariable (&cl_particles_explosions_smoke);
+ Cvar_RegisterVariable (&cl_particles_explosions_sparks);
+ Cvar_RegisterVariable (&cl_particles_explosions_shell);
Cvar_RegisterVariable (&cl_particles_bulletimpacts);
Cvar_RegisterVariable (&cl_particles_smoke);
Cvar_RegisterVariable (&cl_particles_smoke_alpha);
#ifdef WORKINGLQUAKE
particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
- freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
#else
- cl_part_mempool = Mem_AllocPool("CL_Part");
+ cl_part_mempool = Mem_AllocPool("CL_Part", 0, NULL);
particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
- freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
#endif
- cl_numparticles = 0;
+ CL_Particles_Clear();
}
// list of all 26 parameters:
// ppressure - pushes other particles away if they are within 64 units distance, the force is based on scalex, this feature is supported but not currently used
particle_t *particle(ptype_t ptype, porientation_t porientation, int pcolor1, int pcolor2, int ptex, int plight, pblend_t pblendmode, float pscalex, float pscaley, float palpha, float palphafade, float ptime, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float ptime2, float pvx2, float pvy2, float pvz2, float pfriction, float ppressure)
{
- if (cl_numparticles < cl_maxparticles)
+ particle_t *part;
+ int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;
+ ptempcolor = (pcolor1);
+ ptempcolor2 = (pcolor2);
+ pcr2 = ((ptempcolor2) >> 16) & 0xFF;
+ pcg2 = ((ptempcolor2) >> 8) & 0xFF;
+ pcb2 = (ptempcolor2) & 0xFF;
+ if (ptempcolor != ptempcolor2)
{
- particle_t *part;
- int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;
- ptempcolor = (pcolor1);
- ptempcolor2 = (pcolor2);
- pcr2 = ((ptempcolor2) >> 16) & 0xFF;
- pcg2 = ((ptempcolor2) >> 8) & 0xFF;
- pcb2 = (ptempcolor2) & 0xFF;
- if (ptempcolor != ptempcolor2)
- {
- pcr1 = ((ptempcolor) >> 16) & 0xFF;
- pcg1 = ((ptempcolor) >> 8) & 0xFF;
- pcb1 = (ptempcolor) & 0xFF;
- ptempcolor = rand() & 0xFF;
- pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;
- pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;
- pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;
- }
- part = &particles[cl_numparticles++];
- memset(part, 0, sizeof(*part));
- part->type = (ptype);
- part->color[0] = pcr2;
- part->color[1] = pcg2;
- part->color[2] = pcb2;
- part->color[3] = 0xFF;
- part->orientation = porientation;
- part->texnum = ptex;
- part->blendmode = pblendmode;
- part->scalex = (pscalex);
- part->scaley = (pscaley);
- part->alpha = (palpha);
- part->alphafade = (palphafade);
- part->die = cl.time + (ptime);
- part->gravity = (pgravity);
- 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);
- return part;
+ pcr1 = ((ptempcolor) >> 16) & 0xFF;
+ pcg1 = ((ptempcolor) >> 8) & 0xFF;
+ pcb1 = (ptempcolor) & 0xFF;
+ ptempcolor = rand() & 0xFF;
+ pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;
+ pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;
+ pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;
}
- return NULL;
+ for (;cl_freeparticle < cl_maxparticles && particles[cl_freeparticle].type;cl_freeparticle++);
+ if (cl_freeparticle >= cl_maxparticles)
+ return NULL;
+ part = &particles[cl_freeparticle++];
+ if (cl_numparticles < cl_freeparticle)
+ cl_numparticles = cl_freeparticle;
+ memset(part, 0, sizeof(*part));
+ part->type = (ptype);
+ part->color[0] = pcr2;
+ part->color[1] = pcg2;
+ part->color[2] = pcb2;
+ part->color[3] = 0xFF;
+ part->orientation = porientation;
+ part->texnum = ptex;
+ part->blendmode = pblendmode;
+ part->scalex = (pscalex);
+ part->scaley = (pscaley);
+ part->alpha = (palpha);
+ part->alphafade = (palphafade);
+ part->die = cl.time + (ptime);
+ part->gravity = (pgravity);
+ 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);
+ return part;
}
void CL_SpawnDecalParticleForSurface(void *hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
#if WORKINGLQUAKE
pointfile = COM_LoadTempFile (name);
#else
- pointfile = FS_LoadFile(name, true);
+ pointfile = FS_LoadFile(name, tempmempool, true);
#endif
if (!pointfile)
{
vec3_t org, dir;
int i, count, msgcount, color;
- MSG_ReadVector(org);
+ MSG_ReadVector(org, cl.protocol);
for (i=0 ; i<3 ; i++)
dir[i] = MSG_ReadChar () * (1.0/16);
msgcount = MSG_ReadByte ();
*/
void CL_ParticleExplosion (vec3_t org)
{
- int i, k;
+ int i;
//vec3_t v;
//vec3_t v2;
if (cl_stainmaps.integer)
CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
i = CL_PointQ1Contents(org);
- if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
+ if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
{
- for (i = 0;i < 128 * cl_particles_quality.value;i++)
- particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, (1.0f / cl_particles_quality.value) * lhrandom(128, 255), (1.0f / cl_particles_quality.value) * 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);
+ if (cl_particles.integer && cl_particles_bubbles.integer && cl_particles_explosions_bubbles.integer)
+ for (i = 0;i < 128 * cl_particles_quality.value;i++)
+ particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, (1.0f / cl_particles_quality.value) * lhrandom(128, 255), (1.0f / cl_particles_quality.value) * 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);
}
else
{
- /*
// LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
// smoke puff
- if (cl_particles.integer && cl_particles_smoke.integer)
+ if (cl_particles.integer && cl_particles_smoke.integer && cl_particles_explosions_smoke.integer)
{
- for (i = 0;i < 64;i++)
+ for (i = 0;i < 32;i++)
{
+ int k;
+ vec3_t v, v2;
#ifdef WORKINGLQUAKE
- v2[0] = lhrandom(-64, 64);
- v2[1] = lhrandom(-64, 64);
- v2[2] = lhrandom(-8, 24);
+ v2[0] = lhrandom(-48, 48);
+ v2[1] = lhrandom(-48, 48);
+ v2[2] = lhrandom(-48, 48);
#else
for (k = 0;k < 16;k++)
{
- v[0] = org[0] + lhrandom(-64, 64);
- v[1] = org[1] + lhrandom(-64, 64);
- v[2] = org[2] + lhrandom(-8, 24);
+ v[0] = org[0] + lhrandom(-48, 48);
+ v[1] = org[1] + lhrandom(-48, 48);
+ v[2] = org[2] + lhrandom(-48, 48);
if (CL_TraceLine(org, v, v2, NULL, true, NULL, SUPERCONTENTS_SOLID) >= 0.1)
break;
}
VectorSubtract(v2, org, v2);
#endif
VectorScale(v2, 2.0f, v2);
- particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 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);
+ particle(pt_static, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_smoke[rand()&7], true, PBLEND_ADD, 12, 12, 32, 64, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
}
}
- */
- if (cl_particles.integer && cl_particles_sparks.integer)
- {
- // sparks
+#if 1
+ if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
+ for (i = 0;i < 128 * cl_particles_quality.value;i++)
+ particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.0f, 0.02f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-256, 256), lhrandom(-256, 256), lhrandom(-256, 256) + 80, 0, 0, 0, 0, 0.2, 0);
+#elif 1
+ if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
+ for (i = 0;i < 64 * cl_particles_quality.value;i++)
+ particle(pt_ember, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.0f, 0.01f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 256, 9999, 0.7, 0, org[0], org[1], org[2], lhrandom(-256, 256), lhrandom(-256, 256), lhrandom(-256, 256) + 80, cl.time, 0, 0, 0, 0, 0);
+#else
+ if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
for (i = 0;i < 256 * cl_particles_quality.value;i++)
- {
- k = particlepalette[0x68 + (rand() & 7)];
- particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 1.5f, 0.05f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 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);
- }
- }
+ particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5f, 0.05f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0.2, 0);
+#endif
}
- if (cl_explosions.integer)
+ if (cl_particles_explosions_shell.integer)
R_NewExplosion(org);
}
*/
void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
{
+ vec3_t vel;
+ vec3_t offset;
int i, k;
+ float pscale;
if (!cl_particles.integer) return;
for (i = 0;i < 512 * cl_particles_quality.value;i++)
{
+ VectorRandom (offset);
+ VectorScale (offset, 192, vel);
+ VectorScale (offset, 8, offset);
k = particlepalette[colorStart + (i % colorLength)];
- particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1.5, 1.5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 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);
+ pscale = lhrandom(0.5, 1.5);
+ particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, pscale, pscale, (1.0f / cl_particles_quality.value) * 255, (1.0f/cl_particles_quality.value)*512, 9999, 0, 0, org[0] + offset[0], org[1] + offset[1], org[2] + offset[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, lhrandom(1.5, 3), 0);
}
}
*/
void CL_BlobExplosion (vec3_t org)
{
- if (cl_stainmaps.integer)
- R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
- CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
-
- if (cl_explosions.integer)
- R_NewExplosion(org);
+ CL_ParticleExplosion(org);
}
/*
org2[1] = org[1] + 0.125f * lhrandom(-count, count);
org2[2] = org[2] + 0.125f * lhrandom(-count, count);
CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
- particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 9999, -0.2, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0, 0);
+ particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 9999, -0.2, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0.2, 0);
}
}
while(count--)
{
k = particlepalette[0x68 + (rand() & 7)];
- particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 0.4f, 0.015f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 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);
+ particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 0.4f, 0.015f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 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, 0.2, 0);
}
}
}
VectorNormalizeFast(v);
VectorScale(v, 100, v);
v[2] += sv_gravity.value * 0.15f;
- particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
+ particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0.2, 0);
}
}
#ifdef WORKINGLQUAKE
void R_RocketTrail (vec3_t start, vec3_t end, int type)
#else
-void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
+void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent)
#endif
{
vec3_t vec, dir, vel, pos;
if (speed)
speed = 1.0f / speed;
VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
+ color = particlepalette[color];
#endif
VectorScale(vel, speed, vel);
{
if (gamemode == GAME_GOODVSBAD2)
particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, false, PBLEND_ALPHA, 6, 6, qd*255, qd*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);
+ else if (gamemode == GAME_PRYDON)
+ particle(pt_static, PARTICLE_BILLBOARD, 0x103040, 0x204050, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
else
particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
}
break;
-
+#ifndef WORKINGLQUAKE
case 7: // Nehahra smoke tracer
dec = qd*7;
if (smoke)
if (smoke)
particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, 4, 4, qd*255, qd*1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
break;
+ case 9: // glow trail
+ dec = qd*3;
+ if (smoke)
+ particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, qd*128, qd*320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ break;
+#endif
}
// advance to next time and position
#endif
}
-void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
-{
- float dec, len;
- vec3_t vec, pos;
- if (!cl_particles.integer) return;
- if (!cl_particles_smoke.integer) return;
-
- VectorCopy(start, pos);
- VectorSubtract(end, start, vec);
-#ifdef WORKINGLQUAKE
- len = VectorNormalize(vec);
-#else
- len = VectorNormalizeLength(vec);
-#endif
- color = particlepalette[color];
- dec = 3.0f / cl_particles_quality.value;
- while (len > 0)
- {
- particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, 128 / cl_particles_quality.value, 320 / cl_particles_quality.value, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
- len -= dec;
- VectorMA(pos, dec, vec, pos);
- }
-}
-
void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
{
int tempcolor2, cr, cg, cb;
void CL_MoveParticles (void)
{
particle_t *p;
- int i, activeparticles, maxparticle, j, a, pressureused = false, content;
+ int i, maxparticle, j, a, content;
float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
#ifdef WORKINGLQUAKE
void *hitent;
// LordHavoc: early out condition
if (!cl_numparticles)
+ {
+ cl_freeparticle = 0;
return;
+ }
#ifdef WORKINGLQUAKE
frametime = cl.frametime;
dvel = 1+4*frametime;
bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
- activeparticles = 0;
maxparticle = -1;
j = 0;
for (i = 0, p = particles;i < cl_numparticles;i++, p++)
{
+ if (!p->type)
+ continue;
+ maxparticle = i;
content = 0;
VectorCopy(p->org, p->oldorg);
VectorMA(p->org, frametime, p->vel, p->org);
if (cl_stainmaps.integer)
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));
#endif
- if (cl_decals.integer)
- {
- p->type = pt_decal;
- p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
- // convert from a blood particle to a blood decal
- p->texnum = tex_blooddecal[rand()&7];
-#ifndef WORKINGLQUAKE
- p->owner = hitent;
- p->ownermodel = hitent->model;
- Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin);
- Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection);
- VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
-#endif
- p->time2 = cl.time + cl_decals_time.value;
- p->die = p->time2 + cl_decals_fadetime.value;
- p->alphafade = 0;
- VectorCopy(normal, p->vel2);
- VectorClear(p->vel);
- VectorAdd(p->org, normal, p->org);
- p->bounce = 0;
- p->friction = 0;
- p->gravity = 0;
- p->scalex *= 1.25f;
- p->scaley *= 1.25f;
- }
- else
+ if (!cl_decals.integer)
{
- p->die = -1;
- freeparticles[j++] = p;
+ p->type = pt_dead;
continue;
}
+
+ p->type = pt_decal;
+ p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
+ // convert from a blood particle to a blood decal
+ p->texnum = tex_blooddecal[rand()&7];
+#ifndef WORKINGLQUAKE
+ p->owner = hitent;
+ p->ownermodel = hitent->model;
+ Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin);
+ Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection);
+ VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
+#endif
+ p->time2 = cl.time + cl_decals_time.value;
+ p->die = p->time2 + cl_decals_fadetime.value;
+ p->alphafade = 0;
+ VectorCopy(normal, p->vel2);
+ VectorClear(p->vel);
+ VectorAdd(p->org, normal, p->org);
+ p->bounce = 0;
+ p->friction = 0;
+ p->gravity = 0;
+ p->scalex *= 2.0f;
+ p->scaley *= 2.0f;
}
else
{
}
}
}
+
p->vel[2] -= p->gravity * gravity;
+
p->alpha -= p->alphafade * frametime;
+
+ if (p->alpha <= 0 || cl.time > p->die)
+ {
+ p->type = pt_dead;
+ continue;
+ }
+
if (p->friction)
{
f = p->friction * frametime;
//p->alpha -= bloodwaterfade;
}
else
- p->die = -1;
+ p->type = pt_dead;
}
else
p->vel[2] -= gravity;
content = CL_PointQ1Contents(p->org);
if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
{
- p->die = -1;
+ p->type = pt_dead;
break;
}
break;
content = CL_PointQ1Contents(p->org);
a = content;
if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
- p->die = -1;
+ p->type = pt_dead;
break;
case pt_grow:
p->scalex += frametime * p->time2;
{
Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
+ if (cl.time > p->time2)
+ {
+ p->alphafade = p->alpha / (p->die - cl.time);
+ p->type = pt_decalfade;
+ }
}
else
- p->die = -1;
+ p->type = pt_dead;
#endif
- if (cl.time > p->time2)
- {
- p->alphafade = p->alpha / (p->die - cl.time);
- p->type = pt_decalfade;
- }
break;
case pt_decalfade:
#ifndef WORKINGLQUAKE
Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
}
else
- p->die = -1;
+ p->type = pt_dead;
#endif
break;
+ case pt_ember:
+ while (cl.time > p->time2)
+ {
+ p->time2 += 0.025;
+ particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, p->scalex * 0.75, p->scaley * 0.75, p->alpha, p->alphafade, 9999, 0.5, 0, p->org[0], p->org[1], p->org[2], p->vel[0] * lhrandom(0.4, 0.6), p->vel[1] * lhrandom(0.4, 0.6), p->vel[2] * lhrandom(0.4, 0.6), 0, 0, 0, 0, 0, 0);
+ }
+ break;
default:
Con_Printf("unknown particle type %i\n", p->type);
- p->die = -1;
+ p->type = pt_dead;
break;
}
}
-
- // remove dead particles
- if (p->alpha < 1 || p->die < cl.time)
- freeparticles[j++] = p;
- else
- {
- maxparticle = i;
- activeparticles++;
- if (p->pressure)
- pressureused = true;
- }
- }
- // fill in gaps to compact the array
- i = 0;
- while (maxparticle >= activeparticles)
- {
- *freeparticles[i++] = particles[maxparticle--];
- while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
- maxparticle--;
- }
- cl_numparticles = activeparticles;
-
- if (pressureused)
- {
- activeparticles = 0;
- for (i = 0, p = particles;i < cl_numparticles;i++, p++)
- if (p->pressure)
- freeparticles[activeparticles++] = p;
-
- if (activeparticles)
- {
- for (i = 0, p = particles;i < cl_numparticles;i++, p++)
- {
- for (j = 0;j < activeparticles;j++)
- {
- if (freeparticles[j] != p)
- {
- float dist, diff[3];
- VectorSubtract(p->org, freeparticles[j]->org, diff);
- dist = DotProduct(diff, diff);
- if (dist < 4096 && dist >= 1)
- {
- dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
- VectorMA(p->vel, dist, diff, p->vel);
- }
- }
- }
- }
- }
}
+ cl_numparticles = maxparticle + 1;
+ cl_freeparticle = 0;
}
#define MAX_PARTICLETEXTURES 64
static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
+#define PARTICLETEXTURESIZE 32
+#define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
+
static qbyte shadebubble(float dx, float dy, vec3_t light)
{
float dz, f, dot;
static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
{
int basex, basey, y;
- basex = ((texnum >> 0) & 7) * 32;
- basey = ((texnum >> 3) & 7) * 32;
- particletexture[texnum].s1 = (basex + 1) / 256.0f;
- particletexture[texnum].t1 = (basey + 1) / 256.0f;
- particletexture[texnum].s2 = (basex + 31) / 256.0f;
- particletexture[texnum].t2 = (basey + 31) / 256.0f;
- for (y = 0;y < 32;y++)
- memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
+ basex = ((texnum >> 0) & 7) * PARTICLETEXTURESIZE;
+ basey = ((texnum >> 3) & 7) * PARTICLETEXTURESIZE;
+ particletexture[texnum].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
+ particletexture[texnum].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
+ particletexture[texnum].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
+ particletexture[texnum].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
+ memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
}
void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha)
int x, y;
float cx, cy, dx, dy, f, iradius;
qbyte *d;
- cx = lhrandom(radius + 1, 30 - radius);
- cy = lhrandom(radius + 1, 30 - radius);
+ cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
+ cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
iradius = 1.0f / radius;
alpha *= (1.0f / 255.0f);
- for (y = 0;y < 32;y++)
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
{
- for (x = 0;x < 32;x++)
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
dx = (x - cx);
dy = (y - cy);
f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
if (f > 0)
{
- d = data + (y * 32 + x) * 4;
+ d = data + (y * PARTICLETEXTURESIZE + x) * 4;
d[0] += f * (red - d[0]);
d[1] += f * (green - d[1]);
d[2] += f * (blue - d[2]);
void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
{
int i;
- for (i = 0;i < 32*32;i++, data += 4)
+ for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
{
data[0] = bound(minr, data[0], maxr);
data[1] = bound(ming, data[1], maxg);
void particletextureinvert(qbyte *data)
{
int i;
- for (i = 0;i < 32*32;i++, data += 4)
+ for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
{
data[0] = 255 - data[0];
data[1] = 255 - data[1];
{
int x, y, d, i, j, k, m;
float dx, dy, radius, f, f2;
- qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
+ qbyte data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4], noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise3[64][64], data2[64][16][4];
vec3_t light;
- qbyte particletexturedata[256*256*4];
+ qbyte *particletexturedata;
// a note: decals need to modulate (multiply) the background color to
// properly darken it (stain), and they need to be able to alpha fade,
// and white on black background) so we can alpha fade it to black, then
// we invert it again during the blendfunc to make it work...
- memset(particletexturedata, 255, sizeof(particletexturedata));
+ particletexturedata = Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
+ memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
// smoke
for (i = 0;i < 8;i++)
memset(&data[0][0][0], 255, sizeof(data));
do
{
- fractalnoise(&noise1[0][0], 64, 4);
- fractalnoise(&noise2[0][0], 64, 8);
+ fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
+ fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
m = 0;
- for (y = 0;y < 32;y++)
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
{
- dy = y - 16;
- for (x = 0;x < 32;x++)
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
- dx = x - 16;
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
d = (noise2[y][x] - 128) * 3 + 192;
if (d > 0)
- d = d * (256 - (int) (dx*dx+dy*dy)) / 256;
+ d = d * (1-(dx*dx+dy*dy));
d = (d * noise1[y][x]) >> 7;
d = bound(0, d, 255);
data[y][x][3] = (qbyte) d;
for (i = 0;i < 16;i++)
{
memset(&data[0][0][0], 255, sizeof(data));
- radius = i * 3.0f / 16.0f;
+ radius = i * 3.0f / 4.0f / 16.0f;
f2 = 255.0f * ((15.0f - i) / 15.0f);
- for (y = 0;y < 32;y++)
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
{
- dy = (y - 16) * 0.25f;
- for (x = 0;x < 32;x++)
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
- dx = (x - 16) * 0.25f;
- f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ f = f2 * (1.0 - 4.0f * fabs(radius - sqrt(dx*dx+dy*dy)));
data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
}
}
// normal particle
memset(&data[0][0][0], 255, sizeof(data));
- for (y = 0;y < 32;y++)
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
{
- dy = y - 16;
- for (x = 0;x < 32;x++)
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
- dx = x - 16;
- d = (256 - (dx*dx+dy*dy));
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ d = 256 * (1 - (dx*dx+dy*dy));
d = bound(0, d, 255);
data[y][x][3] = (qbyte) d;
}
memset(&data[0][0][0], 255, sizeof(data));
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][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
+ {
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ // stretch upper half of bubble by +50% and shrink lower half by -50%
+ // (this gives an elongated teardrop shape)
+ if (dy > 0.5f)
+ dy = (dy - 0.5f) * 2.0f;
+ else
+ dy = (dy - 0.5f) / 1.5f;
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
+ {
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ // shrink bubble width to half
+ dx *= 2.0f;
+ data[y][x][3] = shadebubble(dx, dy, light);
+ }
+ }
setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
// bubble
memset(&data[0][0][0], 255, sizeof(data));
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][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
+ {
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
+ {
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ data[y][x][3] = shadebubble(dx, dy, light);
+ }
+ }
setuptex(tex_bubble, &data[0][0][0], particletexturedata);
// blood particles
{
memset(&data[0][0][0], 255, sizeof(data));
for (k = 0;k < 24;k++)
- particletextureblotch(&data[0][0][0], 2, 96, 0, 0, 160);
+ particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
//particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
particletextureinvert(&data[0][0][0]);
setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata);
for (i = 0;i < 8;i++)
{
memset(&data[0][0][0], 255, sizeof(data));
- for (k = 0;k < 24;k++)
- particletextureblotch(&data[0][0][0], 2, 96, 0, 0, 96);
- for (j = 3;j < 7;j++)
- for (k = 0, m = rand() % 12;k < m;k++)
- particletextureblotch(&data[0][0][0], j, 96, 0, 0, 192);
+ m = 8;
+ for (j = 1;j < 10;j++)
+ for (k = min(j, m - 1);k < m;k++)
+ particletextureblotch(&data[0][0][0], (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 192 - j * 8);
//particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
particletextureinvert(&data[0][0][0]);
setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
{
memset(&data[0][0][0], 255, sizeof(data));
for (k = 0;k < 12;k++)
- particletextureblotch(&data[0][0][0], 2, 0, 0, 0, 128);
+ particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
for (k = 0;k < 3;k++)
- particletextureblotch(&data[0][0][0], 14, 0, 0, 0, 160);
+ particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
//particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
particletextureinvert(&data[0][0][0]);
setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#else
- particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+ if (!particlefonttexture)
+ particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
for (i = 0;i < MAX_PARTICLETEXTURES;i++)
particletexture[i].texture = particlefonttexture;
- // beam
- fractalnoise(&noise1[0][0], 64, 4);
+ // nexbeam
+ fractalnoise(&noise3[0][0], 64, 4);
m = 0;
for (y = 0;y < 64;y++)
{
+ dy = (y - 0.5f*64) / (64*0.5f+1);
for (x = 0;x < 16;x++)
{
- if (x < 8)
- d = x;
- else
- d = (15 - x);
- d = d * d * noise1[y][x] / (7 * 7);
+ dx = (x - 0.5f*16) / (16*0.5f+1);
+ d = (1 - (dx*dx)) * noise3[y][x];
data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
data2[y][x][3] = 255;
}
}
- particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "beam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+ if (!particletexture[tex_beam].texture)
+ particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
particletexture[tex_beam].s1 = 0;
particletexture[tex_beam].t1 = 0;
particletexture[tex_beam].s2 = 1;
particletexture[tex_beam].t2 = 1;
#endif
+ Mem_Free(particletexturedata);
}
static void r_part_start(void)
static void r_part_newmap(void)
{
cl_numparticles = 0;
+ cl_freeparticle = 0;
}
void R_Particles_Init (void)
}
}
- GL_ColorPointer(NULL);
- GL_Color(cr, cg, cb, ca);
-
R_Mesh_Matrix(&r_identitymatrix);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(tex->texture);
m.pointer_texcoord[0] = particle_texcoord2f;
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = particle_vertex3f;
+ R_Mesh_State(&m);
+
+ GL_Color(cr, cg, cb, ca);
if (p->blendmode == 0)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
GL_DepthMask(false);
GL_DepthTest(true);
- GL_VertexPointer(particle_vertex3f);
#endif
if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
{
glDepthMask(0);
// LordHavoc: only render if not too close
for (i = 0, p = particles;i < cl_numparticles;i++, p++)
- if (DotProduct(p->org, r_viewforward) >= minparticledist)
+ if (p->type && DotProduct(p->org, r_viewforward) >= minparticledist)
R_DrawParticle(p);
glDepthMask(1);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#else
// LordHavoc: only render if not too close
- c_particles += cl_numparticles;
for (i = 0, p = particles;i < cl_numparticles;i++, p++)
- if (DotProduct(p->org, r_viewforward) >= minparticledist || p->orientation == PARTICLE_BEAM)
- R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
+ {
+ if (p->type)
+ {
+ c_particles++;
+ if (DotProduct(p->org, r_viewforward) >= minparticledist || p->orientation == PARTICLE_BEAM)
+ R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
+ }
+ }
#endif
}