#include "quakedef.h"
-#define MAX_PARTICLES 16384 // default max # of particles at one time
+#ifdef WORKINGLQUAKE
+#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
+#define NUMVERTEXNORMALS 162
+siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
+#define m_bytenormals r_avertexnormals
+#define VectorNormalizeFast VectorNormalize
+#define CL_PointQ1Contents(v) (Mod_PointInLeaf(v,cl.worldmodel)->contents)
+typedef unsigned char qbyte;
+#define cl_stainmaps.integer 0
+void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+{
+}
+#define CL_EntityParticles R_EntityParticles
+#define CL_ReadPointFile_f R_ReadPointFile_f
+#define CL_ParseParticleEffect R_ParseParticleEffect
+#define CL_ParticleExplosion R_ParticleExplosion
+#define CL_ParticleExplosion2 R_ParticleExplosion2
+#define CL_TeleportSplash R_TeleportSplash
+#define CL_BlobExplosion R_BlobExplosion
+#define CL_RunParticleEffect R_RunParticleEffect
+#define CL_LavaSplash R_LavaSplash
+void R_CalcBeam_Vertex3f (float *vert, vec3_t org1, vec3_t org2, float width)
+{
+ vec3_t right1, right2, diff, normal;
+
+ VectorSubtract (org2, org1, normal);
+ VectorNormalizeFast (normal);
+
+ // calculate 'right' vector for start
+ VectorSubtract (r_vieworigin, org1, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right1);
+
+ // calculate 'right' vector for end
+ VectorSubtract (r_vieworigin, org2, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right2);
+
+ vert[ 0] = org1[0] + width * right1[0];
+ vert[ 1] = org1[1] + width * right1[1];
+ vert[ 2] = org1[2] + width * right1[2];
+ vert[ 3] = org1[0] - width * right1[0];
+ vert[ 4] = org1[1] - width * right1[1];
+ vert[ 5] = org1[2] - width * right1[2];
+ vert[ 6] = org2[0] - width * right2[0];
+ vert[ 7] = org2[1] - width * right2[1];
+ vert[ 8] = org2[2] - width * right2[2];
+ vert[ 9] = org2[0] + width * right2[0];
+ vert[10] = org2[1] + width * right2[1];
+ vert[11] = org2[2] + width * right2[2];
+}
+void fractalnoise(qbyte *noise, int size, int startgrid)
+{
+ int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
+ int *noisebuf;
+#define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
+
+ for (sizepower = 0;(1 << sizepower) < size;sizepower++);
+ if (size != (1 << sizepower))
+ Sys_Error("fractalnoise: size must be power of 2\n");
+
+ for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
+ if (startgrid != (1 << gridpower))
+ Sys_Error("fractalnoise: grid must be power of 2\n");
+
+ startgrid = bound(0, startgrid, size);
+
+ amplitude = 0xFFFF; // this gets halved before use
+ noisebuf = malloc(size*size*sizeof(int));
+ memset(noisebuf, 0, size*size*sizeof(int));
+
+ for (g2 = startgrid;g2;g2 >>= 1)
+ {
+ // brownian motion (at every smaller level there is random behavior)
+ amplitude >>= 1;
+ for (y = 0;y < size;y += g2)
+ for (x = 0;x < size;x += g2)
+ n(x,y) += (rand()&litude);
+
+ g = g2 >> 1;
+ if (g)
+ {
+ // subdivide, diamond-square algorithm (really this has little to do with squares)
+ // diamond
+ for (y = 0;y < size;y += g2)
+ for (x = 0;x < size;x += g2)
+ n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
+ // square
+ for (y = 0;y < size;y += g2)
+ for (x = 0;x < size;x += g2)
+ {
+ n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
+ n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
+ }
+ }
+ }
+ // find range of noise values
+ min = max = 0;
+ for (y = 0;y < size;y++)
+ for (x = 0;x < size;x++)
+ {
+ if (n(x,y) < min) min = n(x,y);
+ if (n(x,y) > max) max = n(x,y);
+ }
+ max -= min;
+ max++;
+ // normalize noise and copy to output
+ for (y = 0;y < size;y++)
+ for (x = 0;x < size;x++)
+ *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
+ free(noisebuf);
+#undef n
+}
+void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
+{
+ float d;
+
+ right[0] = forward[2];
+ right[1] = -forward[0];
+ right[2] = forward[1];
+
+ d = DotProduct(forward, right);
+ right[0] -= d * forward[0];
+ right[1] -= d * forward[1];
+ right[2] -= d * forward[2];
+ VectorNormalizeFast(right);
+ CrossProduct(right, forward, up);
+}
+#if QW
+#include "pmove.h"
+extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
+#endif
+float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int hitbmodels, void **hitent, int hitsupercontentsmask)
+{
+#if QW
+ pmtrace_t trace;
+#else
+ trace_t trace;
+#endif
+ memset (&trace, 0, sizeof(trace));
+ trace.fraction = 1;
+ VectorCopy (end, trace.endpos);
+#if QW
+ PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start, end, &trace);
+#else
+ RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
+#endif
+ VectorCopy(trace.endpos, impact);
+ VectorCopy(trace.plane.normal, normal);
+ return trace.fraction;
+}
+#else
+#include "cl_collision.h"
+#include "image.h"
+#endif
+
+#define MAX_PARTICLES 32768 // default max # of particles at one time
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
typedef enum
{
- pt_static, pt_grav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame, pt_blood, pt_oneframe, pt_lavasplash, pt_raindropsplash, pt_underwaterspark, pt_explosionsplash
+ PARTICLE_BILLBOARD = 0,
+ PARTICLE_SPARK = 1,
+ PARTICLE_ORIENTED_DOUBLESIDED = 2,
+ PARTICLE_BEAM = 3
+}
+porientation_t;
+
+typedef enum
+{
+ PBLEND_ALPHA = 0,
+ PBLEND_ADD = 1,
+ PBLEND_MOD = 2
+}
+pblend_t;
+
+typedef struct particletype_s
+{
+ pblend_t blendmode;
+ porientation_t orientation;
+}
+particletype_t;
+
+typedef enum
+{
+ pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_grow, pt_decal, pt_entityparticle, pt_total
}
ptype_t;
+// must match ptype_t values
+particletype_t particletype[pt_total] =
+{
+ {PBLEND_ALPHA, PARTICLE_BILLBOARD}, //pt_alphastatic
+ {PBLEND_ADD, PARTICLE_BILLBOARD}, //pt_static
+ {PBLEND_ADD, PARTICLE_SPARK}, //pt_spark
+ {PBLEND_ADD, PARTICLE_BEAM}, //pt_beam
+ {PBLEND_ADD, PARTICLE_SPARK}, //pt_rain
+ {PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED}, //pt_raindecal
+ {PBLEND_ADD, PARTICLE_BILLBOARD}, //pt_snow
+ {PBLEND_ADD, PARTICLE_BILLBOARD}, //pt_bubble
+ {PBLEND_MOD, PARTICLE_BILLBOARD}, //pt_blood
+ {PBLEND_ADD, PARTICLE_BILLBOARD}, //pt_grow
+ {PBLEND_MOD, PARTICLE_ORIENTED_DOUBLESIDED}, //pt_decal
+ {PBLEND_ALPHA, PARTICLE_BILLBOARD}, //pt_entityparticle
+};
+
typedef struct particle_s
{
- ptype_t type;
- int orientation; // typically PARTICLE_BILLBOARD
+ particletype_t *type;
+ int texnum;
vec3_t org;
- vec3_t vel;
- int tex;
- float die;
- float scalex;
- float scaley;
+ vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam
+ float size;
float alpha; // 0-255
- float time2; // used for various things (snow fluttering, for example)
+ float alphafade; // how much alpha reduces per second
+ float time2; // used for snow fluttering and decal fade
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)
- vec3_t oldorg;
- vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
+ float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
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
- byte color[4];
+ qbyte color[4];
+#ifndef WORKINGLQUAKE
+ entity_render_t *owner; // decal stuck to this entity
+ model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
+ vec3_t relativeorigin; // decal at this location in entity's coordinate space
+ vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space
+#endif
}
particle_t;
0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
};
-static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
-//static int explounderwatersparkramp[8] = {0x00074b, 0x000f6f, 0x071f93, 0x0f33b7, 0x2b63cf, 0x4f97e3, 0xb5e7ff, 0xffffff};
+//static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
-// these must match r_part.c's textures
+// texture numbers in particle font
static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
-static const int tex_bullethole[8] = {8, 9, 10, 11, 12, 13, 14, 15};
-static const int tex_rainsplash[16] = {16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31};
-static const int tex_particle = 32;
-static const int tex_rain = 33;
-static const int tex_bubble = 34;
-static const int tex_rocketglow = 35;
+static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
+static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
+static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
+static const int tex_rainsplash[16] = {32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47};
+static const int tex_particle = 63;
+static const int tex_bubble = 62;
+static const int tex_raindrop = 61;
+static const int tex_beam = 60;
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
-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_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"};
-static cvar_t cl_particles_explosions = {CVAR_SAVE, "cl_particles_explosions", "0"};
-
-static mempool_t *cl_part_mempool;
+cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
+cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1"};
+cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
+cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
+cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "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"};
+cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
+cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
+cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0"};
+cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0"};
+cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20"};
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)
+ if (i && i < com_argc - 1)
{
cl_maxparticles = (int)(atoi(com_argv[i+1]));
if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
Cvar_RegisterVariable (&cl_particles);
+ Cvar_RegisterVariable (&cl_particles_quality);
Cvar_RegisterVariable (&cl_particles_size);
Cvar_RegisterVariable (&cl_particles_bloodshowers);
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);
+ Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
Cvar_RegisterVariable (&cl_particles_sparks);
Cvar_RegisterVariable (&cl_particles_bubbles);
- Cvar_RegisterVariable (&cl_particles_explosions);
+ Cvar_RegisterVariable (&cl_decals);
+ Cvar_RegisterVariable (&cl_decals_time);
+ Cvar_RegisterVariable (&cl_decals_fadetime);
+
+#ifdef WORKINGLQUAKE
+ particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
+#else
+ particles = (particle_t *) Mem_Alloc(cl_mempool, cl_maxparticles * sizeof(particle_t));
+#endif
+ CL_Particles_Clear();
+}
- cl_part_mempool = Mem_AllocPool("CL_Part");
- 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 *));
- cl_numparticles = 0;
+void CL_Particles_Shutdown (void)
+{
+#ifdef WORKINGLQUAKE
+ // No clue what to do here...
+#endif
+}
- // FIXME: r_refdef stuff should be allocated somewhere else?
- r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
+// list of all 26 parameters:
+// ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file
+// pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color
+// ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle
+// psize - size of particle (or thickness for PARTICLE_SPARK and PARTICLE_BEAM)
+// palpha - opacity of particle as 0-255 (can be more than 255)
+// palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
+// ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
+// pgravity - how much effect gravity has on the particle (0-1)
+// pbounce - how much bounce the particle has when it hits a surface (0-1), -1 makes a blood splat when it hits a surface, 0 does not even check for collisions
+// px,py,pz - starting origin of particle
+// pvx,pvy,pvz - starting velocity of particle
+// pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
+particle_t *particle(particletype_t *ptype, int pcolor1, int pcolor2, int ptex, float psize, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pfriction)
+{
+ 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;
+ }
+ 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->texnum = ptex;
+ part->size = (psize);
+ part->alpha = (palpha);
+ part->alphafade = (palphafade);
+ 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 = 0;
+ part->friction = (pfriction);
+ return part;
}
-#define particle(ptype, porientation, pcolor, ptex, plight, 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->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);\
+void CL_SpawnDecalParticleForSurface(void *hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
+{
+ particle_t *p;
+ if (!cl_decals.integer)
+ return;
+ p = particle(particletype + pt_decal, color1, color2, texnum, size, alpha, 0, 0, 0, org[0] + normal[0], org[1] + normal[1], org[2] + normal[2], normal[0], normal[1], normal[2], 0);
+ if (p)
+ {
+ p->time2 = cl.time;
+#ifndef WORKINGLQUAKE
+ p->owner = hitent;
+ p->ownermodel = p->owner->model;
+ Matrix4x4_Transform(&p->owner->inversematrix, org, p->relativeorigin);
+ Matrix4x4_Transform3x3(&p->owner->inversematrix, normal, p->relativedirection);
+ VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
+#endif
+ }
+}
+
+void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
+{
+ int i;
+ float bestfrac, bestorg[3], bestnormal[3];
+ float frac, v[3], normal[3], org2[3];
+#ifdef WORKINGLQUAKE
+ void *besthitent = NULL, *hitent;
+#else
+ entity_render_t *besthitent = NULL, *hitent;
+#endif
+ bestfrac = 10;
+ for (i = 0;i < 32;i++)
+ {
+ VectorRandom(org2);
+ VectorMA(org, maxdist, org2, org2);
+ frac = CL_TraceLine(org, org2, v, normal, true, &hitent, SUPERCONTENTS_SOLID);
+ if (bestfrac > frac)
+ {
+ bestfrac = frac;
+ besthitent = hitent;
+ VectorCopy(v, bestorg);
+ VectorCopy(normal, bestnormal);
+ }
+ }
+ if (bestfrac < 1)
+ CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
}
/*
forward[1] = cp*sy;
forward[2] = -sp;
- particle(pt_oneframe, PARTICLE_BILLBOARD, particlepalette[0x6f], tex_particle, 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);
+#ifdef WORKINGLQUAKE
+ particle(particletype + pt_entityparticle, particlepalette[0x6f], particlepalette[0x6f], tex_particle, 2, 255, 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);
+#else
+ particle(particletype + pt_entityparticle, particlepalette[0x6f], particlepalette[0x6f], tex_particle, 2, 255, 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);
+#endif
}
}
void CL_ReadPointFile_f (void)
{
- vec3_t org;
- int r, c;
- char *pointfile, *pointfilepos, *t, tchar;
+ vec3_t org, leakorg;
+ int r, c, s;
+ char *pointfile = NULL, *pointfilepos, *t, tchar;
+ char name[MAX_OSPATH];
- pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
+ if (!cl.worldmodel)
+ return;
+
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ strlcat (name, ".pts", sizeof (name));
+#if WORKINGLQUAKE
+ pointfile = COM_LoadTempFile (name);
+#else
+ pointfile = FS_LoadFile(name, tempmempool, true);
+#endif
if (!pointfile)
{
- Con_Printf ("couldn't open %s.pts\n", sv.name);
+ Con_Printf("Could not open %s\n", name);
return;
}
- Con_Printf ("Reading %s.pts...\n", sv.name);
+ Con_Printf("Reading %s...\n", name);
c = 0;
+ s = 0;
pointfilepos = pointfile;
while (*pointfilepos)
{
pointfilepos = t;
if (r != 3)
break;
+ if (c == 0)
+ VectorCopy(org, leakorg);
c++;
- if (cl_numparticles >= cl_maxparticles)
+ if (cl_numparticles < cl_maxparticles - 3)
{
- Con_Printf ("Not enough free particles\n");
- break;
+ s++;
+ particle(particletype + pt_static, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, 2, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0);
}
- particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], tex_particle, false, 2, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
-
+#ifndef WORKINGLQUAKE
Mem_Free(pointfile);
- Con_Printf ("%i points read\n", c);
+#endif
+ VectorCopy(leakorg, org);
+ Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
+
+ particle(particletype + pt_beam, 0xFF0000, 0xFF0000, tex_beam, 64, 255, 0, 0, 0, org[0] - 4096, org[1], org[2], org[0] + 4096, org[1], org[2], 0);
+ particle(particletype + pt_beam, 0x00FF00, 0x00FF00, tex_beam, 64, 255, 0, 0, 0, org[0], org[1] - 4096, org[2], org[0], org[1] + 4096, org[2], 0);
+ particle(particletype + pt_beam, 0x0000FF, 0x0000FF, tex_beam, 64, 255, 0, 0, 0, org[0], org[1], org[2] - 4096, org[0], org[1], org[2] + 4096, 0);
}
/*
*/
void CL_ParseParticleEffect (void)
{
- vec3_t org, dir;
- int i, count, msgcount, color;
+ vec3_t org, dir;
+ int i, count, msgcount, color;
- for (i=0 ; i<3 ; i++)
- org[i] = MSG_ReadCoord ();
+ MSG_ReadVector(org, cl.protocol);
for (i=0 ; i<3 ; i++)
dir[i] = MSG_ReadChar () * (1.0/16);
msgcount = MSG_ReadByte ();
else
count = msgcount;
+ if (cl_particles_blood_bloodhack.integer)
+ {
+ if (color == 73)
+ {
+ // regular blood
+ CL_BloodPuff(org, dir, count / 2);
+ return;
+ }
+ if (color == 225)
+ {
+ // lightning blood
+ CL_BloodPuff(org, dir, count / 2);
+ return;
+ }
+ }
CL_RunParticleEffect (org, dir, color, count);
}
===============
*/
-void CL_ParticleExplosion (vec3_t org, int smoke)
+void CL_ParticleExplosion (vec3_t org)
{
- int i, j;
- float f;
- vec3_t v, end, ang;
- byte noise1[32*32], noise2[32*32];
-
- VectorClear(end); // hush MSVC
- if (cl_particles.integer && cl_particles_explosions.integer)
+ int i;
+ //vec3_t v;
+ //vec3_t v2;
+ 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);
+
+ i = CL_PointSuperContents(org);
+ if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER))
{
- 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, 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);
- fractalnoise(noise1, 32, 4);
- fractalnoise(noise2, 32, 8);
- for (i = 0;i < 32;i++)
- {
- for (j = 0;j < 32;j++)
- {
- VectorRandom(v);
- VectorMA(org, 16, v, v);
- TraceLine(org, v, end, NULL, 0);
- ang[0] = (j + 0.5f) * (360.0f / 32.0f);
- ang[1] = (i + 0.5f) * (360.0f / 32.0f);
- 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, 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, 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);
- }
- }
- }
- else
+ if (cl_particles.integer && cl_particles_bubbles.integer && cl_particles_explosions_bubbles.integer)
+ for (i = 0;i < 128 * cl_particles_quality.value;i++)
+ particle(particletype + pt_bubble, 0x404040, 0x808080, tex_bubble, 2, (1.0f / cl_particles_quality.value) * lhrandom(128, 255), (1.0f / cl_particles_quality.value) * 128, -0.125, 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), (1.0 / 16.0));
+ }
+ else
+ {
+ // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
+ // smoke puff
+ if (cl_particles.integer && cl_particles_smoke.integer && cl_particles_explosions_smoke.integer)
{
- ang[2] = lhrandom(0, 360);
- fractalnoise(noise1, 32, 4);
- fractalnoise(noise2, 32, 8);
for (i = 0;i < 32;i++)
{
- for (j = 0;j < 32;j++)
+ int k;
+ vec3_t v, v2;
+#ifdef WORKINGLQUAKE
+ v2[0] = lhrandom(-48, 48);
+ v2[1] = lhrandom(-48, 48);
+ v2[2] = lhrandom(-48, 48);
+#else
+ for (k = 0;k < 16;k++)
{
- VectorRandom(v);
- VectorMA(org, 16, v, v);
- TraceLine(org, v, end, NULL, 0);
- ang[0] = (j + 0.5f) * (360.0f / 32.0f);
- ang[1] = (i + 0.5f) * (360.0f / 32.0f);
- 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, 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, 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, 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);
+ 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(particletype + pt_static, 0xFFFFFF, 0xFFFFFF, tex_smoke[rand()&7], 12, 32, 64, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0);
}
}
+
+ if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
+ for (i = 0;i < 128 * cl_particles_quality.value;i++)
+ particle(particletype + pt_spark, 0x903010, 0xFFD030, tex_particle, 1.0f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 1, 0, org[0], org[1], org[2], lhrandom(-256, 256), lhrandom(-256, 256), lhrandom(-256, 256) + 80, 0.2);
}
- else
+
+ if (cl_particles_explosions_shell.integer)
R_NewExplosion(org);
}
*/
void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
{
- int i;
+ vec3_t vel;
+ vec3_t offset;
+ int i, k;
+ float pscale;
if (!cl_particles.integer) return;
- for (i = 0;i < 512;i++)
- particle(pt_fade, PARTICLE_BILLBOARD, particlepalette[colorStart + (i % colorLength)], tex_particle, 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), 0, 0, 0, 0, 0.1f, 0);
+ 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)];
+ pscale = lhrandom(0.5, 1.5);
+ particle(particletype + pt_static, k, k, tex_particle, pscale, (1.0f / cl_particles_quality.value) * 255, (1.0f/cl_particles_quality.value)*512, 0, 0, org[0] + offset[0], org[1] + offset[1], org[2] + offset[2], vel[0], vel[1], vel[2], lhrandom(1.5, 3));
+ }
}
/*
*/
void CL_BlobExplosion (vec3_t org)
{
- int i;
- if (!cl_particles.integer) return;
-
- for (i = 0;i < 256;i++)
- particle(pt_blob , PARTICLE_BILLBOARD, particlepalette[ 66+(rand()%6)], tex_particle, false, 4, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128), 0, 0, 0, 0, 0, 0);
- for (i = 0;i < 256;i++)
- particle(pt_blob2, PARTICLE_BILLBOARD, particlepalette[150+(rand()%6)], tex_particle, false, 4, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128), 0, 0, 0, 0, 0, 0);
+ CL_ParticleExplosion(org);
}
/*
*/
void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
- if (!cl_particles.integer) return;
+ int k;
if (count == 1024)
{
- CL_ParticleExplosion(org, false);
+ CL_ParticleExplosion(org);
return;
}
+ if (!cl_particles.integer) return;
+ count *= cl_particles_quality.value;
while (count--)
- particle(pt_fade, PARTICLE_BILLBOARD, particlepalette[color + (rand()&7)], tex_particle, 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), 0, 0, 0, 0, 0, 0);
+ {
+ k = particlepalette[color + (rand()&7)];
+ if (gamemode == GAME_GOODVSBAD2)
+ particle(particletype + pt_alphastatic, k, k, tex_particle, 5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 300, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 0);
+ else
+ particle(particletype + pt_alphastatic, k, k, tex_particle, 1, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 512, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), dir[0] + lhrandom(-15, 15), dir[1] + lhrandom(-15, 15), dir[2] + lhrandom(-15, 15), 0);
+ }
}
// LordHavoc: added this for spawning sparks/dust (which have strong gravity)
CL_SparkShower
===============
*/
-void CL_SparkShower (vec3_t org, vec3_t dir, int count)
+void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale)
{
- if (!cl_particles.integer) return;
-
- CL_Decal(org, tex_bullethole[rand()&7], 16 * cl_particles_size.value, 0, 0, 0, 1);
+ int k;
- // smoke puff
- if (cl_particles_smoke.integer)
- particle(pt_bulletsmoke, PARTICLE_BILLBOARD, 0xA0A0A0, tex_smoke[rand()&7], true, 5, 5, 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.integer) return;
if (cl_particles_sparks.integer)
{
// sparks
+ count *= cl_particles_quality.value;
while(count--)
- particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, 1, 1, lhrandom(0, 255), 9999, 1.5, org[0], org[1], org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(0, 128), 512.0f, 0, 0, 0, 0.2f, 0);
+ {
+ k = particlepalette[0x68 + (rand() & 7)];
+ particle(particletype + pt_spark, k, k, tex_particle, 0.4f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 512, gravityscale, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0);
+ }
+ }
+}
+
+void CL_Smoke (vec3_t org, vec3_t dir, int count)
+{
+ vec3_t org2, org3;
+ int k;
+
+ if (!cl_particles.integer) return;
+
+ // smoke puff
+ if (cl_particles_smoke.integer)
+ {
+ k = count * 0.25 * cl_particles_quality.value;
+ while(k--)
+ {
+ org2[0] = org[0] + 0.125f * lhrandom(-count, count);
+ 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(particletype + pt_grow, 0x101010, 0x202020, tex_smoke[rand()&7], 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 0, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0);
+ }
}
}
+void CL_BulletMark (vec3_t org)
+{
+ if (cl_stainmaps.integer)
+ R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
+ CL_SpawnDecalParticleForPoint(org, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+}
+
+void CL_PlasmaBurn (vec3_t org)
+{
+ if (cl_stainmaps.integer)
+ R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
+ CL_SpawnDecalParticleForPoint(org, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+}
+
+static float bloodcount = 0;
void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
{
+ float s;
+ vec3_t org2, org3;
// bloodcount is used to accumulate counts too small to cause a blood particle
- static int bloodcount = 0;
if (!cl_particles.integer) return;
if (!cl_particles_blood.integer) return;
- if (count > 100)
- count = 100;
+ s = count + 64.0f;
+ count *= 5.0f;
+ if (count > 1000)
+ count = 1000;
bloodcount += count;
- while(bloodcount >= 10)
+ while(bloodcount > 0)
{
- particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, 24, 24, 255, 9999, -1, org[0], org[1], org[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64), 0, 0, 0, 0, 1.0f, 0);
- bloodcount -= 10;
+ org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
+ org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
+ org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
+ CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
+ particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 1);
+ bloodcount -= 16 / cl_particles_quality.value;
}
}
void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
{
- vec3_t diff, center, velscale;
+ vec3_t org, vel, diff, center, velscale;
if (!cl_particles.integer) return;
if (!cl_particles_bloodshowers.integer) return;
if (!cl_particles_blood.integer) return;
center[0] = (mins[0] + maxs[0]) * 0.5;
center[1] = (mins[1] + maxs[1]) * 0.5;
center[2] = (mins[2] + maxs[2]) * 0.5;
- // FIXME: change velspeed back to 2.0x after fixing mod
velscale[0] = velspeed * 2.0 / diff[0];
velscale[1] = velspeed * 2.0 / diff[1];
velscale[2] = velspeed * 2.0 / diff[2];
- while (count--)
+ bloodcount += count * 5.0f;
+ while (bloodcount > 0)
{
- vec3_t org, vel;
org[0] = lhrandom(mins[0], maxs[0]);
org[1] = lhrandom(mins[1], maxs[1]);
org[2] = lhrandom(mins[2], maxs[2]);
vel[0] = (org[0] - center[0]) * velscale[0];
vel[1] = (org[1] - center[1]) * velscale[1];
vel[2] = (org[2] - center[2]) * velscale[2];
- particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, 24, 24, 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1.0f, 0);
+ bloodcount -= 16 / cl_particles_quality.value;
+ particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 1);
}
}
void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
{
- float t;
+ 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[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
+ count *= cl_particles_quality.value;
while (count--)
- particle(gravity ? pt_grav : pt_static, PARTICLE_BILLBOARD, particlepalette[colorbase + (rand()&3)], tex_particle, 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(particletype + pt_alphastatic, k, k, tex_particle, 2, 255 / cl_particles_quality.value, (255 / cl_particles_quality.value) / 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);
+ }
}
void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
{
- vec3_t vel;
- float t, z;
+ int k;
+ float t, z, minz, maxz;
if (!cl_particles.integer) return;
if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
if (dir[2] < 0) // falling
- {
- t = (maxs[2] - mins[2]) / -dir[2];
z = maxs[2];
- }
else // rising??
- {
- t = (maxs[2] - mins[2]) / dir[2];
z = mins[2];
- }
- if (t < 0 || t > 2) // sanity check
- t = 2;
+
+ minz = z - fabs(dir[2]) * 0.1;
+ maxz = z + fabs(dir[2]) * 0.1;
+ minz = bound(mins[2], minz, maxs[2]);
+ maxz = bound(mins[2], maxz, maxs[2]);
+
+ count *= cl_particles_quality.value;
switch(type)
{
while(count--)
{
- 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, 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)];
+ if (gamemode == GAME_GOODVSBAD2)
+ particle(particletype + pt_rain, k, k, tex_particle, 20, lhrandom(8, 16) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0);
+ else
+ particle(particletype + pt_rain, k, k, tex_particle, 0.5, lhrandom(8, 16) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0);
}
break;
case 1:
while(count--)
{
- 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, 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)];
+ if (gamemode == GAME_GOODVSBAD2)
+ particle(particletype + pt_snow, k, k, tex_particle, 20, lhrandom(64, 128) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0);
+ else
+ particle(particletype + pt_snow, k, k, tex_particle, 1, lhrandom(64, 128) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0);
}
break;
default:
}
}
+void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
+{
+ int k;
+ float t;
+ vec3_t o, v, center;
+ if (!cl_particles.integer) return;
+
+ if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
+ if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
+ if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
+
+ center[0] = (mins[0] + maxs[0]) * 0.5f;
+ center[1] = (mins[1] + maxs[1]) * 0.5f;
+ center[2] = (mins[2] + maxs[2]) * 0.5f;
+
+ count *= cl_particles_quality.value;
+ while (count--)
+ {
+ k = particlepalette[224 + (rand()&15)];
+ o[0] = lhrandom(mins[0], maxs[0]);
+ o[1] = lhrandom(mins[1], maxs[1]);
+ o[2] = lhrandom(mins[2], maxs[2]);
+ VectorSubtract(o, center, v);
+ VectorNormalizeFast(v);
+ VectorScale(v, 100, v);
+ v[2] += sv_gravity.value * 0.15f;
+ particle(particletype + pt_static, 0x903010, 0xFFD030, tex_particle, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0.2);
+ }
+}
+
void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
{
- float t;
+ 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[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
+ count *= cl_particles_quality.value;
while (count--)
- particle(pt_flame, PARTICLE_BILLBOARD, particlepalette[224 + (rand()&15)], tex_particle, false, 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, 0.1f, 0);
+ {
+ k = particlepalette[224 + (rand()&15)];
+ particle(particletype + pt_static, k, k, tex_particle, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, -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), 1);
+ if (count & 1)
+ particle(particletype + pt_static, 0x303030, 0x606060, tex_smoke[rand()&7], 6, lhrandom(48, 96) / cl_particles_quality.value, 64 / cl_particles_quality.value, 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);
+ }
}
void CL_Flames (vec3_t org, vec3_t vel, int count)
{
+ int k;
if (!cl_particles.integer) return;
+ count *= cl_particles_quality.value;
while (count--)
- particle(pt_flame, PARTICLE_BILLBOARD, particlepalette[224 + (rand()&15)], tex_particle, false, 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, 0.1f, 0);
+ {
+ k = particlepalette[224 + (rand()&15)];
+ particle(particletype + pt_static, k, k, tex_particle, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 1);
+ }
}
*/
void CL_LavaSplash (vec3_t origin)
{
- int i, j;
- float vel;
+ float i, j, inc, vel;
+ int k, l;
vec3_t dir, org;
if (!cl_particles.integer) return;
- for (i=-128 ; i<128 ; i+=16)
+ inc = 32 / cl_particles_quality.value;
+ for (i = -128;i < 128;i += inc)
{
- for (j=-128 ; j<128 ; j+=16)
+ for (j = -128;j < 128;j += inc)
{
dir[0] = j + lhrandom(0, 8);
dir[1] = i + lhrandom(0, 8);
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, 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);
+ if (gamemode == GAME_GOODVSBAD2)
+ {
+ k = particlepalette[0 + (rand()&255)];
+ l = particlepalette[0 + (rand()&255)];
+ particle(particletype + pt_static, k, l, tex_particle, 12, inc * 8, inc * 8, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0);
+ }
+ else
+ {
+ k = l = particlepalette[224 + (rand()&7)];
+ particle(particletype + pt_static, k, l, tex_particle, 12, inc * 8, inc * 8, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0);
+ }
}
}
}
*/
void CL_TeleportSplash (vec3_t org)
{
- int i, j, k;
+ float i, j, k, inc;
if (!cl_particles.integer) return;
- 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, 1, 1, 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), 0, 0, 0, 0, 0.1f, -512.0f);
+ inc = 8 / cl_particles_quality.value;
+ for (i = -16;i < 16;i += inc)
+ for (j = -16;j < 16;j += inc)
+ for (k = -24;k < 32;k += inc)
+ particle(particletype + pt_static, 0xA0A0A0, 0xFFFFFF, tex_particle, 10, inc * lhrandom(8, 16), inc * 32, 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), 1);
}
-void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
+#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, int color, entity_t *ent)
+#endif
{
- vec3_t vec, dir, vel;
- float len, dec = 0, speed;
- int contents, bubbles;
- double t;
- if (!cl_particles.integer) return;
+ vec3_t vec, dir, vel, pos;
+ float len, dec, speed, qd;
+ int smoke, blood, bubbles;
+#ifdef WORKINGLQUAKE
+ int contents;
+#endif
+
+ if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
+ return;
VectorSubtract(end, start, dir);
VectorNormalize(dir);
- if (type == 0 && host_frametime != 0) // rocket glow
- particle(pt_oneframe, PARTICLE_BILLBOARD, 0xFFFFFF, tex_rocketglow, false, 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);
-
- t = ent->persistent.trail_time;
- if (t >= cl.time)
- return; // no particles to spawn this frame (sparse trail)
-
- if (t < cl.oldtime)
- t = cl.oldtime;
-
VectorSubtract (end, start, vec);
+#ifdef WORKINGLQUAKE
+ len = VectorNormalize (vec);
+ dec = 0;
+ speed = 1.0f / cl.frametime;
+ VectorSubtract(end, start, vel);
+#else
len = VectorNormalizeLength (vec);
- if (len <= 0.01f)
- {
- // advance the trail time
- ent->persistent.trail_time = cl.time;
+ dec = -ent->persistent.trail_time;
+ ent->persistent.trail_time += len;
+ if (ent->persistent.trail_time < 0.01f)
return;
- }
- speed = len / (cl.time - cl.oldtime);
- VectorScale(vec, speed, vel);
- // advance into this frame to reach the first puff location
- dec = t - cl.oldtime;
- dec *= speed;
- VectorMA(start, dec, vec, start);
-
- contents = Mod_PointInLeaf(start, cl.worldmodel)->contents;
- if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
- {
- // advance the trail time
- ent->persistent.trail_time = cl.time;
- return;
- }
+ // if we skip out, leave it reset
+ ent->persistent.trail_time = 0.0f;
- bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+ speed = ent->state_current.time - ent->state_previous.time;
+ if (speed)
+ speed = 1.0f / speed;
+ VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
+ color = particlepalette[color];
+#endif
+ VectorScale(vel, speed, vel);
- while (t < cl.time)
+ // advance into this frame to reach the first puff location
+ VectorMA(start, dec, vec, pos);
+ len -= dec;
+
+ smoke = cl_particles.integer && cl_particles_smoke.integer;
+ blood = cl_particles.integer && cl_particles_blood.integer;
+#ifdef WORKINGLQUAKE
+ contents = CL_PointQ1Contents(pos);
+ bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+#else
+ bubbles = cl_particles.integer && cl_particles_bubbles.integer && (CL_PointSuperContents(pos) & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME));
+#endif
+ qd = 1.0f / cl_particles_quality.value;
+
+ while (len >= 0)
{
switch (type)
{
case 0: // rocket trail
- if (!cl_particles_smoke.integer)
- dec = cl.time - t;
- else if (bubbles && cl_particles_bubbles.integer)
+ dec = qd*3;
+ if (smoke)
{
- dec = 0.005f;
- particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, tex_bubble, false, 2, 2, 255, 9999, 1.5, start[0], start[1], start[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, 2, 2, 255, 9999, 1.5, start[0], start[1], start[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
- particle(pt_smoke, PARTICLE_BILLBOARD, 0xFFFFFF, tex_smoke[rand()&7], false, 2, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
- }
- else
- {
- dec = 0.005f;
- particle(pt_smoke, PARTICLE_BILLBOARD, 0xC0C0C0, tex_smoke[rand()&7], true, 2, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
- //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, 1, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 0.1f, 0);
- //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, 1, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 0.1f, 0);
- //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, 1, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 0.1f, 0);
- //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, 1, 1, lhrandom(128, 255), 9999, 1.5, start[0], start[1], start[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 0.1f, 0);
+ particle(particletype + pt_grow, 0x303030, 0x606060, tex_smoke[rand()&7], 3, qd*cl_particles_smoke_alpha.value*125, qd*cl_particles_smoke_alphafade.value*125, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0);
+ particle(particletype + pt_static, 0x801010, 0xFFA020, tex_smoke[rand()&7], 3, qd*cl_particles_smoke_alpha.value*288, qd*cl_particles_smoke_alphafade.value*1400, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0);
}
+ if (bubbles)
+ particle(particletype + pt_bubble, 0x404040, 0x808080, tex_bubble, 2, qd*lhrandom(64, 255), qd*256, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), (1.0 / 16.0));
break;
case 1: // grenade trail
// FIXME: make it gradually stop smoking
- if (!cl_particles_smoke.integer)
- dec = cl.time - t;
- else if (bubbles && cl_particles_bubbles.integer)
- {
- dec = 0.02f;
- particle(pt_bubble, PARTICLE_BILLBOARD, 0xFFFFFF, tex_bubble, false, 2, 2, 255, 9999, 1.5, start[0], start[1], start[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, 2, 2, 255, 9999, 1.5, start[0], start[1], start[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
- particle(pt_smoke, PARTICLE_BILLBOARD, 0xFFFFFF, tex_smoke[rand()&7], false, 2, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
- }
- else
- {
- dec = 0.02f;
- particle(pt_smoke, PARTICLE_BILLBOARD, 0x808080, tex_smoke[rand()&7], true, 2, 2, 160, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
- }
+ dec = qd*3;
+ if (smoke)
+ particle(particletype + pt_grow, 0x303030, 0x606060, tex_smoke[rand()&7], 3, qd*cl_particles_smoke_alpha.value*100, qd*cl_particles_smoke_alphafade.value*100, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0);
break;
case 2: // blood
- if (!cl_particles_blood.integer)
- dec = cl.time - t;
- else
- {
- dec = 0.1f;
- particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, 24, 24, 255, 9999, -1, start[0], start[1], start[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64), 0, 0, 0, 0, 1.0f, 0);
- }
- break;
-
case 4: // slight blood
- if (!cl_particles_blood.integer)
- dec = cl.time - t;
- else
- {
- dec = 0.15f;
- particle(pt_blood, PARTICLE_BILLBOARD, 0x300000, tex_smoke[rand()&7], true, 24, 24, 255, 9999, -1, start[0], start[1], start[2], vel[0] + lhrandom(-64, 64), vel[1] + lhrandom(-64, 64), vel[2] + lhrandom(-64, 64), 0, 0, 0, 0, 1.0f, 0);
- }
+ dec = qd*16;
+ if (blood)
+ particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 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), 1);
break;
case 3: // green tracer
- dec = 0.02f;
- particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, tex_smoke[rand()&7], false, 4, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ dec = qd*6;
+ if (smoke)
+ {
+ if (gamemode == GAME_GOODVSBAD2)
+ particle(particletype + pt_static, 0x00002E, 0x000030, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0);
+ else
+ particle(particletype + pt_static, 0x002000, 0x003000, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0);
+ }
break;
case 5: // flame tracer
- dec = 0.02f;
- particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, tex_smoke[rand()&7], false, 4, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ dec = qd*6;
+ if (smoke)
+ particle(particletype + pt_static, 0x301000, 0x502000, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0);
break;
case 6: // voor trail
- dec = 0.05f; // sparse trail
- particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, tex_smoke[rand()&7], false, 4, 4, 255, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
- break;
-
- case 7: // Nehahra smoke tracer
- if (!cl_particles_smoke.integer)
- dec = cl.time - t;
- else
+ dec = qd*6;
+ if (smoke)
{
- dec = 0.14f;
- particle(pt_smoke, PARTICLE_BILLBOARD, 0xC0C0C0, tex_smoke[rand()&7], true, 10, 10, 64, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ if (gamemode == GAME_GOODVSBAD2)
+ particle(particletype + pt_alphastatic, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, 6, qd*255, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0);
+ else if (gamemode == GAME_PRYDON)
+ particle(particletype + pt_static, 0x103040, 0x204050, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0);
+ else
+ particle(particletype + pt_static, 0x502030, 0x502030, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0);
}
break;
+#ifndef WORKINGLQUAKE
+ case 7: // Nehahra smoke tracer
+ dec = qd*7;
+ if (smoke)
+ particle(particletype + pt_alphastatic, 0x303030, 0x606060, tex_smoke[rand()&7], 7, qd*64, qd*320, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0);
+ break;
+ case 8: // Nexuiz plasma trail
+ dec = qd*4;
+ if (smoke)
+ particle(particletype + pt_static, 0x283880, 0x283880, tex_particle, 4, qd*255, qd*1024, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0);
+ break;
+ case 9: // glow trail
+ dec = qd*3;
+ if (smoke)
+ particle(particletype + pt_alphastatic, color, color, tex_particle, 5, qd*128, qd*320, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0);
+ break;
+#endif
}
// advance to next time and position
- t += dec;
- dec *= speed;
- VectorMA (start, dec, vec, start);
+ len -= dec;
+ VectorMA (pos, dec, vec, pos);
}
- ent->persistent.trail_time = t;
+#ifndef WORKINGLQUAKE
+ ent->persistent.trail_time = len;
+#endif
+}
+
+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;
+ cr = red * 255;
+ cg = green * 255;
+ cb = blue * 255;
+ tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
+ particle(particletype + pt_beam, tempcolor2, tempcolor2, tex_beam, radius, alpha * 255, alpha * 255 / lifetime, 0, 0, start[0], start[1], start[2], end[0], end[1], end[2], 0);
}
-void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
+void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
{
- vec3_t vec;
- int len;
+ float f;
if (!cl_particles.integer) return;
- if (!cl_particles_smoke.integer) return;
- VectorSubtract (end, start, vec);
- len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
- VectorScale(vec, 3, vec);
- color = particlepalette[color];
- while (len--)
- {
- particle(pt_smoke, PARTICLE_BILLBOARD, color, tex_particle, false, 8, 8, 192, 9999, 0, start[0], start[1], start[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
- VectorAdd (start, vec, start);
- }
+ // smoke puff
+ if (cl_particles_smoke.integer)
+ for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
+ particle(particletype + pt_grow, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count) * 0.5f, dir[1] + lhrandom(-count, count) * 0.5f, dir[2] + lhrandom(-count, count) * 0.5f, 0);
}
+void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
+{
+ float f;
+ if (!cl_particles.integer) return;
+
+ if (cl_stainmaps.integer)
+ R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40);
+ CL_SpawnDecalParticleForPoint(org, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
+
+ // smoke puff
+ if (cl_particles_smoke.integer)
+ for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
+ particle(particletype + pt_grow, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count), dir[1] + lhrandom(-count, count), dir[2] + lhrandom(-count, count), 0);
+
+ // sparks
+ if (cl_particles_sparks.integer)
+ for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
+ particle(particletype + pt_spark, 0x2030FF, 0x80C0FF, tex_particle, 2.0f, lhrandom(64, 255) / cl_particles_quality.value, 512 / cl_particles_quality.value, 0, 0, org[0], org[1], org[2], lhrandom(-count, count) * 3.0f + dir[0], lhrandom(-count, count) * 3.0f + dir[1], lhrandom(-count, count) * 3.0f + dir[2], 0);
+}
/*
===============
void CL_MoveParticles (void)
{
particle_t *p;
- renderparticle_t *r;
- int i, activeparticles, maxparticle, j, a, b, pressureused = false;
- float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3], o[3];
+ int i, maxparticle, j, a, content;
+ float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3], oldorg[3];
+#ifdef WORKINGLQUAKE
+ void *hitent;
+#else
+ entity_render_t *hitent;
+#endif
// LordHavoc: early out condition
if (!cl_numparticles)
{
- r_refdef.numparticles = 0;
+ cl_freeparticle = 0;
return;
}
+#ifdef WORKINGLQUAKE
+ frametime = cl.frametime;
+#else
frametime = cl.time - cl.oldtime;
- if (!frametime)
- return; // if absolutely still, don't update particles
+#endif
gravity = frametime * sv_gravity.value;
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, r = r_refdef.particles;i < cl_numparticles;i++, p++)
+ for (i = 0, p = particles;i < cl_numparticles;i++, p++)
{
- if (p->die < cl.time)
- {
- freeparticles[j++] = p;
+ if (!p->type)
continue;
- }
+ maxparticle = i;
+ content = 0;
+
+ p->alpha -= p->alphafade * frametime;
- VectorCopy(p->org, p->oldorg);
- VectorMA(p->org, frametime, p->vel, p->org);
- if (p->friction)
+ if (p->alpha <= 0)
{
- f = 1.0f - (p->friction * frametime);
- VectorScale(p->vel, f, p->vel);
+ p->type = NULL;
+ continue;
}
- VectorCopy(p->org, org);
- if (p->bounce)
+
+ if (p->type->orientation != PARTICLE_BEAM)
{
- if (TraceLine(p->oldorg, p->org, v, normal, 0) < 1)
+ VectorCopy(p->org, oldorg);
+ VectorMA(p->org, frametime, p->vel, p->org);
+ VectorCopy(p->org, org);
+ if (p->bounce)
{
- VectorCopy(v, p->org);
- if (p->bounce < 0)
+ if (p->type == particletype + pt_rain)
{
- CL_Decal(v, p->tex, p->scalex * cl_particles_size.value, p->color[0] * (1.0f / 255.0f), p->color[1] * (1.0f / 255.0f), p->color[2] * (1.0f / 255.0f), p->alpha * (1.0f / 255.0f));
- p->die = -1;
- freeparticles[j++] = p;
- continue;
+ // raindrop - splash on solid/water/slime/lava
+ if (CL_TraceLine(oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK) < 1)
+ {
+ VectorCopy(v, p->org);
+ // splash
+ p->type = particletype + pt_raindecal;
+ // convert from a raindrop particle to a rainsplash decal
+ p->texnum = tex_rainsplash[0];
+ p->time2 = cl.time;
+ p->alphafade = p->alpha / 0.4;
+ VectorCopy(normal, p->vel);
+ VectorAdd(p->org, normal, p->org);
+ p->bounce = 0;
+ p->friction = 0;
+ p->gravity = 0;
+ p->size = 8.0;
+ }
+ }
+ else if (p->type == particletype + pt_blood)
+ {
+ // blood - splash on solid
+ if (CL_TraceLine(oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
+ {
+ VectorCopy(v, p->org);
+#ifndef WORKINGLQUAKE
+ if (cl_stainmaps.integer)
+ R_Stain(v, 32, 32, 16, 16, p->alpha * p->size * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->size * (1.0f / 40.0f));
+#endif
+ if (!cl_decals.integer)
+ {
+ p->type = NULL;
+ continue;
+ }
+
+ p->type = particletype + pt_decal;
+ // 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;
+ p->alphafade = 0;
+ VectorCopy(normal, p->vel);
+ VectorAdd(p->org, normal, p->org);
+ p->bounce = 0;
+ p->friction = 0;
+ p->gravity = 0;
+ p->size *= 2.0f;
+ }
}
else
{
- dist = DotProduct(p->vel, normal) * -p->bounce;
- VectorMA(p->vel, dist, normal, p->vel);
- if (DotProduct(p->vel, p->vel) < 0.03)
- VectorClear(p->vel);
+ if (CL_TraceLine(oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
+ {
+ VectorCopy(v, p->org);
+ if (p->bounce < 0)
+ {
+ p->type = NULL;
+ continue;
+ }
+ else
+ {
+ dist = DotProduct(p->vel, normal) * -p->bounce;
+ VectorMA(p->vel, dist, normal, p->vel);
+ if (DotProduct(p->vel, p->vel) < 0.03)
+ VectorClear(p->vel);
+ }
+ }
}
}
- }
-
- switch (p->type)
- {
- case pt_static:
- break;
+ p->vel[2] -= p->gravity * gravity;
- // LordHavoc: drop-through because of shared code
- case pt_blob:
- p->vel[2] *= dvel;
- case pt_blob2:
- p->vel[0] *= dvel;
- p->vel[1] *= dvel;
- p->alpha -= frametime * 256;
- if (p->alpha < 1)
- p->die = -1;
- break;
-
- case pt_grav:
- p->vel[2] -= gravity;
- break;
- case pt_lavasplash:
- p->vel[2] -= gravity * 0.05;
- p->alpha -= frametime * 192;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_snow:
- if (cl.time > p->time2)
+ if (p->friction)
{
- p->time2 = cl.time + (rand() & 3) * 0.1;
- p->vel[0] = (rand()&63)-32 + p->vel2[0];
- p->vel[1] = (rand()&63)-32 + p->vel2[1];
- p->vel[2] = (rand()&63)-32 + p->vel2[2];
+ f = p->friction * frametime;
+#ifdef WORKINGLQUAKE
+ if (CL_PointQ1Contents(p->org) != CONTENTS_EMPTY)
+#else
+ if (CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK)
+#endif
+ f *= 4;
+ f = 1.0f - f;
+ VectorScale(p->vel, f, p->vel);
}
- a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+ }
+
+ if (p->type != particletype + pt_static)
+ {
+ switch (p->type - particletype)
{
- p->die = -1;
- /*
- if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
- break; // still in solid
- p->die = cl.time + 1000;
- p->vel[0] = p->vel[1] = p->vel[2] = 0;
- switch (a)
+ case pt_entityparticle:
+ // particle that removes itself after one rendered frame
+ if (p->time2)
+ p->type = NULL;
+ else
+ p->time2 = 1;
+ break;
+ case pt_blood:
+#ifdef WORKINGLQUAKE
+ a = CL_PointQ1Contents(p->org);
+ if (a <= CONTENTS_WATER)
+#else
+ a = CL_PointSuperContents(p->org);
+ if (a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME))
+#endif
{
- case CONTENTS_LAVA:
- case CONTENTS_SLIME:
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->type = pt_steam;
- p->alpha = 96;
- p->scalex = 5;
- p->scaley = 5;
- p->vel[2] = 96;
- break;
- case CONTENTS_WATER:
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->type = pt_splash;
- p->alpha = 96;
- p->scalex = 5;
- p->scaley = 5;
- p->vel[2] = 96;
- break;
- default: // CONTENTS_SOLID and any others
- TraceLine(p->oldorg, p->org, v, normal, 0);
- VectorCopy(v, p->org);
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->type = pt_fade;
- p->scalex = 5;
- p->scaley = 5;
- VectorClear(p->vel);
- break;
+ p->size += frametime * 8;
+ //p->alpha -= bloodwaterfade;
}
- */
- }
- break;
- case pt_blood:
- p->friction = 1;
- a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- if (a != CONTENTS_EMPTY)
- {
- if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
+ else
+ p->vel[2] -= gravity;
+#ifdef WORKINGLQUAKE
+ if (a == CONTENTS_SOLID || a == CONTENTS_LAVA)
+#else
+ if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP))
+#endif
+ p->type = NULL;
+ break;
+ case pt_bubble:
+#ifdef WORKINGLQUAKE
+ a = CL_PointQ1Contents(p->org);
+ if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
+#else
+ a = CL_PointSuperContents(p->org);
+ if (!(a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)))
+#endif
{
- p->friction = 5;
- p->scalex += frametime * 32.0f;
- p->scaley += frametime * 32.0f;
- p->alpha -= frametime * 128.0f;
- p->vel[2] += gravity * 0.125f;
- if (p->alpha < 1)
- p->die = -1;
+ p->type = NULL;
break;
}
- else
+ break;
+ case pt_rain:
+#ifdef WORKINGLQUAKE
+ a = CL_PointQ1Contents(p->org);
+ if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+#else
+ a = CL_PointSuperContents(p->org);
+ if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK))
+#endif
+ p->type = NULL;
+ break;
+ case pt_snow:
+ if (cl.time > p->time2)
{
- p->die = -1;
- break;
+ // snow flutter
+ p->time2 = cl.time + (rand() & 3) * 0.1;
+ p->vel[0] += lhrandom(-32, 32);
+ p->vel[1] += lhrandom(-32, 32);
+ p->vel[2] += lhrandom(-32, 32);
}
- }
- p->vel[2] -= gravity * 0.5;
- break;
- case pt_spark:
- p->alpha -= frametime * p->time2;
- p->vel[2] -= gravity;
- if (p->alpha < 1)
- p->die = -1;
- else if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
- p->type = pt_underwaterspark;
- break;
- case pt_underwaterspark:
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
- {
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->color[0] = p->color[1] = p->color[2] = 255;
- p->scalex = 8;
- p->scaley = 8;
- p->type = pt_explosionsplash;
- }
- else
- p->vel[2] += gravity * 0.5f;
- p->alpha -= frametime * p->time2;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_explosionsplash:
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
- p->vel[2] -= gravity;
- else
- p->alpha = 0;
- p->scalex += frametime * 64.0f;
- p->scaley += frametime * 64.0f;
- p->alpha -= frametime * 1024.0f;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_fade:
- p->alpha -= frametime * 512;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_bubble:
- a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
- {
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->type = pt_splashpuff;
- p->scalex = 4;
- p->scaley = 4;
- p->vel[0] = p->vel[1] = p->vel[2] = 0;
+#ifdef WORKINGLQUAKE
+ a = CL_PointQ1Contents(p->org);
+ if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+#else
+ a = CL_PointSuperContents(p->org);
+ if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK))
+#endif
+ p->type = NULL;
+ break;
+ case pt_grow:
+ p->size += frametime * 15;
+ break;
+ case pt_decal:
+ // FIXME: this has fairly wacky handling of alpha
+ p->alphafade = cl.time > (p->time2 + cl_decals_time.value) ? (255 / cl_decals_fadetime.value) : 0;
+#ifndef WORKINGLQUAKE
+ if (p->owner->model == p->ownermodel)
+ {
+ Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
+ Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel);
+ }
+ else
+ p->type = NULL;
+#endif
+ break;
+ case pt_raindecal:
+ a = max(0, (cl.time - p->time2) * 40);
+ if (a < 16)
+ p->texnum = tex_rainsplash[a];
+ else
+ p->type = NULL;
+ break;
+ default:
break;
}
- p->vel[2] += gravity * 0.25;
- p->vel[0] *= (1 - (frametime * 0.0625));
- p->vel[1] *= (1 - (frametime * 0.0625));
- p->vel[2] *= (1 - (frametime * 0.0625));
- if (cl.time > p->time2)
+ }
+ }
+ cl_numparticles = maxparticle + 1;
+ cl_freeparticle = 0;
+}
+
+#define MAX_PARTICLETEXTURES 64
+// particletexture_t is a rectangle in the particlefonttexture
+typedef struct
+{
+ rtexture_t *texture;
+ float s1, t1, s2, t2;
+}
+particletexture_t;
+
+#if WORKINGLQUAKE
+static int particlefonttexture;
+#else
+static rtexturepool_t *particletexturepool;
+static rtexture_t *particlefonttexture;
+#endif
+static particletexture_t particletexture[MAX_PARTICLETEXTURES];
+
+static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
+
+#define PARTICLETEXTURESIZE 64
+#define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
+
+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 texnum, qbyte *data, qbyte *particletexturedata)
+{
+ int basex, basey, y;
+ 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, 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 < PARTICLETEXTURESIZE;y++)
+ {
+ 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)
{
- p->time2 = cl.time + lhrandom(0, 0.5);
- p->vel[0] += lhrandom(-32,32);
- p->vel[1] += lhrandom(-32,32);
- p->vel[2] += lhrandom(-32,32);
+ d = data + (y * PARTICLETEXTURESIZE + x) * 4;
+ d[0] += f * (red - d[0]);
+ d[1] += f * (green - d[1]);
+ d[2] += f * (blue - d[2]);
}
- p->alpha -= frametime * 256;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_bulletsmoke:
- p->scalex += frametime * 16;
- p->scaley += frametime * 16;
- p->alpha -= frametime * 1024;
- p->vel[2] += gravity * 0.1;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_smoke:
- p->scalex += frametime * 24;
- p->scaley += frametime * 24;
- p->alpha -= frametime * 256;
- p->vel[2] += gravity * 0.1;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_steam:
- p->scalex += frametime * 48;
- p->scaley += frametime * 48;
- p->alpha -= frametime * 512;
- p->vel[2] += gravity * 0.05;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_splashpuff:
- p->alpha -= frametime * 1024;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_rain:
- f = 0;
- b = Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents;
- VectorCopy(p->oldorg, o);
- while (f < 1)
+ }
+ }
+}
+
+void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
+{
+ int i;
+ for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
+ {
+ data[0] = bound(minr, data[0], maxr);
+ data[1] = bound(ming, data[1], maxg);
+ data[2] = bound(minb, data[2], maxb);
+ }
+}
+
+void particletextureinvert(qbyte *data)
+{
+ int i;
+ for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
+ {
+ data[0] = 255 - data[0];
+ data[1] = 255 - data[1];
+ data[2] = 255 - data[2];
+ }
+}
+
+// Those loops are in a separate function to work around an optimization bug in Mac OS X's GCC
+static void R_InitBloodTextures (qbyte *particletexturedata)
+{
+ int i, j, k, m;
+ qbyte data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
+
+ // blood particles
+ 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], 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);
+ }
+
+ // blood decals
+ for (i = 0;i < 8;i++)
+ {
+ memset(&data[0][0][0], 255, sizeof(data));
+ 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);
+ }
+
+}
+
+static void R_InitParticleTexture (void)
+{
+ int x, y, d, i, k, m;
+ float dx, dy, radius, f, f2;
+ qbyte data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4], noise3[64][64], data2[64][16][4];
+ vec3_t light;
+ 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,
+ // this is a very difficult challenge because it means fading to white
+ // (no change to background) rather than black (darkening everything
+ // behind the whole decal polygon), and to accomplish this the texture is
+ // inverted (dark red blood on white background becomes brilliant cyan
+ // 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...
+
+ 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
+ {
+ qbyte noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2];
+
+ fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
+ fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
+ m = 0;
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
{
- a = b;
- f = TraceLine(o, p->org, v, normal, a);
- b = traceline_endcontents;
- if (f < 1 && b != CONTENTS_EMPTY && b != CONTENTS_SKY)
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
- p->die = -1;
- /*
- p->die = cl.time + 1000;
- p->vel[0] = p->vel[1] = p->vel[2] = 0;
- VectorCopy(v, p->org);
- switch (b)
- {
- case CONTENTS_LAVA:
- case CONTENTS_SLIME:
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->type = pt_steam;
- p->scalex = 3;
- p->scaley = 3;
- p->vel[2] = 96;
- break;
- default: // water, solid, and anything else
- p->tex = tex_rainsplash[0];
- p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
- p->time2 = 0;
- VectorCopy(normal, p->vel2);
- // VectorAdd(p->org, normal, p->org);
- p->type = pt_raindropsplash;
- p->scalex = 8;
- p->scaley = 8;
- break;
- }
- */
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+ d = (noise2[y][x] - 128) * 3 + 192;
+ if (d > 0)
+ d = d * (1-(dx*dx+dy*dy));
+ d = (d * noise1[y][x]) >> 7;
+ d = bound(0, d, 255);
+ data[y][x][3] = (qbyte) d;
+ if (m < d)
+ m = d;
}
}
- break;
- /*
- case pt_raindropsplash:
- p->time2 += frametime * 64.0f;
- if (p->time2 >= 16.0f)
+ }
+ while (m < 224);
+ setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
+ }
+
+ // rain splash
+ for (i = 0;i < 16;i++)
+ {
+ memset(&data[0][0][0], 255, sizeof(data));
+ radius = i * 3.0f / 4.0f / 16.0f;
+ f2 = 255.0f * ((15.0f - i) / 15.0f);
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
+ {
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
- p->die = -1;
- break;
+ 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));
}
- p->tex = tex_rainsplash[(int) p->time2];
- p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
- break;
- */
- case pt_flame:
- p->alpha -= frametime * 512;
- p->vel[2] += gravity;
- if (p->alpha < 16)
- p->die = -1;
- break;
- case pt_oneframe:
- if (p->time2)
- p->die = -1;
- p->time2 = 1;
- break;
- default:
- printf("unknown particle type %i\n", p->type);
- p->die = -1;
- break;
}
+ setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
+ }
+
+ // normal particle
+ memset(&data[0][0][0], 255, sizeof(data));
+ 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);
+ d = 256 * (1 - (dx*dx+dy*dy));
+ d = bound(0, d, 255);
+ data[y][x][3] = (qbyte) d;
+ }
+ }
+ setuptex(tex_particle, &data[0][0][0], particletexturedata);
- // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
- if (p->die < cl.time)
- freeparticles[j++] = p;
+ // rain
+ memset(&data[0][0][0], 255, sizeof(data));
+ light[0] = 1;light[1] = 1;light[2] = 1;
+ VectorNormalize(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++)
{
- maxparticle = i;
- activeparticles++;
- if (p->pressure)
- pressureused = true;
-
- // build renderparticle for renderer to use
- r->orientation = p->orientation;
- r->dir[0] = p->vel2[0];
- r->dir[1] = p->vel2[1];
- r->dir[2] = p->vel2[2];
- r->org[0] = p->org[0];
- r->org[1] = p->org[1];
- r->org[2] = p->org[2];
- r->tex = p->tex;
- r->scalex = p->scalex * 0.5f * cl_particles_size.value;
- r->scaley = p->scaley * 0.5f * cl_particles_size.value;
- r->dynlight = p->dynlight;
- r->color[0] = p->color[0] * (1.0f / 255.0f);
- r->color[1] = p->color[1] * (1.0f / 255.0f);
- r->color[2] = p->color[2] * (1.0f / 255.0f);
- r->color[3] = p->alpha * (1.0f / 255.0f);
- r++;
+ 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);
}
}
- r_refdef.numparticles = r - r_refdef.particles;
- // fill in gaps to compact the array
- i = 0;
- while (maxparticle >= activeparticles)
+ 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 < PARTICLETEXTURESIZE;y++)
{
- *freeparticles[i++] = particles[maxparticle--];
- while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
- maxparticle--;
+ 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);
+ }
}
- cl_numparticles = activeparticles;
+ setuptex(tex_bubble, &data[0][0][0], particletexturedata);
+
+ // Blood particles and blood decals
+ R_InitBloodTextures (particletexturedata);
- if (pressureused)
+ // bullet decals
+ for (i = 0;i < 8;i++)
{
- activeparticles = 0;
- for (i = 0, p = particles;i < cl_numparticles;i++, p++)
- if (p->pressure)
- freeparticles[activeparticles++] = p;
+ memset(&data[0][0][0], 255, sizeof(data));
+ for (k = 0;k < 12;k++)
+ particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
+ for (k = 0;k < 3;k++)
+ 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);
+ }
- if (activeparticles)
+#if WORKINGLQUAKE
+ glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#else
+
+#if 0
+ Image_WriteTGARGBA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
+#endif
+
+ 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;
+
+ // 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++)
{
- for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+ dx = (x - 0.5f*16) / (16*0.5f-2);
+ d = (1 - sqrt(fabs(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;
+ }
+ }
+
+#if 0
+ Image_WriteTGARGBA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
+#endif
+
+ 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)
+{
+ particletexturepool = R_AllocTexturePool();
+ R_InitParticleTexture ();
+}
+
+static void r_part_shutdown(void)
+{
+ R_FreeTexturePool(&particletexturepool);
+}
+
+static void r_part_newmap(void)
+{
+ cl_numparticles = 0;
+ cl_freeparticle = 0;
+}
+
+void R_Particles_Init (void)
+{
+ Cvar_RegisterVariable(&r_drawparticles);
+#ifdef WORKINGLQUAKE
+ r_part_start();
+#else
+ R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
+#endif
+}
+
+#ifdef WORKINGLQUAKE
+void R_InitParticles(void)
+{
+ CL_Particles_Init();
+ R_Particles_Init();
+}
+#endif
+
+float particle_vertex3f[12], particle_texcoord2f[8];
+
+#ifdef WORKINGLQUAKE
+void R_DrawParticle(particle_t *p)
+{
+#else
+void R_DrawParticleCallback(const void *calldata1, int calldata2)
+{
+ const particle_t *p = calldata1;
+ rmeshstate_t m;
+#endif
+ pblend_t blendmode;
+ float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca, size;
+ particletexture_t *tex;
+
+ VectorCopy(p->org, org);
+
+ blendmode = p->type->blendmode;
+ tex = &particletexture[p->texnum];
+ cr = p->color[0] * (1.0f / 255.0f);
+ cg = p->color[1] * (1.0f / 255.0f);
+ cb = p->color[2] * (1.0f / 255.0f);
+ ca = p->alpha * (1.0f / 255.0f);
+ if (blendmode == PBLEND_MOD)
+ {
+ cr *= ca;
+ cg *= ca;
+ cb *= ca;
+ cr = min(cr, 1);
+ cg = min(cg, 1);
+ cb = min(cb, 1);
+ ca = 1;
+ }
+#ifndef WORKINGLQUAKE
+ if (fogenabled)
+ {
+ VectorSubtract(org, r_vieworigin, fogvec);
+ fog = exp(fogdensity/DotProduct(fogvec,fogvec));
+ ifog = 1 - fog;
+ cr = cr * ifog;
+ cg = cg * ifog;
+ cb = cb * ifog;
+ if (blendmode == PBLEND_ADD)
+ {
+ cr += fogcolor[0] * fog;
+ cg += fogcolor[1] * fog;
+ cb += fogcolor[2] * fog;
+ }
+ }
+
+ R_Mesh_Matrix(&r_identitymatrix);
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(tex->texture);
+ m.pointer_texcoord[0] = particle_texcoord2f;
+ m.pointer_vertex = particle_vertex3f;
+ R_Mesh_State(&m);
+
+ GL_Color(cr, cg, cb, ca);
+
+ if (blendmode == PBLEND_ALPHA)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ else if (blendmode == PBLEND_ADD)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else //if (blendmode == PBLEND_MOD)
+ GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+#endif
+ size = p->size * cl_particles_size.value;
+ if (p->type->orientation == PARTICLE_BILLBOARD || p->type->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+ {
+ if (p->type->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+ {
+ // double-sided
+ if (DotProduct(p->vel, r_vieworigin) > DotProduct(p->vel, org))
{
- 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);
- //dist = freeparticles[j]->scalex * 4.0f * frametime / dist;
- //VectorMA(p->vel, dist, freeparticles[j]->vel, p->vel);
- }
- }
- }
+ VectorNegate(p->vel, v);
+ VectorVectors(v, right, up);
+ }
+ else
+ VectorVectors(p->vel, right, up);
+ VectorScale(right, size, right);
+ VectorScale(up, size, up);
+ }
+ else
+ {
+ VectorScale(r_viewleft, -size, right);
+ VectorScale(r_viewup, size, up);
+ }
+ particle_vertex3f[ 0] = org[0] - right[0] - up[0];
+ particle_vertex3f[ 1] = org[1] - right[1] - up[1];
+ particle_vertex3f[ 2] = org[2] - right[2] - up[2];
+ particle_vertex3f[ 3] = org[0] - right[0] + up[0];
+ particle_vertex3f[ 4] = org[1] - right[1] + up[1];
+ particle_vertex3f[ 5] = org[2] - right[2] + up[2];
+ particle_vertex3f[ 6] = org[0] + right[0] + up[0];
+ particle_vertex3f[ 7] = org[1] + right[1] + up[1];
+ particle_vertex3f[ 8] = org[2] + right[2] + up[2];
+ particle_vertex3f[ 9] = org[0] + right[0] - up[0];
+ particle_vertex3f[10] = org[1] + right[1] - up[1];
+ particle_vertex3f[11] = org[2] + right[2] - up[2];
+ particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
+ particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
+ particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
+ particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
+ }
+ else if (p->type->orientation == PARTICLE_SPARK)
+ {
+ VectorMA(p->org, -0.02, p->vel, v);
+ VectorMA(p->org, 0.02, p->vel, up2);
+ R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, size);
+ particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
+ particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
+ particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
+ particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
+ }
+ else if (p->type->orientation == PARTICLE_BEAM)
+ {
+ R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel, size);
+ VectorSubtract(p->vel, p->org, up);
+ VectorNormalizeFast(up);
+ v[0] = DotProduct(p->org, up) * (1.0f / 64.0f);
+ v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f);
+ particle_texcoord2f[0] = 1;particle_texcoord2f[1] = v[0];
+ particle_texcoord2f[2] = 0;particle_texcoord2f[3] = v[0];
+ particle_texcoord2f[4] = 0;particle_texcoord2f[5] = v[1];
+ particle_texcoord2f[6] = 1;particle_texcoord2f[7] = v[1];
+ }
+ else
+ Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->type->orientation);
+
+#if WORKINGLQUAKE
+ if (blendmode == PBLEND_ALPHA)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ else if (blendmode == PBLEND_ADD)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else //if (blendmode == PBLEND_MOD)
+ glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+ glColor4f(cr, cg, cb, ca);
+ glBegin(GL_QUADS);
+ glTexCoord2f(particle_texcoord2f[0], particle_texcoord2f[1]);glVertex3f(particle_vertex3f[ 0], particle_vertex3f[ 1], particle_vertex3f[ 2]);
+ glTexCoord2f(particle_texcoord2f[2], particle_texcoord2f[3]);glVertex3f(particle_vertex3f[ 3], particle_vertex3f[ 4], particle_vertex3f[ 5]);
+ glTexCoord2f(particle_texcoord2f[4], particle_texcoord2f[5]);glVertex3f(particle_vertex3f[ 6], particle_vertex3f[ 7], particle_vertex3f[ 8]);
+ glTexCoord2f(particle_texcoord2f[6], particle_texcoord2f[7]);glVertex3f(particle_vertex3f[ 9], particle_vertex3f[10], particle_vertex3f[11]);
+ glEnd();
+#else
+ R_Mesh_Draw(0, 4, 2, polygonelements);
+#endif
+}
+
+void R_DrawParticles (void)
+{
+ int i;
+ float minparticledist;
+ particle_t *p;
+
+#ifdef WORKINGLQUAKE
+ CL_MoveParticles();
+#endif
+
+ // LordHavoc: early out conditions
+ if ((!cl_numparticles) || (!r_drawparticles.integer))
+ return;
+
+ minparticledist = DotProduct(r_vieworigin, r_viewforward) + 4.0f;
+
+#ifdef WORKINGLQUAKE
+ glBindTexture(GL_TEXTURE_2D, particlefonttexture);
+ glEnable(GL_BLEND);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glDepthMask(0);
+ // LordHavoc: only render if not too close
+ for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+ 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
+ for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+ {
+ if (p->type)
+ {
+ c_particles++;
+ if (DotProduct(p->org, r_viewforward) >= minparticledist || p->type->orientation == PARTICLE_BEAM)
+ {
+ if (p->type == particletype + pt_decal)
+ R_DrawParticleCallback(p, 0);
+ else
+ R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
}
}
}
+#endif
}
+