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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20
21 #include "quakedef.h"
22 #include "cl_collision.h"
23
24 #define MAX_PARTICLES                   16384   // default max # of particles at one time
25 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
26
27 typedef enum
28 {
29         pt_static, pt_rain, pt_bubble, pt_blood
30 }
31 ptype_t;
32
33 #define P_TEXNUM_FIRSTBIT 0
34 #define P_TEXNUM_BITS 6
35 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
36 #define P_ORIENTATION_BITS 2
37 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
38 #define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
39 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
40
41 typedef struct particle_s
42 {
43         ptype_t         type;
44         unsigned int    flags; // dynamically lit, orientation, additive blending, texnum
45         vec3_t          org;
46         vec3_t          vel;
47         float           die;
48         float           scalex;
49         float           scaley;
50         float           alpha; // 0-255
51         float           alphafade; // how much alpha reduces per second
52         float           time2; // used for various things (snow fluttering, for example)
53         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)
54         float           gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
55         vec3_t          oldorg;
56         vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
57         float           friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
58         float           pressure; // if non-zero, apply pressure to other particles
59         qbyte           color[4];
60 }
61 particle_t;
62
63 static int particlepalette[256] =
64 {
65         0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
66         0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
67         0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
68         0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
69         0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
70         0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
71         0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
72         0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
73         0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
74         0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
75         0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
76         0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
77         0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
78         0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
79         0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
80         0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
81         0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
82         0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
83         0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
84         0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
85         0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
86         0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
87         0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
88         0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
89         0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
90         0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
91         0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
92         0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
93         0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
94         0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
95         0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
96         0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
97 };
98
99 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
100
101 // these must match r_part.c's textures
102 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
103 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
104 static const int tex_particle = 24;
105 static const int tex_rain = 25;
106 static const int tex_bubble = 26;
107
108 static int                      cl_maxparticles;
109 static int                      cl_numparticles;
110 static particle_t       *particles;
111 static particle_t       **freeparticles; // list used only in compacting particles array
112
113 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
114 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
115 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
116 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
117 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
118 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
119 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
120 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
121 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
122 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
123
124 static mempool_t *cl_part_mempool;
125
126 void CL_Particles_Clear(void)
127 {
128         cl_numparticles = 0;
129 }
130
131 /*
132 ===============
133 CL_InitParticles
134 ===============
135 */
136 void CL_ReadPointFile_f (void);
137 void CL_Particles_Init (void)
138 {
139         int             i;
140
141         i = COM_CheckParm ("-particles");
142
143         if (i && i < com_argc - 1)
144         {
145                 cl_maxparticles = (int)(atoi(com_argv[i+1]));
146                 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
147                         cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
148         }
149         else
150                 cl_maxparticles = MAX_PARTICLES;
151
152         Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
153
154         Cvar_RegisterVariable (&cl_particles);
155         Cvar_RegisterVariable (&cl_particles_size);
156         Cvar_RegisterVariable (&cl_particles_bloodshowers);
157         Cvar_RegisterVariable (&cl_particles_blood);
158         Cvar_RegisterVariable (&cl_particles_blood_size);
159         Cvar_RegisterVariable (&cl_particles_blood_alpha);
160         Cvar_RegisterVariable (&cl_particles_bulletimpacts);
161         Cvar_RegisterVariable (&cl_particles_smoke);
162         Cvar_RegisterVariable (&cl_particles_sparks);
163         Cvar_RegisterVariable (&cl_particles_bubbles);
164
165         cl_part_mempool = Mem_AllocPool("CL_Part");
166         particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
167         freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
168         cl_numparticles = 0;
169 }
170
171 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
172 {\
173         if (cl_numparticles >= cl_maxparticles)\
174                 return;\
175         {\
176                 particle_t      *part;\
177                 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
178                 unsigned int partflags;\
179                 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
180                 if (padditive)\
181                         partflags |= P_ADDITIVE;\
182                 if (plight)\
183                         partflags |= P_DYNLIGHT;\
184                 tempcolor = (pcolor1);\
185                 tempcolor2 = (pcolor2);\
186                 cr2 = ((tempcolor2) >> 16) & 0xFF;\
187                 cg2 = ((tempcolor2) >> 8) & 0xFF;\
188                 cb2 = (tempcolor2) & 0xFF;\
189                 if (tempcolor != tempcolor2)\
190                 {\
191                         cr1 = ((tempcolor) >> 16) & 0xFF;\
192                         cg1 = ((tempcolor) >> 8) & 0xFF;\
193                         cb1 = (tempcolor) & 0xFF;\
194                         tempcolor = rand() & 0xFF;\
195                         cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
196                         cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
197                         cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
198                 }\
199                 part = &particles[cl_numparticles++];\
200                 part->type = (ptype);\
201                 part->color[0] = cr2;\
202                 part->color[1] = cg2;\
203                 part->color[2] = cb2;\
204                 part->color[3] = 0xFF;\
205                 part->flags = partflags;\
206                 part->scalex = (pscalex);\
207                 part->scaley = (pscaley);\
208                 part->alpha = (palpha);\
209                 part->alphafade = (palphafade);\
210                 part->die = cl.time + (ptime);\
211                 part->gravity = (pgravity);\
212                 part->bounce = (pbounce);\
213                 part->org[0] = (px);\
214                 part->org[1] = (py);\
215                 part->org[2] = (pz);\
216                 part->vel[0] = (pvx);\
217                 part->vel[1] = (pvy);\
218                 part->vel[2] = (pvz);\
219                 part->time2 = (ptime2);\
220                 part->vel2[0] = (pvx2);\
221                 part->vel2[1] = (pvy2);\
222                 part->vel2[2] = (pvz2);\
223                 part->friction = (pfriction);\
224                 part->pressure = (ppressure);\
225         }\
226 }
227
228 /*
229 ===============
230 CL_EntityParticles
231 ===============
232 */
233 void CL_EntityParticles (entity_t *ent)
234 {
235         int                     i;
236         float           angle;
237         float           sp, sy, cp, cy;
238         vec3_t          forward;
239         float           dist;
240         float           beamlength;
241         static vec3_t avelocities[NUMVERTEXNORMALS];
242         if (!cl_particles.integer) return;
243
244         dist = 64;
245         beamlength = 16;
246
247         if (!avelocities[0][0])
248                 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
249                         avelocities[0][i] = (rand()&255) * 0.01;
250
251         for (i=0 ; i<NUMVERTEXNORMALS ; i++)
252         {
253                 angle = cl.time * avelocities[i][0];
254                 sy = sin(angle);
255                 cy = cos(angle);
256                 angle = cl.time * avelocities[i][1];
257                 sp = sin(angle);
258                 cp = cos(angle);
259
260                 forward[0] = cp*cy;
261                 forward[1] = cp*sy;
262                 forward[2] = -sp;
263
264                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
265         }
266 }
267
268
269 void CL_ReadPointFile_f (void)
270 {
271         vec3_t  org;
272         int             r, c;
273         char    *pointfile, *pointfilepos, *t, tchar;
274
275         pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
276         if (!pointfile)
277         {
278                 Con_Printf ("couldn't open %s.pts\n", sv.name);
279                 return;
280         }
281
282         Con_Printf ("Reading %s.pts...\n", sv.name);
283         c = 0;
284         pointfilepos = pointfile;
285         while (*pointfilepos)
286         {
287                 while (*pointfilepos == '\n' || *pointfilepos == '\r')
288                         pointfilepos++;
289                 if (!*pointfilepos)
290                         break;
291                 t = pointfilepos;
292                 while (*t && *t != '\n' && *t != '\r')
293                         t++;
294                 tchar = *t;
295                 *t = 0;
296                 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
297                 *t = tchar;
298                 pointfilepos = t;
299                 if (r != 3)
300                         break;
301                 c++;
302
303                 if (cl_numparticles >= cl_maxparticles)
304                 {
305                         Con_Printf ("Not enough free particles\n");
306                         break;
307                 }
308                 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
309         }
310
311         Mem_Free(pointfile);
312         Con_Printf ("%i points read\n", c);
313 }
314
315 /*
316 ===============
317 CL_ParseParticleEffect
318
319 Parse an effect out of the server message
320 ===============
321 */
322 void CL_ParseParticleEffect (void)
323 {
324         vec3_t          org, dir;
325         int                     i, count, msgcount, color;
326
327         for (i=0 ; i<3 ; i++)
328                 org[i] = MSG_ReadCoord ();
329         for (i=0 ; i<3 ; i++)
330                 dir[i] = MSG_ReadChar () * (1.0/16);
331         msgcount = MSG_ReadByte ();
332         color = MSG_ReadByte ();
333
334         if (msgcount == 255)
335                 count = 1024;
336         else
337                 count = msgcount;
338
339         CL_RunParticleEffect (org, dir, color, count);
340 }
341
342 /*
343 ===============
344 CL_ParticleExplosion
345
346 ===============
347 */
348 void CL_ParticleExplosion (vec3_t org, int smoke)
349 {
350         int i;
351         if (cl_stainmaps.integer)
352                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
353
354         i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
355         if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
356         {
357                 for (i = 0;i < 128;i++)
358                 {
359                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
360                 }
361         }
362
363         if (cl_explosions.integer)
364                 R_NewExplosion(org);
365 }
366
367 /*
368 ===============
369 CL_ParticleExplosion2
370
371 ===============
372 */
373 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
374 {
375         int i, k;
376         if (!cl_particles.integer) return;
377
378         for (i = 0;i < 512;i++)
379         {
380                 k = particlepalette[colorStart + (i % colorLength)];
381                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
382         }
383 }
384
385 /*
386 ===============
387 CL_BlobExplosion
388
389 ===============
390 */
391 void CL_BlobExplosion (vec3_t org)
392 {
393         if (cl_stainmaps.integer)
394                 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
395
396         if (cl_explosions.integer)
397                 R_NewExplosion(org);
398 }
399
400 /*
401 ===============
402 CL_RunParticleEffect
403
404 ===============
405 */
406 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
407 {
408         int k;
409
410         if (count == 1024)
411         {
412                 CL_ParticleExplosion(org, false);
413                 return;
414         }
415         if (!cl_particles.integer) return;
416         while (count--)
417         {
418                 k = particlepalette[color + (rand()&7)];
419                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
420         }
421 }
422
423 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
424 /*
425 ===============
426 CL_SparkShower
427 ===============
428 */
429 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
430 {
431         int k;
432         if (!cl_particles.integer) return;
433
434         if (cl_stainmaps.integer)
435                 R_Stain(org, 32, 96, 96, 96, 2, 128, 128, 128, 2);
436
437         if (cl_particles_bulletimpacts.integer)
438         {
439                 // smoke puff
440                 if (cl_particles_smoke.integer)
441                         particle(pt_static, PARTICLE_BILLBOARD, 0x606060, 0xA0A0A0, tex_smoke[rand()&7], true, true, 4, 4, 255, 1024, 9999, -0.2, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
442
443                 if (cl_particles_sparks.integer)
444                 {
445                         // sparks
446                         while(count--)
447                         {
448                                 k = particlepalette[0x68 + (rand() & 7)];
449                                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
450                         }
451                 }
452         }
453 }
454
455 void CL_PlasmaBurn (vec3_t org)
456 {
457         if (cl_stainmaps.integer)
458                 R_Stain(org, 48, 96, 96, 96, 3, 128, 128, 128, 3);
459 }
460
461 static float bloodcount = 0;
462 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
463 {
464         float s, r, a;
465         // bloodcount is used to accumulate counts too small to cause a blood particle
466         if (!cl_particles.integer) return;
467         if (!cl_particles_blood.integer) return;
468
469         s = count + 32.0f;
470         count *= 5.0f;
471         if (count > 1000)
472                 count = 1000;
473         bloodcount += count;
474         r = cl_particles_blood_size.value;
475         a = cl_particles_blood_alpha.value * 255;
476         while(bloodcount > 0)
477         {
478                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
479                 bloodcount -= r;
480         }
481 }
482
483 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
484 {
485         float r;
486         float a;
487         vec3_t diff, center, velscale;
488         if (!cl_particles.integer) return;
489         if (!cl_particles_bloodshowers.integer) return;
490         if (!cl_particles_blood.integer) return;
491
492         VectorSubtract(maxs, mins, diff);
493         center[0] = (mins[0] + maxs[0]) * 0.5;
494         center[1] = (mins[1] + maxs[1]) * 0.5;
495         center[2] = (mins[2] + maxs[2]) * 0.5;
496         // FIXME: change velspeed back to 2.0x after fixing mod
497         velscale[0] = velspeed * 2.0 / diff[0];
498         velscale[1] = velspeed * 2.0 / diff[1];
499         velscale[2] = velspeed * 2.0 / diff[2];
500
501         bloodcount += count * 5.0f;
502         r = cl_particles_blood_size.value;
503         a = cl_particles_blood_alpha.value * 255;
504         while (bloodcount > 0)
505         {
506                 vec3_t org, vel;
507                 org[0] = lhrandom(mins[0], maxs[0]);
508                 org[1] = lhrandom(mins[1], maxs[1]);
509                 org[2] = lhrandom(mins[2], maxs[2]);
510                 vel[0] = (org[0] - center[0]) * velscale[0];
511                 vel[1] = (org[1] - center[1]) * velscale[1];
512                 vel[2] = (org[2] - center[2]) * velscale[2];
513                 bloodcount -= r;
514                 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
515         }
516 }
517
518 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
519 {
520         int k;
521         float t;
522         if (!cl_particles.integer) return;
523         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
524         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
525         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
526
527         while (count--)
528         {
529                 k = particlepalette[colorbase + (rand()&3)];
530                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
531         }
532 }
533
534 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
535 {
536         int k;
537         float t, z, minz, maxz;
538         if (!cl_particles.integer) return;
539         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
540         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
541         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
542         if (dir[2] < 0) // falling
543         {
544                 t = (maxs[2] - mins[2]) / -dir[2];
545                 z = maxs[2];
546         }
547         else // rising??
548         {
549                 t = (maxs[2] - mins[2]) / dir[2];
550                 z = mins[2];
551         }
552         if (t < 0 || t > 2) // sanity check
553                 t = 2;
554
555         minz = z - fabs(dir[2]) * 0.1;
556         maxz = z + fabs(dir[2]) * 0.1;
557         minz = bound(mins[2], minz, maxs[2]);
558         maxz = bound(mins[2], maxz, maxs[2]);
559
560         switch(type)
561         {
562         case 0:
563                 count *= 4; // ick, this should be in the mod or maps?
564
565                 while(count--)
566                 {
567                         k = particlepalette[colorbase + (rand()&3)];
568                         particle(pt_rain, PARTICLE_UPRIGHT_FACING, k, k, tex_particle, true, true, 0.5, 8, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
569                 }
570                 break;
571         case 1:
572                 while(count--)
573                 {
574                         k = particlepalette[colorbase + (rand()&3)];
575                         particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
576                 }
577                 break;
578         default:
579                 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
580         }
581 }
582
583 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
584 {
585         int k;
586         float t;
587         vec3_t o, v, center;
588         if (!cl_particles.integer) return;
589
590         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
591         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
592         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
593
594         center[0] = (mins[0] + maxs[0]) * 0.5f;
595         center[1] = (mins[1] + maxs[1]) * 0.5f;
596         center[2] = (mins[2] + maxs[2]) * 0.5f;
597
598         while (count--)
599         {
600                 k = particlepalette[224 + (rand()&15)];
601                 o[0] = lhrandom(mins[0], maxs[0]);
602                 o[1] = lhrandom(mins[1], maxs[1]);
603                 o[2] = lhrandom(mins[2], maxs[2]);
604                 VectorSubtract(o, center, v);
605                 VectorNormalizeFast(v);
606                 VectorScale(v, 100, v);
607                 v[2] += sv_gravity.value * 0.15f;
608                 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
609         }
610 }
611
612 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
613 {
614         int k;
615         float t;
616         if (!cl_particles.integer) return;
617         if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
618         if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
619         if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
620
621         while (count--)
622         {
623                 k = particlepalette[224 + (rand()&15)];
624                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
625                 if (count & 1)
626                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
627         }
628 }
629
630 void CL_Flames (vec3_t org, vec3_t vel, int count)
631 {
632         int k;
633         if (!cl_particles.integer) return;
634
635         while (count--)
636         {
637                 k = particlepalette[224 + (rand()&15)];
638                 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
639         }
640 }
641
642
643
644 /*
645 ===============
646 CL_LavaSplash
647
648 ===============
649 */
650 void CL_LavaSplash (vec3_t origin)
651 {
652         int                     i, j, k;
653         float           vel;
654         vec3_t          dir, org;
655         if (!cl_particles.integer) return;
656
657         for (i=-128 ; i<128 ; i+=16)
658         {
659                 for (j=-128 ; j<128 ; j+=16)
660                 {
661                         dir[0] = j + lhrandom(0, 8);
662                         dir[1] = i + lhrandom(0, 8);
663                         dir[2] = 256;
664                         org[0] = origin[0] + dir[0];
665                         org[1] = origin[1] + dir[1];
666                         org[2] = origin[2] + lhrandom(0, 64);
667                         vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
668                         k = particlepalette[224 + (rand()&7)];
669                         particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
670                 }
671         }
672 }
673
674 /*
675 ===============
676 CL_TeleportSplash
677
678 ===============
679 */
680 /*
681 void CL_TeleportSplash (vec3_t org)
682 {
683         int i, j, k;
684         if (!cl_particles.integer) return;
685
686         for (i=-16 ; i<16 ; i+=8)
687                 for (j=-16 ; j<16 ; j+=8)
688                         for (k=-24 ; k<32 ; k+=8)
689                                 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
690 }
691 */
692
693 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
694 {
695         vec3_t vec, dir, vel, pos;
696         float len, dec, speed, r;
697         int contents, smoke, blood, bubbles;
698
699         VectorSubtract(end, start, dir);
700         VectorNormalize(dir);
701
702         VectorSubtract (end, start, vec);
703         len = VectorNormalizeLength (vec);
704         dec = -ent->persistent.trail_time;
705         ent->persistent.trail_time += len;
706         if (ent->persistent.trail_time < 0.01f)
707                 return;
708
709         speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
710         VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
711         VectorScale(vel, speed, vel);
712
713         // advance into this frame to reach the first puff location
714         VectorMA(start, dec, vec, pos);
715         len -= dec;
716
717         // if we skip out, leave it reset
718         ent->persistent.trail_time = 0.0f;
719
720         contents = Mod_PointInLeaf(pos, cl.worldmodel)->contents;
721         if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
722                 return;
723
724         smoke = cl_particles.integer && cl_particles_smoke.integer;
725         blood = cl_particles.integer && cl_particles_blood.integer;
726         bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
727
728         while (len >= 0)
729         {
730                 switch (type)
731                 {
732                         case 0: // rocket trail
733                                 dec = 3;
734                                 if (smoke)
735                                 {
736                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
737                                         particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
738                                 }
739                                 if (bubbles)
740                                 {
741                                         r = lhrandom(1, 2);
742                                         particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
743                                 }
744                                 break;
745
746                         case 1: // grenade trail
747                                 // FIXME: make it gradually stop smoking
748                                 dec = 3;
749                                 if (cl_particles.integer && cl_particles_smoke.integer)
750                                 {
751                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
752                                 }
753                                 break;
754
755
756                         case 2: // blood
757                         case 4: // slight blood
758                                 dec = cl_particles_blood_size.value;
759                                 if (blood)
760                                 {
761                                         particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
762                                 }
763                                 break;
764
765                         case 3: // green tracer
766                                 dec = 6;
767                                 if (smoke)
768                                 {
769                                         particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
770                                 }
771                                 break;
772
773                         case 5: // flame tracer
774                                 dec = 6;
775                                 if (smoke)
776                                 {
777                                         particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
778                                 }
779                                 break;
780
781                         case 6: // voor trail
782                                 dec = 6;
783                                 if (smoke)
784                                 {
785                                         particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
786                                 }
787                                 break;
788
789                         case 7: // Nehahra smoke tracer
790                                 dec = 7;
791                                 if (smoke)
792                                 {
793                                         particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
794                                 }
795                                 break;
796                 }
797
798                 // advance to next time and position
799                 len -= dec;
800                 VectorMA (pos, dec, vec, pos);
801         }
802         ent->persistent.trail_time = len;
803 }
804
805 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
806 {
807         vec3_t vec, pos;
808         int len;
809         if (!cl_particles.integer) return;
810         if (!cl_particles_smoke.integer) return;
811
812         VectorCopy(start, pos);
813         VectorSubtract (end, start, vec);
814         len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
815         VectorScale(vec, 3, vec);
816         color = particlepalette[color];
817         while (len--)
818         {
819                 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
820                 VectorAdd (pos, vec, pos);
821         }
822 }
823
824
825 /*
826 ===============
827 CL_MoveParticles
828 ===============
829 */
830 void CL_MoveParticles (void)
831 {
832         particle_t *p;
833         int i, activeparticles, maxparticle, j, a, pressureused = false, content;
834         float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
835
836         // LordHavoc: early out condition
837         if (!cl_numparticles)
838                 return;
839
840         frametime = cl.time - cl.oldtime;
841         gravity = frametime * sv_gravity.value;
842         dvel = 1+4*frametime;
843         bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
844
845         activeparticles = 0;
846         maxparticle = -1;
847         j = 0;
848         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
849         {
850                 content = 0;
851                 VectorCopy(p->org, p->oldorg);
852                 VectorMA(p->org, frametime, p->vel, p->org);
853                 VectorCopy(p->org, org);
854                 if (p->bounce)
855                 {
856                         if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
857                         {
858                                 VectorCopy(v, p->org);
859                                 if (p->bounce < 0)
860                                 {
861                                         // assume it's blood (lame, but...)
862                                         if (cl_stainmaps.integer)
863                                                 R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 400.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 400.0f));
864                                         p->die = -1;
865                                         freeparticles[j++] = p;
866                                         continue;
867                                 }
868                                 else
869                                 {
870                                         dist = DotProduct(p->vel, normal) * -p->bounce;
871                                         VectorMA(p->vel, dist, normal, p->vel);
872                                         if (DotProduct(p->vel, p->vel) < 0.03)
873                                                 VectorClear(p->vel);
874                                 }
875                         }
876                 }
877                 p->vel[2] -= p->gravity * gravity;
878                 p->alpha -= p->alphafade * frametime;
879                 if (p->friction)
880                 {
881                         f = p->friction * frametime;
882                         if (!content)
883                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
884                         if (content != CONTENTS_EMPTY)
885                                 f *= 4;
886                         f = 1.0f - f;
887                         VectorScale(p->vel, f, p->vel);
888                 }
889
890                 if (p->type != pt_static)
891                 {
892                         switch (p->type)
893                         {
894                         case pt_blood:
895                                 if (!content)
896                                         content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
897                                 a = content;
898                                 if (a != CONTENTS_EMPTY)
899                                 {
900                                         if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
901                                         {
902                                                 p->scalex += frametime * cl_particles_blood_size.value;
903                                                 p->scaley += frametime * cl_particles_blood_size.value;
904                                                 //p->alpha -= bloodwaterfade;
905                                         }
906                                         else
907                                                 p->die = -1;
908                                 }
909                                 else
910                                         p->vel[2] -= gravity;
911                                 break;
912                         case pt_bubble:
913                                 if (!content)
914                                         content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
915                                 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
916                                 {
917                                         p->die = -1;
918                                         break;
919                                 }
920                                 break;
921                         case pt_rain:
922                                 if (cl.time > p->time2)
923                                 {
924                                         // snow flutter
925                                         p->time2 = cl.time + (rand() & 3) * 0.1;
926                                         p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
927                                         p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
928                                         p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
929                                 }
930                                 if (!content)
931                                         content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
932                                 a = content;
933                                 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
934                                         p->die = -1;
935                                 break;
936                         default:
937                                 printf("unknown particle type %i\n", p->type);
938                                 p->die = -1;
939                                 break;
940                         }
941                 }
942
943                 // remove dead particles
944                 if (p->alpha < 1 || p->die < cl.time)
945                         freeparticles[j++] = p;
946                 else
947                 {
948                         maxparticle = i;
949                         activeparticles++;
950                         if (p->pressure)
951                                 pressureused = true;
952                 }
953         }
954         // fill in gaps to compact the array
955         i = 0;
956         while (maxparticle >= activeparticles)
957         {
958                 *freeparticles[i++] = particles[maxparticle--];
959                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
960                         maxparticle--;
961         }
962         cl_numparticles = activeparticles;
963
964         if (pressureused)
965         {
966                 activeparticles = 0;
967                 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
968                         if (p->pressure)
969                                 freeparticles[activeparticles++] = p;
970
971                 if (activeparticles)
972                 {
973                         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
974                         {
975                                 for (j = 0;j < activeparticles;j++)
976                                 {
977                                         if (freeparticles[j] != p)
978                                         {
979                                                 float dist, diff[3];
980                                                 VectorSubtract(p->org, freeparticles[j]->org, diff);
981                                                 dist = DotProduct(diff, diff);
982                                                 if (dist < 4096 && dist >= 1)
983                                                 {
984                                                         dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
985                                                         VectorMA(p->vel, dist, diff, p->vel);
986                                                 }
987                                         }
988                                 }
989                         }
990                 }
991         }
992 }
993
994 #define MAX_PARTICLETEXTURES 64
995 // particletexture_t is a rectangle in the particlefonttexture
996 typedef struct
997 {
998         float s1, t1, s2, t2;
999 }
1000 particletexture_t;
1001
1002 static rtexturepool_t *particletexturepool;
1003
1004 static rtexture_t *particlefonttexture;
1005 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1006
1007 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1008 static cvar_t r_particles_lighting = {0, "r_particles_lighting", "0"};
1009
1010 static qbyte shadebubble(float dx, float dy, vec3_t light)
1011 {
1012         float   dz, f, dot;
1013         vec3_t  normal;
1014         dz = 1 - (dx*dx+dy*dy);
1015         if (dz > 0) // it does hit the sphere
1016         {
1017                 f = 0;
1018                 // back side
1019                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1020                 VectorNormalize(normal);
1021                 dot = DotProduct(normal, light);
1022                 if (dot > 0.5) // interior reflection
1023                         f += ((dot *  2) - 1);
1024                 else if (dot < -0.5) // exterior reflection
1025                         f += ((dot * -2) - 1);
1026                 // front side
1027                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1028                 VectorNormalize(normal);
1029                 dot = DotProduct(normal, light);
1030                 if (dot > 0.5) // interior reflection
1031                         f += ((dot *  2) - 1);
1032                 else if (dot < -0.5) // exterior reflection
1033                         f += ((dot * -2) - 1);
1034                 f *= 128;
1035                 f += 16; // just to give it a haze so you can see the outline
1036                 f = bound(0, f, 255);
1037                 return (qbyte) f;
1038         }
1039         else
1040                 return 0;
1041 }
1042
1043 static void setuptex(int cltexnum, int rtexnum, qbyte *data, qbyte *particletexturedata)
1044 {
1045         int basex, basey, y;
1046         basex = ((rtexnum >> 0) & 7) * 32;
1047         basey = ((rtexnum >> 3) & 7) * 32;
1048         particletexture[cltexnum].s1 = (basex + 1) / 256.0f;
1049         particletexture[cltexnum].t1 = (basey + 1) / 256.0f;
1050         particletexture[cltexnum].s2 = (basex + 31) / 256.0f;
1051         particletexture[cltexnum].t2 = (basey + 31) / 256.0f;
1052         for (y = 0;y < 32;y++)
1053                 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1054 }
1055
1056 static void R_InitParticleTexture (void)
1057 {
1058         int             x,y,d,i,m;
1059         float   dx, dy, radius, f, f2;
1060         qbyte   data[32][32][4], noise1[64][64], noise2[64][64];
1061         vec3_t  light;
1062         qbyte   particletexturedata[256*256*4];
1063
1064         memset(particletexturedata, 255, sizeof(particletexturedata));
1065
1066         // the particletexture[][] array numbers must match the cl_part.c textures
1067         // smoke/blood
1068         for (i = 0;i < 8;i++)
1069         {
1070                 do
1071                 {
1072                         fractalnoise(&noise1[0][0], 64, 4);
1073                         fractalnoise(&noise2[0][0], 64, 8);
1074                         m = 0;
1075                         for (y = 0;y < 32;y++)
1076                         {
1077                                 dy = y - 16;
1078                                 for (x = 0;x < 32;x++)
1079                                 {
1080                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1081                                         dx = x - 16;
1082                                         d = (noise2[y][x] - 128) * 3 + 192;
1083                                         if (d > 0)
1084                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1085                                         d = (d * noise1[y][x]) >> 7;
1086                                         d = bound(0, d, 255);
1087                                         data[y][x][3] = (qbyte) d;
1088                                         if (m < d)
1089                                                 m = d;
1090                                 }
1091                         }
1092                 }
1093                 while (m < 224);
1094
1095                 setuptex(i + 0, i + 0, &data[0][0][0], particletexturedata);
1096         }
1097
1098         // rain splash
1099         for (i = 0;i < 16;i++)
1100         {
1101                 radius = i * 3.0f / 16.0f;
1102                 f2 = 255.0f * ((15.0f - i) / 15.0f);
1103                 for (y = 0;y < 32;y++)
1104                 {
1105                         dy = (y - 16) * 0.25f;
1106                         for (x = 0;x < 32;x++)
1107                         {
1108                                 dx = (x - 16) * 0.25f;
1109                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1110                                 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1111                                 f = bound(0.0f, f, 255.0f);
1112                                 data[y][x][3] = (int) f;
1113                         }
1114                 }
1115                 setuptex(i + 8, i + 16, &data[0][0][0], particletexturedata);
1116         }
1117
1118         // normal particle
1119         for (y = 0;y < 32;y++)
1120         {
1121                 dy = y - 16;
1122                 for (x = 0;x < 32;x++)
1123                 {
1124                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1125                         dx = x - 16;
1126                         d = (256 - (dx*dx+dy*dy));
1127                         d = bound(0, d, 255);
1128                         data[y][x][3] = (qbyte) d;
1129                 }
1130         }
1131         setuptex(24, 32, &data[0][0][0], particletexturedata);
1132
1133         // rain
1134         light[0] = 1;light[1] = 1;light[2] = 1;
1135         VectorNormalize(light);
1136         for (y = 0;y < 32;y++)
1137         {
1138                 for (x = 0;x < 32;x++)
1139                 {
1140                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1141                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
1142                 }
1143         }
1144         setuptex(25, 33, &data[0][0][0], particletexturedata);
1145
1146         // bubble
1147         light[0] = 1;light[1] = 1;light[2] = 1;
1148         VectorNormalize(light);
1149         for (y = 0;y < 32;y++)
1150         {
1151                 for (x = 0;x < 32;x++)
1152                 {
1153                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1154                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1155                 }
1156         }
1157         setuptex(26, 34, &data[0][0][0], particletexturedata);
1158
1159         particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1160 }
1161
1162 static void r_part_start(void)
1163 {
1164         particletexturepool = R_AllocTexturePool();
1165         R_InitParticleTexture ();
1166 }
1167
1168 static void r_part_shutdown(void)
1169 {
1170         R_FreeTexturePool(&particletexturepool);
1171 }
1172
1173 static void r_part_newmap(void)
1174 {
1175 }
1176
1177 void R_Particles_Init (void)
1178 {
1179         Cvar_RegisterVariable(&r_drawparticles);
1180         Cvar_RegisterVariable(&r_particles_lighting);
1181         R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1182 }
1183
1184 int partindexarray[6] = {0, 1, 2, 0, 2, 3};
1185
1186 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1187 {
1188         int lighting, dynlight, additive, texnum, orientation;
1189         float org[3], up2[3], right2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1190         particletexture_t *tex;
1191         mleaf_t *leaf;
1192         rmeshbufferinfo_t m;
1193         const particle_t *p = calldata1;
1194
1195         // LordHavoc: check if it's in a visible leaf
1196         leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
1197         if (leaf->visframe != r_framecount)
1198                 return;
1199
1200         lighting = r_dynamic.integer ? r_particles_lighting.integer : 0;
1201
1202         VectorCopy(p->org, org);
1203         orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1204         texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1205         dynlight = p->flags & P_DYNLIGHT;
1206         additive = p->flags & P_ADDITIVE;
1207         if (orientation == PARTICLE_BILLBOARD)
1208         {
1209                 VectorScale(vright, p->scalex, right);
1210                 VectorScale(vup, p->scaley, up);
1211         }
1212         else if (orientation == PARTICLE_UPRIGHT_FACING)
1213         {
1214                 v[0] = r_origin[0] - org[0];
1215                 v[1] = r_origin[1] - org[1];
1216                 v[2] = 0;
1217                 VectorNormalizeFast(v);
1218                 VectorVectors(v, right2, up2);
1219                 VectorScale(right2, p->scalex, right);
1220                 VectorScale(up2, p->scaley, up);
1221         }
1222         else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1223         {
1224                 // double-sided
1225                 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1226                 {
1227                         VectorNegate(p->vel2, v);
1228                         VectorVectors(v, right, up);
1229                 }
1230                 else
1231                         VectorVectors(p->vel2, right, up);
1232                 VectorScale(right, p->scalex, right);
1233                 VectorScale(up, p->scaley, up);
1234         }
1235         else
1236                 Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1237
1238         cr = p->color[0] * (1.0f / 255.0f);
1239         cg = p->color[1] * (1.0f / 255.0f);
1240         cb = p->color[2] * (1.0f / 255.0f);
1241         ca = p->alpha * (1.0f / 255.0f);
1242         if (lighting >= 1 && (dynlight || lighting >= 2))
1243         {
1244                 R_CompleteLightPoint(v, org, true, leaf);
1245                 cr *= v[0];
1246                 cg *= v[1];
1247                 cb *= v[2];
1248         }
1249
1250         if (fogenabled)
1251         {
1252                 VectorSubtract(org, r_origin, fogvec);
1253                 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1254                 ifog = 1 - fog;
1255                 cr = cr * ifog;
1256                 cg = cg * ifog;
1257                 cb = cb * ifog;
1258                 if (!additive)
1259                 {
1260                         cr += fogcolor[0] * fog;
1261                         cg += fogcolor[1] * fog;
1262                         cb += fogcolor[2] * fog;
1263                 }
1264         }
1265
1266         memset(&m, 0, sizeof(m));
1267         m.blendfunc1 = GL_SRC_ALPHA;
1268         if (additive)
1269                 m.blendfunc2 = GL_ONE;
1270         else
1271                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1272         m.numtriangles = 2;
1273         m.numverts = 4;
1274         m.tex[0] = R_GetTexture(particlefonttexture);
1275         Matrix4x4_CreateIdentity(&m.matrix);
1276         if (R_Mesh_Draw_GetBuffer(&m, false))
1277         {
1278                 m.index[0] = 0;
1279                 m.index[1] = 1;
1280                 m.index[2] = 2;
1281                 m.index[3] = 0;
1282                 m.index[4] = 2;
1283                 m.index[5] = 3;
1284                 m.vertex[0] = org[0] - right[0] - up[0];
1285                 m.vertex[1] = org[1] - right[1] - up[1];
1286                 m.vertex[2] = org[2] - right[2] - up[2];
1287                 m.vertex[4] = org[0] - right[0] + up[0];
1288                 m.vertex[5] = org[1] - right[1] + up[1];
1289                 m.vertex[6] = org[2] - right[2] + up[2];
1290                 m.vertex[8] = org[0] + right[0] + up[0];
1291                 m.vertex[9] = org[1] + right[1] + up[1];
1292                 m.vertex[10] = org[2] + right[2] + up[2];
1293                 m.vertex[12] = org[0] + right[0] - up[0];
1294                 m.vertex[13] = org[1] + right[1] - up[1];
1295                 m.vertex[14] = org[2] + right[2] - up[2];
1296                 tex = &particletexture[texnum];
1297                 m.texcoords[0][0] = tex->s1;
1298                 m.texcoords[0][1] = tex->t1;
1299                 m.texcoords[0][2] = tex->s1;
1300                 m.texcoords[0][3] = tex->t2;
1301                 m.texcoords[0][4] = tex->s2;
1302                 m.texcoords[0][5] = tex->t2;
1303                 m.texcoords[0][6] = tex->s2;
1304                 m.texcoords[0][7] = tex->t1;
1305                 m.color[0] = m.color[4] = m.color[8] = m.color[12] = cr * m.colorscale;
1306                 m.color[1] = m.color[5] = m.color[9] = m.color[13] = cg * m.colorscale;
1307                 m.color[2] = m.color[6] = m.color[10] = m.color[14] = cb * m.colorscale;
1308                 m.color[3] = m.color[7] = m.color[11] = m.color[15] = ca;
1309                 R_Mesh_Render();
1310         }
1311 }
1312
1313 void R_DrawParticles (void)
1314 {
1315         int i;
1316         float minparticledist;
1317         particle_t *p;
1318
1319         // LordHavoc: early out conditions
1320         if ((!cl_numparticles) || (!r_drawparticles.integer))
1321                 return;
1322
1323         c_particles += cl_numparticles;
1324
1325         minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1326
1327         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1328         {
1329                 // LordHavoc: only render if not too close
1330                 if (DotProduct(p->org, vpn) < minparticledist)
1331                         continue;
1332
1333                 R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
1334         }
1335 }
1336