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Lots of speedups and cleanups in client code, dynamically allocated cl_entities ...
[xonotic/darkplaces.git] / cl_particles.c
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, -19999, 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, 128, 176, 176, 176, 128);
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, 128, 176, 176, 176, 128);
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, 32, 128, 128, 128, 32);
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, 1, 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, 48, 128, 128, 128, 48);
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         if (!frametime)
842                 return; // if absolutely still, don't update particles
843         gravity = frametime * sv_gravity.value;
844         dvel = 1+4*frametime;
845         bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
846
847         activeparticles = 0;
848         maxparticle = -1;
849         j = 0;
850         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
851         {
852                 content = 0;
853                 VectorCopy(p->org, p->oldorg);
854                 VectorMA(p->org, frametime, p->vel, p->org);
855                 VectorCopy(p->org, org);
856                 if (p->bounce)
857                 {
858                         if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
859                         {
860                                 VectorCopy(v, p->org);
861                                 if (p->bounce < 0)
862                                 {
863                                         // assume it's blood (lame, but...)
864                                         if (cl_stainmaps.integer)
865                                                 R_Stain(v, 64, 32, 16, 16, p->alpha * p->scalex * (1.0f / 100.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 100.0f));
866                                         p->die = -1;
867                                         freeparticles[j++] = p;
868                                         continue;
869                                 }
870                                 else
871                                 {
872                                         dist = DotProduct(p->vel, normal) * -p->bounce;
873                                         VectorMA(p->vel, dist, normal, p->vel);
874                                         if (DotProduct(p->vel, p->vel) < 0.03)
875                                                 VectorClear(p->vel);
876                                 }
877                         }
878                 }
879                 p->vel[2] -= p->gravity * gravity;
880                 if (p->friction)
881                 {
882                         f = p->friction * frametime;
883                         if (!content)
884                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
885                         if (content != CONTENTS_EMPTY)
886                                 f *= 4;
887                         f = 1.0f - f;
888                         VectorScale(p->vel, f, p->vel);
889                 }
890
891                 switch (p->type)
892                 {
893                 case pt_static:
894                         break;
895
896                 case pt_blood:
897                         if (!content)
898                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
899                         a = content;
900                         if (a != CONTENTS_EMPTY)
901                         {
902                                 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
903                                 {
904                                         p->scalex += frametime * cl_particles_blood_size.value;
905                                         p->scaley += frametime * cl_particles_blood_size.value;
906                                         //p->alpha -= bloodwaterfade;
907                                 }
908                                 else
909                                         p->die = -1;
910                         }
911                         else
912                                 p->vel[2] -= gravity;
913                         break;
914                 case pt_bubble:
915                         if (!content)
916                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
917                         if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
918                         {
919                                 p->die = -1;
920                                 break;
921                         }
922                         break;
923                 case pt_rain:
924                         if (cl.time > p->time2)
925                         {
926                                 // snow flutter
927                                 p->time2 = cl.time + (rand() & 3) * 0.1;
928                                 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
929                                 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
930                                 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
931                         }
932                         if (!content)
933                                 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
934                         a = content;
935                         if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
936                                 p->die = -1;
937                         break;
938                 default:
939                         printf("unknown particle type %i\n", p->type);
940                         p->die = -1;
941                         break;
942                 }
943                 p->alpha -= p->alphafade * frametime;
944
945                 // remove dead particles
946                 if (p->alpha < 1 || p->die < cl.time)
947                         freeparticles[j++] = p;
948                 else
949                 {
950                         maxparticle = i;
951                         activeparticles++;
952                         if (p->pressure)
953                                 pressureused = true;
954                 }
955         }
956         // fill in gaps to compact the array
957         i = 0;
958         while (maxparticle >= activeparticles)
959         {
960                 *freeparticles[i++] = particles[maxparticle--];
961                 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
962                         maxparticle--;
963         }
964         cl_numparticles = activeparticles;
965
966         if (pressureused)
967         {
968                 activeparticles = 0;
969                 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
970                         if (p->pressure)
971                                 freeparticles[activeparticles++] = p;
972
973                 if (activeparticles)
974                 {
975                         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
976                         {
977                                 for (j = 0;j < activeparticles;j++)
978                                 {
979                                         if (freeparticles[j] != p)
980                                         {
981                                                 float dist, diff[3];
982                                                 VectorSubtract(p->org, freeparticles[j]->org, diff);
983                                                 dist = DotProduct(diff, diff);
984                                                 if (dist < 4096 && dist >= 1)
985                                                 {
986                                                         dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
987                                                         VectorMA(p->vel, dist, diff, p->vel);
988                                                 }
989                                         }
990                                 }
991                         }
992                 }
993         }
994 }
995
996 static rtexturepool_t *particletexturepool;
997
998 static rtexture_t *particlefonttexture;
999 // [0] is normal, [1] is fog, they may be the same
1000 static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
1001
1002 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1003 static cvar_t r_particles_lighting = {0, "r_particles_lighting", "0"};
1004
1005 static qbyte shadebubble(float dx, float dy, vec3_t light)
1006 {
1007         float   dz, f, dot;
1008         vec3_t  normal;
1009         dz = 1 - (dx*dx+dy*dy);
1010         if (dz > 0) // it does hit the sphere
1011         {
1012                 f = 0;
1013                 // back side
1014                 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1015                 VectorNormalize(normal);
1016                 dot = DotProduct(normal, light);
1017                 if (dot > 0.5) // interior reflection
1018                         f += ((dot *  2) - 1);
1019                 else if (dot < -0.5) // exterior reflection
1020                         f += ((dot * -2) - 1);
1021                 // front side
1022                 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1023                 VectorNormalize(normal);
1024                 dot = DotProduct(normal, light);
1025                 if (dot > 0.5) // interior reflection
1026                         f += ((dot *  2) - 1);
1027                 else if (dot < -0.5) // exterior reflection
1028                         f += ((dot * -2) - 1);
1029                 f *= 128;
1030                 f += 16; // just to give it a haze so you can see the outline
1031                 f = bound(0, f, 255);
1032                 return (qbyte) f;
1033         }
1034         else
1035                 return 0;
1036 }
1037
1038 static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
1039 {
1040         int basex, basey, y;
1041         basex = ((rtexnum >> 0) & 7) * 32;
1042         basey = ((rtexnum >> 3) & 7) * 32;
1043         particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
1044         particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
1045         particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
1046         particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
1047         for (y = 0;y < 32;y++)
1048                 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1049 }
1050
1051 static void R_InitParticleTexture (void)
1052 {
1053         int             x,y,d,i,m;
1054         float   dx, dy, radius, f, f2;
1055         qbyte   data[32][32][4], noise1[64][64], noise2[64][64];
1056         vec3_t  light;
1057         qbyte   particletexturedata[256*256*4];
1058
1059         memset(particletexturedata, 255, sizeof(particletexturedata));
1060
1061         // the particletexture[][] array numbers must match the cl_part.c textures
1062         // smoke/blood
1063         for (i = 0;i < 8;i++)
1064         {
1065                 do
1066                 {
1067                         fractalnoise(&noise1[0][0], 64, 4);
1068                         fractalnoise(&noise2[0][0], 64, 8);
1069                         m = 0;
1070                         for (y = 0;y < 32;y++)
1071                         {
1072                                 dy = y - 16;
1073                                 for (x = 0;x < 32;x++)
1074                                 {
1075                                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1076                                         dx = x - 16;
1077                                         d = (noise2[y][x] - 128) * 3 + 192;
1078                                         if (d > 0)
1079                                                 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1080                                         d = (d * noise1[y][x]) >> 7;
1081                                         d = bound(0, d, 255);
1082                                         data[y][x][3] = (qbyte) d;
1083                                         if (m < d)
1084                                                 m = d;
1085                                 }
1086                         }
1087                 }
1088                 while (m < 224);
1089
1090                 setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
1091                 setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
1092         }
1093
1094         // rain splash
1095         for (i = 0;i < 16;i++)
1096         {
1097                 radius = i * 3.0f / 16.0f;
1098                 f2 = 255.0f * ((15.0f - i) / 15.0f);
1099                 for (y = 0;y < 32;y++)
1100                 {
1101                         dy = (y - 16) * 0.25f;
1102                         for (x = 0;x < 32;x++)
1103                         {
1104                                 dx = (x - 16) * 0.25f;
1105                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1106                                 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1107                                 f = bound(0.0f, f, 255.0f);
1108                                 data[y][x][3] = (int) f;
1109                         }
1110                 }
1111                 setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
1112                 setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
1113         }
1114
1115         // normal particle
1116         for (y = 0;y < 32;y++)
1117         {
1118                 dy = y - 16;
1119                 for (x = 0;x < 32;x++)
1120                 {
1121                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1122                         dx = x - 16;
1123                         d = (256 - (dx*dx+dy*dy));
1124                         d = bound(0, d, 255);
1125                         data[y][x][3] = (qbyte) d;
1126                 }
1127         }
1128         setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
1129         setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
1130
1131         // rain
1132         light[0] = 1;light[1] = 1;light[2] = 1;
1133         VectorNormalize(light);
1134         for (y = 0;y < 32;y++)
1135         {
1136                 for (x = 0;x < 32;x++)
1137                 {
1138                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1139                         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);
1140                 }
1141         }
1142         setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
1143         setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
1144
1145         // bubble
1146         light[0] = 1;light[1] = 1;light[2] = 1;
1147         VectorNormalize(light);
1148         for (y = 0;y < 32;y++)
1149         {
1150                 for (x = 0;x < 32;x++)
1151                 {
1152                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1153                         data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1154                 }
1155         }
1156         setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
1157         setuptex(26, 1, 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_DrawParticles (void)
1187 {
1188         int i, lighting, dynlight, additive, texnum, orientation;
1189         float minparticledist, org[3], uprightangles[3], up2[3], right2[3], v[3], right[3], up[3], tvxyz[4][4], tvst[4][2], fog, ifog, fogvec[3];
1190         mleaf_t *leaf;
1191         particletexture_t *tex, *texfog;
1192         rmeshinfo_t m;
1193         particle_t *p;
1194
1195         // LordHavoc: early out conditions
1196         if ((!cl_numparticles) || (!r_drawparticles.integer))
1197                 return;
1198
1199         lighting = r_particles_lighting.integer;
1200         if (!r_dynamic.integer)
1201                 lighting = 0;
1202
1203         c_particles += cl_numparticles;
1204
1205         uprightangles[0] = 0;
1206         uprightangles[1] = r_refdef.viewangles[1];
1207         uprightangles[2] = 0;
1208         AngleVectors (uprightangles, NULL, right2, up2);
1209
1210         minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1211
1212         // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
1213         // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
1214         memset(&m, 0, sizeof(m));
1215         m.transparent = true;
1216         m.blendfunc1 = GL_SRC_ALPHA;
1217         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1218         m.numtriangles = 2;
1219         m.index = partindexarray;
1220         m.numverts = 4;
1221         m.vertex = &tvxyz[0][0];
1222         m.vertexstep = sizeof(float[4]);
1223         m.tex[0] = R_GetTexture(particlefonttexture);
1224         m.texcoords[0] = &tvst[0][0];
1225         m.texcoordstep[0] = sizeof(float[2]);
1226
1227         for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1228         {
1229                 // LordHavoc: only render if not too close
1230                 if (DotProduct(p->org, vpn) < minparticledist)
1231                         continue;
1232
1233                 // LordHavoc: check if it's in a visible leaf
1234                 leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
1235                 if (leaf->visframe != r_framecount)
1236                         continue;
1237
1238                 VectorCopy(p->org, org);
1239                 orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1240                 texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1241                 dynlight = p->flags & P_DYNLIGHT;
1242                 additive = p->flags & P_ADDITIVE;
1243                 if (orientation == PARTICLE_BILLBOARD)
1244                 {
1245                         VectorScale(vright, p->scalex, right);
1246                         VectorScale(vup, p->scaley, up);
1247                 }
1248                 else if (orientation == PARTICLE_UPRIGHT_FACING)
1249                 {
1250                         VectorScale(right2, p->scalex, right);
1251                         VectorScale(up2, p->scaley, up);
1252                 }
1253                 else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1254                 {
1255                         // double-sided
1256                         if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1257                         {
1258                                 VectorNegate(p->vel2, v);
1259                                 VectorVectors(v, right, up);
1260                         }
1261                         else
1262                                 VectorVectors(p->vel2, right, up);
1263                         VectorScale(right, p->scalex, right);
1264                         VectorScale(up, p->scaley, up);
1265                 }
1266                 else
1267                         Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1268
1269                 m.cr = p->color[0] * (1.0f / 255.0f);
1270                 m.cg = p->color[1] * (1.0f / 255.0f);
1271                 m.cb = p->color[2] * (1.0f / 255.0f);
1272                 m.ca = p->alpha * (1.0f / 255.0f);
1273                 if (lighting >= 1 && (dynlight || lighting >= 2))
1274                 {
1275                         R_CompleteLightPoint(v, org, true, leaf);
1276                         m.cr *= v[0];
1277                         m.cg *= v[1];
1278                         m.cb *= v[2];
1279                 }
1280
1281                 tex = &particletexture[texnum][0];
1282
1283                 tvxyz[0][0] = org[0] - right[0] - up[0];
1284                 tvxyz[0][1] = org[1] - right[1] - up[1];
1285                 tvxyz[0][2] = org[2] - right[2] - up[2];
1286                 tvxyz[1][0] = org[0] - right[0] + up[0];
1287                 tvxyz[1][1] = org[1] - right[1] + up[1];
1288                 tvxyz[1][2] = org[2] - right[2] + up[2];
1289                 tvxyz[2][0] = org[0] + right[0] + up[0];
1290                 tvxyz[2][1] = org[1] + right[1] + up[1];
1291                 tvxyz[2][2] = org[2] + right[2] + up[2];
1292                 tvxyz[3][0] = org[0] + right[0] - up[0];
1293                 tvxyz[3][1] = org[1] + right[1] - up[1];
1294                 tvxyz[3][2] = org[2] + right[2] - up[2];
1295                 tvst[0][0] = tex->s1;
1296                 tvst[0][1] = tex->t1;
1297                 tvst[1][0] = tex->s1;
1298                 tvst[1][1] = tex->t2;
1299                 tvst[2][0] = tex->s2;
1300                 tvst[2][1] = tex->t2;
1301                 tvst[3][0] = tex->s2;
1302                 tvst[3][1] = tex->t1;
1303
1304                 if (additive)
1305                 {
1306                         m.blendfunc2 = GL_ONE;
1307                         fog = 0;
1308                         if (fogenabled)
1309                         {
1310                                 texfog = &particletexture[texnum][1];
1311                                 VectorSubtract(org, r_origin, fogvec);
1312                                 ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
1313                                 if (ifog < (1.0f - (1.0f / 64.0f)))
1314                                 {
1315                                         if (ifog >= (1.0f / 64.0f))
1316                                         {
1317                                                 // partially fogged, darken it
1318                                                 m.cr *= ifog;
1319                                                 m.cg *= ifog;
1320                                                 m.cb *= ifog;
1321                                                 R_Mesh_Draw(&m);
1322                                         }
1323                                 }
1324                                 else
1325                                         R_Mesh_Draw(&m);
1326                         }
1327                         else
1328                                 R_Mesh_Draw(&m);
1329                 }
1330                 else
1331                 {
1332                         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1333                         fog = 0;
1334                         if (fogenabled)
1335                         {
1336                                 texfog = &particletexture[texnum][1];
1337                                 VectorSubtract(org, r_origin, fogvec);
1338                                 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1339                                 if (fog >= (1.0f / 64.0f))
1340                                 {
1341                                         if (fog >= (1.0f - (1.0f / 64.0f)))
1342                                         {
1343                                                 // fully fogged, just use the fog texture and render as alpha
1344                                                 m.cr = fogcolor[0];
1345                                                 m.cg = fogcolor[1];
1346                                                 m.cb = fogcolor[2];
1347                                                 tvst[0][0] = texfog->s1;
1348                                                 tvst[0][1] = texfog->t1;
1349                                                 tvst[1][0] = texfog->s1;
1350                                                 tvst[1][1] = texfog->t2;
1351                                                 tvst[2][0] = texfog->s2;
1352                                                 tvst[2][1] = texfog->t2;
1353                                                 tvst[3][0] = texfog->s2;
1354                                                 tvst[3][1] = texfog->t1;
1355                                                 R_Mesh_Draw(&m);
1356                                         }
1357                                         else
1358                                         {
1359                                                 // partially fogged, darken the first pass
1360                                                 ifog = 1 - fog;
1361                                                 m.cr *= ifog;
1362                                                 m.cg *= ifog;
1363                                                 m.cb *= ifog;
1364                                                 if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
1365                                                 {
1366                                                         // fog texture is the same as the base, just change the color
1367                                                         m.cr += fogcolor[0] * fog;
1368                                                         m.cg += fogcolor[1] * fog;
1369                                                         m.cb += fogcolor[2] * fog;
1370                                                         R_Mesh_Draw(&m);
1371                                                 }
1372                                                 else
1373                                                 {
1374                                                         // render the first pass (alpha), then do additive fog
1375                                                         R_Mesh_Draw(&m);
1376
1377                                                         m.blendfunc2 = GL_ONE;
1378                                                         m.cr = fogcolor[0] * fog;
1379                                                         m.cg = fogcolor[1] * fog;
1380                                                         m.cb = fogcolor[2] * fog;
1381                                                         tvst[0][0] = texfog->s1;
1382                                                         tvst[0][1] = texfog->t1;
1383                                                         tvst[1][0] = texfog->s1;
1384                                                         tvst[1][1] = texfog->t2;
1385                                                         tvst[2][0] = texfog->s2;
1386                                                         tvst[2][1] = texfog->t2;
1387                                                         tvst[3][0] = texfog->s2;
1388                                                         tvst[3][1] = texfog->t1;
1389                                                         R_Mesh_Draw(&m);
1390                                                 }
1391                                         }
1392                                 }
1393                                 else
1394                                         R_Mesh_Draw(&m);
1395                         }
1396                         else
1397                                 R_Mesh_Draw(&m);
1398                 }
1399         }
1400 }
1401