/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "quakedef.h" #ifdef WORKINGLQUAKE #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN)) #define NUMVERTEXNORMALS 162 siextern float r_avertexnormals[NUMVERTEXNORMALS][3]; #define m_bytenormals r_avertexnormals #define VectorNormalizeFast VectorNormalize #define CL_PointQ1Contents(v) (Mod_PointInLeaf(v,cl.worldmodel)->contents) typedef unsigned char qbyte; #define cl_stainmaps.integer 0 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2) { } #define CL_EntityParticles R_EntityParticles #define CL_ReadPointFile_f R_ReadPointFile_f #define CL_ParseParticleEffect R_ParseParticleEffect #define CL_ParticleExplosion R_ParticleExplosion #define CL_ParticleExplosion2 R_ParticleExplosion2 #define CL_BlobExplosion R_BlobExplosion #define CL_RunParticleEffect R_RunParticleEffect #define CL_LavaSplash R_LavaSplash void R_CalcBeam_Vertex3f (float *vert, vec3_t org1, vec3_t org2, float width) { vec3_t right1, right2, diff, normal; VectorSubtract (org2, org1, normal); VectorNormalizeFast (normal); // calculate 'right' vector for start VectorSubtract (r_vieworigin, org1, diff); VectorNormalizeFast (diff); CrossProduct (normal, diff, right1); // calculate 'right' vector for end VectorSubtract (r_vieworigin, org2, diff); VectorNormalizeFast (diff); CrossProduct (normal, diff, right2); vert[ 0] = org1[0] + width * right1[0]; vert[ 1] = org1[1] + width * right1[1]; vert[ 2] = org1[2] + width * right1[2]; vert[ 3] = org1[0] - width * right1[0]; vert[ 4] = org1[1] - width * right1[1]; vert[ 5] = org1[2] - width * right1[2]; vert[ 6] = org2[0] - width * right2[0]; vert[ 7] = org2[1] - width * right2[1]; vert[ 8] = org2[2] - width * right2[2]; vert[ 9] = org2[0] + width * right2[0]; vert[10] = org2[1] + width * right2[1]; vert[11] = org2[2] + width * right2[2]; } void fractalnoise(qbyte *noise, int size, int startgrid) { int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower; int *noisebuf; #define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)] for (sizepower = 0;(1 << sizepower) < size;sizepower++); if (size != (1 << sizepower)) Sys_Error("fractalnoise: size must be power of 2\n"); for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++); if (startgrid != (1 << gridpower)) Sys_Error("fractalnoise: grid must be power of 2\n"); startgrid = bound(0, startgrid, size); amplitude = 0xFFFF; // this gets halved before use noisebuf = malloc(size*size*sizeof(int)); memset(noisebuf, 0, size*size*sizeof(int)); for (g2 = startgrid;g2;g2 >>= 1) { // brownian motion (at every smaller level there is random behavior) amplitude >>= 1; for (y = 0;y < size;y += g2) for (x = 0;x < size;x += g2) n(x,y) += (rand()&litude); g = g2 >> 1; if (g) { // subdivide, diamond-square algorithm (really this has little to do with squares) // diamond for (y = 0;y < size;y += g2) for (x = 0;x < size;x += g2) n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2; // square for (y = 0;y < size;y += g2) for (x = 0;x < size;x += g2) { n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2; n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2; } } } // find range of noise values min = max = 0; for (y = 0;y < size;y++) for (x = 0;x < size;x++) { if (n(x,y) < min) min = n(x,y); if (n(x,y) > max) max = n(x,y); } max -= min; max++; // normalize noise and copy to output for (y = 0;y < size;y++) for (x = 0;x < size;x++) *noise++ = (qbyte) (((n(x,y) - min) * 256) / max); free(noisebuf); #undef n } void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up) { float d; right[0] = forward[2]; right[1] = -forward[0]; right[2] = forward[1]; d = DotProduct(forward, right); right[0] -= d * forward[0]; right[1] -= d * forward[1]; right[2] -= d * forward[2]; VectorNormalizeFast(right); CrossProduct(right, forward, up); } #if QW #include "pmove.h" extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace); #endif float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int hitbmodels, void **hitent, int hitsupercontentsmask) { #if QW pmtrace_t trace; #else trace_t trace; #endif memset (&trace, 0, sizeof(trace)); trace.fraction = 1; VectorCopy (end, trace.endpos); #if QW PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start, end, &trace); #else RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace); #endif VectorCopy(trace.endpos, impact); VectorCopy(trace.plane.normal, normal); return trace.fraction; } #else #include "cl_collision.h" #include "image.h" #endif #define MAX_PARTICLES 32768 // default max # of particles at one time #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line typedef enum { pt_dead, pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal, pt_decalfade, pt_ember } ptype_t; typedef enum { PARTICLE_BILLBOARD = 0, PARTICLE_SPARK = 1, PARTICLE_ORIENTED_DOUBLESIDED = 2, PARTICLE_BEAM = 3 } porientation_t; typedef enum { PBLEND_ALPHA = 0, PBLEND_ADD = 1, PBLEND_MOD = 2 } pblend_t; typedef struct particle_s { ptype_t type; int orientation; int texnum; int blendmode; vec3_t org; vec3_t vel; float die; float scalex; float scaley; float alpha; // 0-255 float alphafade; // how much alpha reduces per second float time2; // used for various things (snow fluttering, for example) 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) float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none) vec3_t oldorg; vec3_t vel2; // used for snow fluttering (base velocity, wind for instance) float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction) float pressure; // if non-zero, apply pressure to other particles qbyte color[4]; #ifndef WORKINGLQUAKE entity_render_t *owner; // decal stuck to this entity model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive) vec3_t relativeorigin; // decal at this location in entity's coordinate space vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space #endif } particle_t; static int particlepalette[256] = { 0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b, 0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb, 0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b, 0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23, 0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767, 0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb, 0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07, 0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f, 0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000, 0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000, 0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307, 0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723, 0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b, 0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b, 0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733, 0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397, 0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b, 0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707, 0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b, 0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707, 0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353, 0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07, 0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f, 0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07, 0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307, 0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700, 0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f, 0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f, 0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b, 0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b, 0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000, 0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53 }; //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff}; // texture numbers in particle font static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7}; static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15}; static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23}; static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31}; static const int tex_rainsplash[16] = {32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47}; static const int tex_particle = 63; static const int tex_bubble = 62; static const int tex_raindrop = 61; static const int tex_beam = 60; static int cl_maxparticles; static int cl_numparticles; static int cl_freeparticle; static particle_t *particles; cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"}; cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1"}; cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"}; cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"}; cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"}; cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"}; cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1"}; cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"}; cvar_t cl_particles_explosions_bubbles = {CVAR_SAVE, "cl_particles_explosions_bubbles", "1"}; cvar_t cl_particles_explosions_smoke = {CVAR_SAVE, "cl_particles_explosions_smokes", "0"}; cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1"}; cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0"}; cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"}; cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5"}; cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55"}; cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"}; cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"}; cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0"}; cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0"}; cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20"}; #ifndef WORKINGLQUAKE static mempool_t *cl_part_mempool; #endif void CL_Particles_Clear(void) { cl_numparticles = 0; cl_freeparticle = 0; memset(particles, 0, sizeof(particle_t) * cl_maxparticles); } /* =============== CL_InitParticles =============== */ void CL_ReadPointFile_f (void); void CL_Particles_Init (void) { int i; // COMMANDLINEOPTION: Client: -particles changes maximum number of particles at once, default 32768 i = COM_CheckParm ("-particles"); if (i && i < com_argc - 1) { cl_maxparticles = (int)(atoi(com_argv[i+1])); if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES) cl_maxparticles = ABSOLUTE_MIN_PARTICLES; } else cl_maxparticles = MAX_PARTICLES; Cmd_AddCommand ("pointfile", CL_ReadPointFile_f); Cvar_RegisterVariable (&cl_particles); Cvar_RegisterVariable (&cl_particles_quality); Cvar_RegisterVariable (&cl_particles_size); Cvar_RegisterVariable (&cl_particles_bloodshowers); Cvar_RegisterVariable (&cl_particles_blood); Cvar_RegisterVariable (&cl_particles_blood_alpha); Cvar_RegisterVariable (&cl_particles_blood_bloodhack); Cvar_RegisterVariable (&cl_particles_explosions_bubbles); Cvar_RegisterVariable (&cl_particles_explosions_smoke); Cvar_RegisterVariable (&cl_particles_explosions_sparks); Cvar_RegisterVariable (&cl_particles_explosions_shell); Cvar_RegisterVariable (&cl_particles_bulletimpacts); Cvar_RegisterVariable (&cl_particles_smoke); Cvar_RegisterVariable (&cl_particles_smoke_alpha); Cvar_RegisterVariable (&cl_particles_smoke_alphafade); Cvar_RegisterVariable (&cl_particles_sparks); Cvar_RegisterVariable (&cl_particles_bubbles); Cvar_RegisterVariable (&cl_decals); Cvar_RegisterVariable (&cl_decals_time); Cvar_RegisterVariable (&cl_decals_fadetime); #ifdef WORKINGLQUAKE particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles"); #else cl_part_mempool = Mem_AllocPool("CL_Part", 0, NULL); particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t)); #endif CL_Particles_Clear(); } // list of all 26 parameters: // ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file // porientation - PARTICLE_ enum values (PARTICLE_BILLBOARD, PARTICLE_SPARK, etc) // pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color // ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle // plight - no longer used (this used to turn on particle lighting) // pblendmode - PBLEND_ enum values (PBLEND_ALPHA, PBLEND_ADD, etc) // pscalex,pscaley - width and height of particle (according to orientation), these are normally the same except when making sparks and beams // palpha - opacity of particle as 0-255 (can be more than 255) // palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second) // ptime - how long the particle can live (note it is also removed if alpha drops to nothing) // pgravity - how much effect gravity has on the particle (0-1) // pbounce - how much bounce the particle has when it hits a surface (0-1), -1 makes a blood splat when it hits a surface, 0 does not even check for collisions // px,py,pz - starting origin of particle // pvx,pvy,pvz - starting velocity of particle // ptime2 - extra time parameter for certain particle types (pt_decal delayed fades and pt_rain snowflutter use this) // pvx2,pvy2,pvz2 - for PARTICLE_ORIENTED_DOUBLESIDED this is the surface normal of the orientation (forward vector), pt_rain uses this for snow fluttering // pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1) // ppressure - pushes other particles away if they are within 64 units distance, the force is based on scalex, this feature is supported but not currently used particle_t *particle(ptype_t ptype, porientation_t porientation, int pcolor1, int pcolor2, int ptex, int plight, pblend_t pblendmode, float pscalex, float pscaley, float palpha, float palphafade, float ptime, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float ptime2, float pvx2, float pvy2, float pvz2, float pfriction, float ppressure) { particle_t *part; int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2; ptempcolor = (pcolor1); ptempcolor2 = (pcolor2); pcr2 = ((ptempcolor2) >> 16) & 0xFF; pcg2 = ((ptempcolor2) >> 8) & 0xFF; pcb2 = (ptempcolor2) & 0xFF; if (ptempcolor != ptempcolor2) { pcr1 = ((ptempcolor) >> 16) & 0xFF; pcg1 = ((ptempcolor) >> 8) & 0xFF; pcb1 = (ptempcolor) & 0xFF; ptempcolor = rand() & 0xFF; pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1; pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1; pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1; } for (;cl_freeparticle < cl_maxparticles && particles[cl_freeparticle].type;cl_freeparticle++); if (cl_freeparticle >= cl_maxparticles) return NULL; part = &particles[cl_freeparticle++]; if (cl_numparticles < cl_freeparticle) cl_numparticles = cl_freeparticle; memset(part, 0, sizeof(*part)); part->type = (ptype); part->color[0] = pcr2; part->color[1] = pcg2; part->color[2] = pcb2; part->color[3] = 0xFF; part->orientation = porientation; part->texnum = ptex; part->blendmode = pblendmode; part->scalex = (pscalex); part->scaley = (pscaley); part->alpha = (palpha); part->alphafade = (palphafade); part->die = cl.time + (ptime); part->gravity = (pgravity); part->bounce = (pbounce); part->org[0] = (px); part->org[1] = (py); part->org[2] = (pz); part->vel[0] = (pvx); part->vel[1] = (pvy); part->vel[2] = (pvz); part->time2 = (ptime2); part->vel2[0] = (pvx2); part->vel2[1] = (pvy2); part->vel2[2] = (pvz2); part->friction = (pfriction); part->pressure = (ppressure); return part; } void CL_SpawnDecalParticleForSurface(void *hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha) { particle_t *p; if (!cl_decals.integer) return; p = particle(pt_decal, PARTICLE_ORIENTED_DOUBLESIDED, color1, color2, texnum, false, PBLEND_MOD, size, size, alpha, 0, cl_decals_time.value + cl_decals_fadetime.value, 0, 0, org[0] + normal[0], org[1] + normal[1], org[2] + normal[2], 0, 0, 0, cl.time + cl_decals_time.value, normal[0], normal[1], normal[2], 0, 0); #ifndef WORKINGLQUAKE if (p) { p->owner = hitent; p->ownermodel = p->owner->model; Matrix4x4_Transform(&p->owner->inversematrix, org, p->relativeorigin); Matrix4x4_Transform3x3(&p->owner->inversematrix, normal, p->relativedirection); VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin); } #endif } void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2) { int i; float bestfrac, bestorg[3], bestnormal[3]; float frac, v[3], normal[3], org2[3]; #ifdef WORKINGLQUAKE void *besthitent = NULL, *hitent; #else entity_render_t *besthitent = NULL, *hitent; #endif bestfrac = 10; for (i = 0;i < 32;i++) { VectorRandom(org2); VectorMA(org, maxdist, org2, org2); frac = CL_TraceLine(org, org2, v, normal, true, &hitent, SUPERCONTENTS_SOLID); if (bestfrac > frac) { bestfrac = frac; besthitent = hitent; VectorCopy(v, bestorg); VectorCopy(normal, bestnormal); } } if (bestfrac < 1) CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha); } /* =============== CL_EntityParticles =============== */ void CL_EntityParticles (entity_t *ent) { int i; float angle; float sp, sy, cp, cy; vec3_t forward; float dist; float beamlength; static vec3_t avelocities[NUMVERTEXNORMALS]; if (!cl_particles.integer) return; dist = 64; beamlength = 16; if (!avelocities[0][0]) for (i=0 ; iorigin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0); #else particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 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); #endif } } void CL_ReadPointFile_f (void) { vec3_t org, leakorg; int r, c, s; char *pointfile = NULL, *pointfilepos, *t, tchar; char name[MAX_OSPATH]; if (!cl.worldmodel) return; FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); strlcat (name, ".pts", sizeof (name)); #if WORKINGLQUAKE pointfile = COM_LoadTempFile (name); #else pointfile = FS_LoadFile(name, tempmempool, true); #endif if (!pointfile) { Con_Printf("Could not open %s\n", name); return; } Con_Printf("Reading %s...\n", name); c = 0; s = 0; pointfilepos = pointfile; while (*pointfilepos) { while (*pointfilepos == '\n' || *pointfilepos == '\r') pointfilepos++; if (!*pointfilepos) break; t = pointfilepos; while (*t && *t != '\n' && *t != '\r') t++; tchar = *t; *t = 0; r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]); *t = tchar; pointfilepos = t; if (r != 3) break; if (c == 0) VectorCopy(org, leakorg); c++; if (cl_numparticles < cl_maxparticles - 3) { s++; particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0); } } #ifndef WORKINGLQUAKE Mem_Free(pointfile); #endif VectorCopy(leakorg, org); Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]); particle(pt_static, PARTICLE_BEAM, 0xFF0000, 0xFF0000, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0] - 4096, org[1], org[2], 0, 0, 0, 0, org[0] + 4096, org[1], org[2], 0, 0); particle(pt_static, PARTICLE_BEAM, 0x00FF00, 0x00FF00, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1] - 4096, org[2], 0, 0, 0, 0, org[0], org[1] + 4096, org[2], 0, 0); particle(pt_static, PARTICLE_BEAM, 0x0000FF, 0x0000FF, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1], org[2] - 4096, 0, 0, 0, 0, org[0], org[1], org[2] + 4096, 0, 0); } /* =============== CL_ParseParticleEffect Parse an effect out of the server message =============== */ void CL_ParseParticleEffect (void) { vec3_t org, dir; int i, count, msgcount, color; MSG_ReadVector(org, cl.protocol); for (i=0 ; i<3 ; i++) dir[i] = MSG_ReadChar () * (1.0/16); msgcount = MSG_ReadByte (); color = MSG_ReadByte (); if (msgcount == 255) count = 1024; else count = msgcount; if (cl_particles_blood_bloodhack.integer) { if (color == 73) { // regular blood CL_BloodPuff(org, dir, count / 2); return; } if (color == 225) { // lightning blood CL_BloodPuff(org, dir, count / 2); return; } } CL_RunParticleEffect (org, dir, color, count); } /* =============== CL_ParticleExplosion =============== */ void CL_ParticleExplosion (vec3_t org) { int i; //vec3_t v; //vec3_t v2; if (cl_stainmaps.integer) R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64); CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF); i = CL_PointQ1Contents(org); if (i == CONTENTS_SLIME || i == CONTENTS_WATER) { if (cl_particles.integer && cl_particles_bubbles.integer && cl_particles_explosions_bubbles.integer) for (i = 0;i < 128 * cl_particles_quality.value;i++) particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, (1.0f / cl_particles_quality.value) * lhrandom(128, 255), (1.0f / cl_particles_quality.value) * 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0); } else { // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close // smoke puff if (cl_particles.integer && cl_particles_smoke.integer && cl_particles_explosions_smoke.integer) { for (i = 0;i < 32;i++) { int k; vec3_t v, v2; #ifdef WORKINGLQUAKE v2[0] = lhrandom(-48, 48); v2[1] = lhrandom(-48, 48); v2[2] = lhrandom(-48, 48); #else for (k = 0;k < 16;k++) { v[0] = org[0] + lhrandom(-48, 48); v[1] = org[1] + lhrandom(-48, 48); v[2] = org[2] + lhrandom(-48, 48); if (CL_TraceLine(org, v, v2, NULL, true, NULL, SUPERCONTENTS_SOLID) >= 0.1) break; } VectorSubtract(v2, org, v2); #endif VectorScale(v2, 2.0f, v2); particle(pt_static, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_smoke[rand()&7], true, PBLEND_ADD, 12, 12, 32, 64, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0); } } #if 1 if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer) for (i = 0;i < 128 * cl_particles_quality.value;i++) particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.0f, 0.02f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-256, 256), lhrandom(-256, 256), lhrandom(-256, 256) + 80, 0, 0, 0, 0, 0.2, 0); #elif 1 if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer) for (i = 0;i < 64 * cl_particles_quality.value;i++) particle(pt_ember, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.0f, 0.01f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 256, 9999, 0.7, 0, org[0], org[1], org[2], lhrandom(-256, 256), lhrandom(-256, 256), lhrandom(-256, 256) + 80, cl.time, 0, 0, 0, 0, 0); #else if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer) for (i = 0;i < 256 * cl_particles_quality.value;i++) particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5f, 0.05f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0.2, 0); #endif } if (cl_particles_explosions_shell.integer) R_NewExplosion(org); } /* =============== CL_ParticleExplosion2 =============== */ void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength) { vec3_t vel; vec3_t offset; int i, k; float pscale; if (!cl_particles.integer) return; for (i = 0;i < 512 * cl_particles_quality.value;i++) { VectorRandom (offset); VectorScale (offset, 192, vel); VectorScale (offset, 8, offset); k = particlepalette[colorStart + (i % colorLength)]; pscale = lhrandom(0.5, 1.5); particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, pscale, pscale, (1.0f / cl_particles_quality.value) * 255, (1.0f/cl_particles_quality.value)*512, 9999, 0, 0, org[0] + offset[0], org[1] + offset[1], org[2] + offset[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, lhrandom(1.5, 3), 0); } } /* =============== CL_BlobExplosion =============== */ void CL_BlobExplosion (vec3_t org) { CL_ParticleExplosion(org); } /* =============== CL_RunParticleEffect =============== */ void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) { int k; if (count == 1024) { CL_ParticleExplosion(org); return; } if (!cl_particles.integer) return; count *= cl_particles_quality.value; while (count--) { k = particlepalette[color + (rand()&7)]; if (gamemode == GAME_GOODVSBAD2) particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 5, 5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 300, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 0, 0, 0, 0, 0, 0); else particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1, 1, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), dir[0] + lhrandom(-15, 15), dir[1] + lhrandom(-15, 15), dir[2] + lhrandom(-15, 15), 0, 0, 0, 0, 0, 0); } } // LordHavoc: added this for spawning sparks/dust (which have strong gravity) /* =============== CL_SparkShower =============== */ void CL_SparkShower (vec3_t org, vec3_t dir, int count) { vec3_t org2, org3; int k; if (cl_stainmaps.integer) R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24); CL_SpawnDecalParticleForPoint(org, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF); if (!cl_particles.integer) return; if (cl_particles_bulletimpacts.integer) { // smoke puff if (cl_particles_smoke.integer) { k = count * 0.25 * cl_particles_quality.value; while(k--) { org2[0] = org[0] + 0.125f * lhrandom(-count, count); org2[1] = org[1] + 0.125f * lhrandom(-count, count); org2[2] = org[2] + 0.125f * lhrandom(-count, count); CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID); particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 9999, -0.2, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0.2, 0); } } if (cl_particles_sparks.integer) { // sparks count *= cl_particles_quality.value; while(count--) { k = particlepalette[0x68 + (rand() & 7)]; particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 0.4f, 0.015f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0.2, 0); } } } } void CL_PlasmaBurn (vec3_t org) { if (cl_stainmaps.integer) R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32); CL_SpawnDecalParticleForPoint(org, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF); } static float bloodcount = 0; void CL_BloodPuff (vec3_t org, vec3_t vel, int count) { float s; vec3_t org2, org3; // bloodcount is used to accumulate counts too small to cause a blood particle if (!cl_particles.integer) return; if (!cl_particles_blood.integer) return; s = count + 64.0f; count *= 5.0f; if (count > 1000) count = 1000; bloodcount += count; while(bloodcount > 0) { org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount); org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount); org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount); CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID); particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0); bloodcount -= 16 / cl_particles_quality.value; } } void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count) { vec3_t org, vel, diff, center, velscale; if (!cl_particles.integer) return; if (!cl_particles_bloodshowers.integer) return; if (!cl_particles_blood.integer) return; VectorSubtract(maxs, mins, diff); center[0] = (mins[0] + maxs[0]) * 0.5; center[1] = (mins[1] + maxs[1]) * 0.5; center[2] = (mins[2] + maxs[2]) * 0.5; velscale[0] = velspeed * 2.0 / diff[0]; velscale[1] = velspeed * 2.0 / diff[1]; velscale[2] = velspeed * 2.0 / diff[2]; bloodcount += count * 5.0f; while (bloodcount > 0) { org[0] = lhrandom(mins[0], maxs[0]); org[1] = lhrandom(mins[1], maxs[1]); org[2] = lhrandom(mins[2], maxs[2]); vel[0] = (org[0] - center[0]) * velscale[0]; vel[1] = (org[1] - center[1]) * velscale[1]; vel[2] = (org[2] - center[2]) * velscale[2]; bloodcount -= 16 / cl_particles_quality.value; particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0); } } void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel) { int k; float t; if (!cl_particles.integer) return; if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;} if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;} if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;} count *= cl_particles_quality.value; while (count--) { k = particlepalette[colorbase + (rand()&3)]; particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 2, 2, 255 / cl_particles_quality.value, 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); } } void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type) { int k; float t, z, minz, maxz; if (!cl_particles.integer) return; if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;} if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;} if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;} if (dir[2] < 0) // falling { t = (maxs[2] - mins[2]) / -dir[2]; z = maxs[2]; } else // rising?? { t = (maxs[2] - mins[2]) / dir[2]; z = mins[2]; } if (t < 0 || t > 2) // sanity check t = 2; minz = z - fabs(dir[2]) * 0.1; maxz = z + fabs(dir[2]) * 0.1; minz = bound(mins[2], minz, maxs[2]); maxz = bound(mins[2], maxz, maxs[2]); count *= cl_particles_quality.value; switch(type) { case 0: count *= 4; // ick, this should be in the mod or maps? while(count--) { k = particlepalette[colorbase + (rand()&3)]; if (gamemode == GAME_GOODVSBAD2) { particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 20, 20, lhrandom(8, 16) / cl_particles_quality.value, 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); } else { particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 0.5, 0.02, lhrandom(8, 16) / cl_particles_quality.value, 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); } } break; case 1: while(count--) { k = particlepalette[colorbase + (rand()&3)]; if (gamemode == GAME_GOODVSBAD2) { particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 20, 20, lhrandom(64, 128) / cl_particles_quality.value, 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); } else { particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 1, 1, lhrandom(64, 128) / cl_particles_quality.value, 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); } } break; default: Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type); } } void CL_Stardust (vec3_t mins, vec3_t maxs, int count) { int k; float t; vec3_t o, v, center; if (!cl_particles.integer) return; if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;} if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;} if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;} center[0] = (mins[0] + maxs[0]) * 0.5f; center[1] = (mins[1] + maxs[1]) * 0.5f; center[2] = (mins[2] + maxs[2]) * 0.5f; count *= cl_particles_quality.value; while (count--) { k = particlepalette[224 + (rand()&15)]; o[0] = lhrandom(mins[0], maxs[0]); o[1] = lhrandom(mins[1], maxs[1]); o[2] = lhrandom(mins[2], maxs[2]); VectorSubtract(o, center, v); VectorNormalizeFast(v); VectorScale(v, 100, v); v[2] += sv_gravity.value * 0.15f; particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0.2, 0); } } void CL_FlameCube (vec3_t mins, vec3_t maxs, int count) { int k; float t; if (!cl_particles.integer) return; if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;} if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;} if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;} count *= cl_particles_quality.value; while (count--) { k = particlepalette[224 + (rand()&15)]; particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 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); if (count & 1) particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 6, 6, lhrandom(48, 96) / cl_particles_quality.value, 64 / cl_particles_quality.value, 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); } } void CL_Flames (vec3_t org, vec3_t vel, int count) { int k; if (!cl_particles.integer) return; count *= cl_particles_quality.value; while (count--) { k = particlepalette[224 + (rand()&15)]; particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 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); } } /* =============== CL_LavaSplash =============== */ void CL_LavaSplash (vec3_t origin) { float i, j, inc, vel; int k, l; vec3_t dir, org; if (!cl_particles.integer) return; inc = 32 / cl_particles_quality.value; for (i = -128;i < 128;i += inc) { for (j = -128;j < 128;j += inc) { dir[0] = j + lhrandom(0, 8); dir[1] = i + lhrandom(0, 8); dir[2] = 256; org[0] = origin[0] + dir[0]; org[1] = origin[1] + dir[1]; org[2] = origin[2] + lhrandom(0, 64); vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale if (gamemode == GAME_GOODVSBAD2) { k = particlepalette[0 + (rand()&255)]; l = particlepalette[0 + (rand()&255)]; particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 9999, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0); } else { k = l = particlepalette[224 + (rand()&7)]; particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 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); } } } } /* =============== CL_TeleportSplash =============== */ #if WORKINGLQUAKE void R_TeleportSplash (vec3_t org) { float i, j, k, inc; if (!cl_particles.integer) return; inc = 8 / cl_particles_quality.value; for (i = -16;i < 16;i += inc) for (j = -16;j < 16;j += inc) for (k = -24;k < 32;k += inc) particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, PBLEND_ADD, 10, 10, inc * 32, inc * lhrandom(8, 16), inc * 32, 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); } #endif #ifdef WORKINGLQUAKE void R_RocketTrail (vec3_t start, vec3_t end, int type) #else void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent) #endif { vec3_t vec, dir, vel, pos; float len, dec, speed, qd; int contents, smoke, blood, bubbles; if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2]) return; VectorSubtract(end, start, dir); VectorNormalize(dir); VectorSubtract (end, start, vec); #ifdef WORKINGLQUAKE len = VectorNormalize (vec); dec = 0; speed = 1.0f / cl.frametime; VectorSubtract(end, start, vel); #else len = VectorNormalizeLength (vec); dec = -ent->persistent.trail_time; ent->persistent.trail_time += len; if (ent->persistent.trail_time < 0.01f) return; // if we skip out, leave it reset ent->persistent.trail_time = 0.0f; speed = ent->state_current.time - ent->state_previous.time; if (speed) speed = 1.0f / speed; VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel); color = particlepalette[color]; #endif VectorScale(vel, speed, vel); // advance into this frame to reach the first puff location VectorMA(start, dec, vec, pos); len -= dec; contents = CL_PointQ1Contents(pos); if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA) return; smoke = cl_particles.integer && cl_particles_smoke.integer; blood = cl_particles.integer && cl_particles_blood.integer; bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME); qd = 1.0f / cl_particles_quality.value; while (len >= 0) { switch (type) { case 0: // rocket trail dec = qd*3; if (smoke) { particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*125, qd*cl_particles_smoke_alphafade.value*125, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0); particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*288, qd*cl_particles_smoke_alphafade.value*1400, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0); } if (bubbles) particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, qd*lhrandom(64, 255), qd*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); break; case 1: // grenade trail // FIXME: make it gradually stop smoking dec = qd*3; if (smoke) particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*100, qd*cl_particles_smoke_alphafade.value*100, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0); break; case 2: // blood case 4: // slight blood dec = qd*16; if (blood) particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 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); break; case 3: // green tracer dec = qd*6; if (smoke) { if (gamemode == GAME_GOODVSBAD2) particle(pt_static, PARTICLE_BILLBOARD, 0x00002E, 0x000030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0); else particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0); } break; case 5: // flame tracer dec = qd*6; if (smoke) particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0); break; case 6: // voor trail dec = qd*6; if (smoke) { if (gamemode == GAME_GOODVSBAD2) particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, false, PBLEND_ALPHA, 6, 6, qd*255, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0); else if (gamemode == GAME_PRYDON) particle(pt_static, PARTICLE_BILLBOARD, 0x103040, 0x204050, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0); else particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0); } break; #ifndef WORKINGLQUAKE case 7: // Nehahra smoke tracer dec = qd*7; if (smoke) particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, PBLEND_ALPHA, 7, 7, qd*64, qd*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); break; case 8: // Nexuiz plasma trail dec = qd*4; if (smoke) particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, 4, 4, qd*255, qd*1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0); break; case 9: // glow trail dec = qd*3; if (smoke) particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, qd*128, qd*320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0); break; #endif } // advance to next time and position len -= dec; VectorMA (pos, dec, vec, pos); } #ifndef WORKINGLQUAKE ent->persistent.trail_time = len; #endif } void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime) { int tempcolor2, cr, cg, cb; cr = red * 255; cg = green * 255; cb = blue * 255; tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255); particle(pt_static, PARTICLE_BEAM, tempcolor2, tempcolor2, tex_beam, false, PBLEND_ADD, radius, radius, alpha * 255, alpha * 255 / lifetime, 9999, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, end[0], end[1], end[2], 0, 0); } void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count) { float f; if (!cl_particles.integer) return; // smoke puff if (cl_particles_smoke.integer) for (f = 0;f < count;f += 4.0f / cl_particles_quality.value) particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count) * 0.5f, dir[1] + lhrandom(-count, count) * 0.5f, dir[2] + lhrandom(-count, count) * 0.5f, 15, 0, 0, 0, 0, 0); } void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count) { float f; if (!cl_particles.integer) return; if (cl_stainmaps.integer) R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40); CL_SpawnDecalParticleForPoint(org, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF); // smoke puff if (cl_particles_smoke.integer) for (f = 0;f < count;f += 4.0f / cl_particles_quality.value) particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count), dir[1] + lhrandom(-count, count), dir[2] + lhrandom(-count, count), 15, 0, 0, 0, 0, 0); // sparks if (cl_particles_sparks.integer) for (f = 0;f < count;f += 1.0f / cl_particles_quality.value) particle(pt_static, PARTICLE_SPARK, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 2.0f, 0.1f, lhrandom(64, 255) / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0], org[1], org[2], lhrandom(-count, count) * 3.0f + dir[0], lhrandom(-count, count) * 3.0f + dir[1], lhrandom(-count, count) * 3.0f + dir[2], 0, 0, 0, 0, 0, 0); } /* =============== CL_MoveParticles =============== */ void CL_MoveParticles (void) { particle_t *p; int i, maxparticle, j, a, content; float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3]; #ifdef WORKINGLQUAKE void *hitent; #else entity_render_t *hitent; #endif // LordHavoc: early out condition if (!cl_numparticles) { cl_freeparticle = 0; return; } #ifdef WORKINGLQUAKE frametime = cl.frametime; #else frametime = cl.time - cl.oldtime; #endif gravity = frametime * sv_gravity.value; dvel = 1+4*frametime; bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f; maxparticle = -1; j = 0; for (i = 0, p = particles;i < cl_numparticles;i++, p++) { if (!p->type) continue; maxparticle = i; content = 0; VectorCopy(p->org, p->oldorg); VectorMA(p->org, frametime, p->vel, p->org); VectorCopy(p->org, org); if (p->bounce) { if (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1) { VectorCopy(v, p->org); if (p->bounce < 0) { // assume it's blood (lame, but...) #ifndef WORKINGLQUAKE if (cl_stainmaps.integer) R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f)); #endif if (!cl_decals.integer) { p->type = pt_dead; continue; } p->type = pt_decal; p->orientation = PARTICLE_ORIENTED_DOUBLESIDED; // convert from a blood particle to a blood decal p->texnum = tex_blooddecal[rand()&7]; #ifndef WORKINGLQUAKE p->owner = hitent; p->ownermodel = hitent->model; Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin); Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection); VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin); #endif p->time2 = cl.time + cl_decals_time.value; p->die = p->time2 + cl_decals_fadetime.value; p->alphafade = 0; VectorCopy(normal, p->vel2); VectorClear(p->vel); VectorAdd(p->org, normal, p->org); p->bounce = 0; p->friction = 0; p->gravity = 0; p->scalex *= 2.0f; p->scaley *= 2.0f; } else { dist = DotProduct(p->vel, normal) * -p->bounce; VectorMA(p->vel, dist, normal, p->vel); if (DotProduct(p->vel, p->vel) < 0.03) VectorClear(p->vel); } } } p->vel[2] -= p->gravity * gravity; p->alpha -= p->alphafade * frametime; if (p->alpha <= 0 || cl.time > p->die) { p->type = pt_dead; continue; } if (p->friction) { f = p->friction * frametime; if (!content) content = CL_PointQ1Contents(p->org); if (content != CONTENTS_EMPTY) f *= 4; f = 1.0f - f; VectorScale(p->vel, f, p->vel); } if (p->type != pt_static) { switch (p->type) { case pt_blood: if (!content) content = CL_PointQ1Contents(p->org); a = content; if (a != CONTENTS_EMPTY) { if (a == CONTENTS_WATER || a == CONTENTS_SLIME) { p->scalex += frametime * 8; p->scaley += frametime * 8; //p->alpha -= bloodwaterfade; } else p->type = pt_dead; } else p->vel[2] -= gravity; break; case pt_bubble: if (!content) content = CL_PointQ1Contents(p->org); if (content != CONTENTS_WATER && content != CONTENTS_SLIME) { p->type = pt_dead; break; } break; case pt_rain: if (cl.time > p->time2) { // snow flutter p->time2 = cl.time + (rand() & 3) * 0.1; p->vel[0] = lhrandom(-32, 32) + p->vel2[0]; p->vel[1] = lhrandom(-32, 32) + p->vel2[1]; p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2]; } if (!content) content = CL_PointQ1Contents(p->org); a = content; if (a != CONTENTS_EMPTY && a != CONTENTS_SKY) p->type = pt_dead; break; case pt_grow: p->scalex += frametime * p->time2; p->scaley += frametime * p->time2; break; case pt_decal: #ifndef WORKINGLQUAKE if (p->owner->model == p->ownermodel) { Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org); Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2); if (cl.time > p->time2) { p->alphafade = p->alpha / (p->die - cl.time); p->type = pt_decalfade; } } else p->type = pt_dead; #endif break; case pt_decalfade: #ifndef WORKINGLQUAKE if (p->owner->model == p->ownermodel) { Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org); Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2); } else p->type = pt_dead; #endif break; case pt_ember: while (cl.time > p->time2) { p->time2 += 0.025; particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, p->scalex * 0.75, p->scaley * 0.75, p->alpha, p->alphafade, 9999, 0.5, 0, p->org[0], p->org[1], p->org[2], p->vel[0] * lhrandom(0.4, 0.6), p->vel[1] * lhrandom(0.4, 0.6), p->vel[2] * lhrandom(0.4, 0.6), 0, 0, 0, 0, 0, 0); } break; default: Con_Printf("unknown particle type %i\n", p->type); p->type = pt_dead; break; } } } cl_numparticles = maxparticle + 1; cl_freeparticle = 0; } #define MAX_PARTICLETEXTURES 64 // particletexture_t is a rectangle in the particlefonttexture typedef struct { rtexture_t *texture; float s1, t1, s2, t2; } particletexture_t; #if WORKINGLQUAKE static int particlefonttexture; #else static rtexturepool_t *particletexturepool; static rtexture_t *particlefonttexture; #endif static particletexture_t particletexture[MAX_PARTICLETEXTURES]; static cvar_t r_drawparticles = {0, "r_drawparticles", "1"}; #define PARTICLETEXTURESIZE 32 #define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8) static qbyte shadebubble(float dx, float dy, vec3_t light) { float dz, f, dot; vec3_t normal; dz = 1 - (dx*dx+dy*dy); if (dz > 0) // it does hit the sphere { f = 0; // back side normal[0] = dx;normal[1] = dy;normal[2] = dz; VectorNormalize(normal); dot = DotProduct(normal, light); if (dot > 0.5) // interior reflection f += ((dot * 2) - 1); else if (dot < -0.5) // exterior reflection f += ((dot * -2) - 1); // front side normal[0] = dx;normal[1] = dy;normal[2] = -dz; VectorNormalize(normal); dot = DotProduct(normal, light); if (dot > 0.5) // interior reflection f += ((dot * 2) - 1); else if (dot < -0.5) // exterior reflection f += ((dot * -2) - 1); f *= 128; f += 16; // just to give it a haze so you can see the outline f = bound(0, f, 255); return (qbyte) f; } else return 0; } static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata) { int basex, basey, y; basex = ((texnum >> 0) & 7) * PARTICLETEXTURESIZE; basey = ((texnum >> 3) & 7) * PARTICLETEXTURESIZE; particletexture[texnum].s1 = (basex + 1) / (float)PARTICLEFONTSIZE; particletexture[texnum].t1 = (basey + 1) / (float)PARTICLEFONTSIZE; particletexture[texnum].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE; particletexture[texnum].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE; for (y = 0;y < PARTICLETEXTURESIZE;y++) memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4); } void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha) { int x, y; float cx, cy, dx, dy, f, iradius; qbyte *d; cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f; cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f; iradius = 1.0f / radius; alpha *= (1.0f / 255.0f); for (y = 0;y < PARTICLETEXTURESIZE;y++) { for (x = 0;x < PARTICLETEXTURESIZE;x++) { dx = (x - cx); dy = (y - cy); f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha; if (f > 0) { d = data + (y * PARTICLETEXTURESIZE + x) * 4; d[0] += f * (red - d[0]); d[1] += f * (green - d[1]); d[2] += f * (blue - d[2]); } } } } void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb) { int i; for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4) { data[0] = bound(minr, data[0], maxr); data[1] = bound(ming, data[1], maxg); data[2] = bound(minb, data[2], maxb); } } void particletextureinvert(qbyte *data) { int i; for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4) { data[0] = 255 - data[0]; data[1] = 255 - data[1]; data[2] = 255 - data[2]; } } static void R_InitParticleTexture (void) { int x, y, d, i, j, k, m; float dx, dy, radius, f, f2; qbyte data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4], noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise3[64][64], data2[64][16][4]; vec3_t light; qbyte *particletexturedata; // a note: decals need to modulate (multiply) the background color to // properly darken it (stain), and they need to be able to alpha fade, // this is a very difficult challenge because it means fading to white // (no change to background) rather than black (darkening everything // behind the whole decal polygon), and to accomplish this the texture is // inverted (dark red blood on white background becomes brilliant cyan // and white on black background) so we can alpha fade it to black, then // we invert it again during the blendfunc to make it work... particletexturedata = Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4); memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4); // smoke for (i = 0;i < 8;i++) { memset(&data[0][0][0], 255, sizeof(data)); do { fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8); fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4); m = 0; for (y = 0;y < PARTICLETEXTURESIZE;y++) { dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1); for (x = 0;x < PARTICLETEXTURESIZE;x++) { dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1); d = (noise2[y][x] - 128) * 3 + 192; if (d > 0) d = d * (1-(dx*dx+dy*dy)); d = (d * noise1[y][x]) >> 7; d = bound(0, d, 255); data[y][x][3] = (qbyte) d; if (m < d) m = d; } } } while (m < 224); setuptex(tex_smoke[i], &data[0][0][0], particletexturedata); } // rain splash for (i = 0;i < 16;i++) { memset(&data[0][0][0], 255, sizeof(data)); radius = i * 3.0f / 4.0f / 16.0f; f2 = 255.0f * ((15.0f - i) / 15.0f); for (y = 0;y < PARTICLETEXTURESIZE;y++) { dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1); for (x = 0;x < PARTICLETEXTURESIZE;x++) { dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1); f = f2 * (1.0 - 4.0f * fabs(radius - sqrt(dx*dx+dy*dy))); data[y][x][3] = (int) (bound(0.0f, f, 255.0f)); } } setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata); } // normal particle memset(&data[0][0][0], 255, sizeof(data)); for (y = 0;y < PARTICLETEXTURESIZE;y++) { dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1); for (x = 0;x < PARTICLETEXTURESIZE;x++) { dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1); d = 256 * (1 - (dx*dx+dy*dy)); d = bound(0, d, 255); data[y][x][3] = (qbyte) d; } } setuptex(tex_particle, &data[0][0][0], particletexturedata); // rain memset(&data[0][0][0], 255, sizeof(data)); light[0] = 1;light[1] = 1;light[2] = 1; VectorNormalize(light); for (y = 0;y < PARTICLETEXTURESIZE;y++) { dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1); // stretch upper half of bubble by +50% and shrink lower half by -50% // (this gives an elongated teardrop shape) if (dy > 0.5f) dy = (dy - 0.5f) * 2.0f; else dy = (dy - 0.5f) / 1.5f; for (x = 0;x < PARTICLETEXTURESIZE;x++) { dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1); // shrink bubble width to half dx *= 2.0f; data[y][x][3] = shadebubble(dx, dy, light); } } setuptex(tex_raindrop, &data[0][0][0], particletexturedata); // bubble memset(&data[0][0][0], 255, sizeof(data)); light[0] = 1;light[1] = 1;light[2] = 1; VectorNormalize(light); for (y = 0;y < PARTICLETEXTURESIZE;y++) { dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1); for (x = 0;x < PARTICLETEXTURESIZE;x++) { dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1); data[y][x][3] = shadebubble(dx, dy, light); } } setuptex(tex_bubble, &data[0][0][0], particletexturedata); // blood particles for (i = 0;i < 8;i++) { memset(&data[0][0][0], 255, sizeof(data)); for (k = 0;k < 24;k++) particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 96, 0, 0, 160); //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255); particletextureinvert(&data[0][0][0]); setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata); } // blood decals for (i = 0;i < 8;i++) { memset(&data[0][0][0], 255, sizeof(data)); m = 8; for (j = 1;j < 10;j++) for (k = min(j, m - 1);k < m;k++) particletextureblotch(&data[0][0][0], (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 192 - j * 8); //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255); particletextureinvert(&data[0][0][0]); setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata); } // bullet decals for (i = 0;i < 8;i++) { memset(&data[0][0][0], 255, sizeof(data)); for (k = 0;k < 12;k++) particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128); for (k = 0;k < 3;k++) particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160); //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255); particletextureinvert(&data[0][0][0]); setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata); } #if WORKINGLQUAKE glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #else particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE); if (!particlefonttexture) particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL); for (i = 0;i < MAX_PARTICLETEXTURES;i++) particletexture[i].texture = particlefonttexture; // nexbeam fractalnoise(&noise3[0][0], 64, 4); m = 0; for (y = 0;y < 64;y++) { dy = (y - 0.5f*64) / (64*0.5f+1); for (x = 0;x < 16;x++) { dx = (x - 0.5f*16) / (16*0.5f+1); d = (1 - (dx*dx)) * noise3[y][x]; data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255); data2[y][x][3] = 255; } } particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE); if (!particletexture[tex_beam].texture) particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL); particletexture[tex_beam].s1 = 0; particletexture[tex_beam].t1 = 0; particletexture[tex_beam].s2 = 1; particletexture[tex_beam].t2 = 1; #endif Mem_Free(particletexturedata); } static void r_part_start(void) { particletexturepool = R_AllocTexturePool(); R_InitParticleTexture (); } static void r_part_shutdown(void) { R_FreeTexturePool(&particletexturepool); } static void r_part_newmap(void) { cl_numparticles = 0; cl_freeparticle = 0; } void R_Particles_Init (void) { Cvar_RegisterVariable(&r_drawparticles); #ifdef WORKINGLQUAKE r_part_start(); #else R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap); #endif } #ifdef WORKINGLQUAKE void R_InitParticles(void) { CL_Particles_Init(); R_Particles_Init(); } #endif float particle_vertex3f[12], particle_texcoord2f[8]; #ifdef WORKINGLQUAKE void R_DrawParticle(particle_t *p) { #else void R_DrawParticleCallback(const void *calldata1, int calldata2) { const particle_t *p = calldata1; rmeshstate_t m; #endif float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca; particletexture_t *tex; VectorCopy(p->org, org); tex = &particletexture[p->texnum]; cr = p->color[0] * (1.0f / 255.0f); cg = p->color[1] * (1.0f / 255.0f); cb = p->color[2] * (1.0f / 255.0f); ca = p->alpha * (1.0f / 255.0f); if (p->blendmode == PBLEND_MOD) { cr *= ca; cg *= ca; cb *= ca; cr = min(cr, 1); cg = min(cg, 1); cb = min(cb, 1); ca = 1; } #ifndef WORKINGLQUAKE if (fogenabled && p->blendmode != PBLEND_MOD) { VectorSubtract(org, r_vieworigin, fogvec); fog = exp(fogdensity/DotProduct(fogvec,fogvec)); ifog = 1 - fog; cr = cr * ifog; cg = cg * ifog; cb = cb * ifog; if (p->blendmode == 0) { cr += fogcolor[0] * fog; cg += fogcolor[1] * fog; cb += fogcolor[2] * fog; } } R_Mesh_Matrix(&r_identitymatrix); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(tex->texture); m.pointer_texcoord[0] = particle_texcoord2f; m.pointer_vertex = particle_vertex3f; R_Mesh_State(&m); GL_Color(cr, cg, cb, ca); if (p->blendmode == 0) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); else if (p->blendmode == 1) GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); else GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); GL_DepthMask(false); GL_DepthTest(true); #endif if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED) { if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED) { // double-sided if (DotProduct(p->vel2, r_vieworigin) > DotProduct(p->vel2, org)) { VectorNegate(p->vel2, v); VectorVectors(v, right, up); } else VectorVectors(p->vel2, right, up); VectorScale(right, p->scalex, right); VectorScale(up, p->scaley, up); } else { VectorScale(r_viewleft, -p->scalex, right); VectorScale(r_viewup, p->scaley, up); } particle_vertex3f[ 0] = org[0] - right[0] - up[0]; particle_vertex3f[ 1] = org[1] - right[1] - up[1]; particle_vertex3f[ 2] = org[2] - right[2] - up[2]; particle_vertex3f[ 3] = org[0] - right[0] + up[0]; particle_vertex3f[ 4] = org[1] - right[1] + up[1]; particle_vertex3f[ 5] = org[2] - right[2] + up[2]; particle_vertex3f[ 6] = org[0] + right[0] + up[0]; particle_vertex3f[ 7] = org[1] + right[1] + up[1]; particle_vertex3f[ 8] = org[2] + right[2] + up[2]; particle_vertex3f[ 9] = org[0] + right[0] - up[0]; particle_vertex3f[10] = org[1] + right[1] - up[1]; particle_vertex3f[11] = org[2] + right[2] - up[2]; particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2; particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1; particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1; particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2; } else if (p->orientation == PARTICLE_SPARK) { VectorMA(p->org, -p->scaley, p->vel, v); VectorMA(p->org, p->scaley, p->vel, up2); R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, p->scalex); particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2; particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1; particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1; particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2; } else if (p->orientation == PARTICLE_BEAM) { R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel2, p->scalex); VectorSubtract(p->vel2, p->org, up); VectorNormalizeFast(up); v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25; v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25; particle_texcoord2f[0] = 1;particle_texcoord2f[1] = v[0]; particle_texcoord2f[2] = 0;particle_texcoord2f[3] = v[0]; particle_texcoord2f[4] = 0;particle_texcoord2f[5] = v[1]; particle_texcoord2f[6] = 1;particle_texcoord2f[7] = v[1]; } else Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation); #if WORKINGLQUAKE if (p->blendmode == 0) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); else if (p->blendmode == 1) glBlendFunc(GL_SRC_ALPHA, GL_ONE); else glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); glColor4f(cr, cg, cb, ca); glBegin(GL_QUADS); glTexCoord2f(particle_texcoord2f[0], particle_texcoord2f[1]);glVertex3f(particle_vertex3f[ 0], particle_vertex3f[ 1], particle_vertex3f[ 2]); glTexCoord2f(particle_texcoord2f[2], particle_texcoord2f[3]);glVertex3f(particle_vertex3f[ 3], particle_vertex3f[ 4], particle_vertex3f[ 5]); glTexCoord2f(particle_texcoord2f[4], particle_texcoord2f[5]);glVertex3f(particle_vertex3f[ 6], particle_vertex3f[ 7], particle_vertex3f[ 8]); glTexCoord2f(particle_texcoord2f[6], particle_texcoord2f[7]);glVertex3f(particle_vertex3f[ 9], particle_vertex3f[10], particle_vertex3f[11]); glEnd(); #else R_Mesh_Draw(4, 2, polygonelements); #endif } void R_DrawParticles (void) { int i; float minparticledist; particle_t *p; #ifdef WORKINGLQUAKE CL_MoveParticles(); #endif // LordHavoc: early out conditions if ((!cl_numparticles) || (!r_drawparticles.integer)) return; minparticledist = DotProduct(r_vieworigin, r_viewforward) + 4.0f; #ifdef WORKINGLQUAKE glBindTexture(GL_TEXTURE_2D, particlefonttexture); glEnable(GL_BLEND); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDepthMask(0); // LordHavoc: only render if not too close for (i = 0, p = particles;i < cl_numparticles;i++, p++) if (p->type && DotProduct(p->org, r_viewforward) >= minparticledist) R_DrawParticle(p); glDepthMask(1); glDisable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #else // LordHavoc: only render if not too close for (i = 0, p = particles;i < cl_numparticles;i++, p++) { if (p->type) { c_particles++; if (DotProduct(p->org, r_viewforward) >= minparticledist || p->orientation == PARTICLE_BEAM) R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0); } } #endif }