#include "quakedef.h"
#include "cl_collision.h"
-#define MAX_PARTICLES 16384 // default max # of particles at one time
+#define MAX_PARTICLES 8192 // 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
#define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
#define P_ORIENTATION_BITS 2
#define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
-#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
+//#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
#define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
typedef struct particle_s
partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
if (padditive)\
partflags |= P_ADDITIVE;\
- if (plight)\
- partflags |= P_DYNLIGHT;\
+ /*if (plight)*/\
+ /* partflags |= P_DYNLIGHT;*/\
tempcolor = (pcolor1);\
tempcolor2 = (pcolor2);\
cr2 = ((tempcolor2) >> 16) & 0xFF;\
if (cl_stainmaps.integer)
R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
- i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
+ i = Mod_PointContents(org, cl.worldmodel);
if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
{
for (i = 0;i < 128;i++)
// if we skip out, leave it reset
ent->persistent.trail_time = 0.0f;
- contents = Mod_PointInLeaf(pos, cl.worldmodel)->contents;
+ contents = Mod_PointContents(pos, cl.worldmodel);
if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
return;
{
f = p->friction * frametime;
if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+ content = Mod_PointContents(p->org, cl.worldmodel);
if (content != CONTENTS_EMPTY)
f *= 4;
f = 1.0f - f;
{
case pt_blood:
if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+ content = Mod_PointContents(p->org, cl.worldmodel);
a = content;
if (a != CONTENTS_EMPTY)
{
break;
case pt_bubble:
if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+ content = Mod_PointContents(p->org, cl.worldmodel);
if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
{
p->die = -1;
p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
}
if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+ content = Mod_PointContents(p->org, cl.worldmodel);
a = content;
if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
p->die = -1;
static particletexture_t particletexture[MAX_PARTICLETEXTURES];
static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
-static cvar_t r_particles_lighting = {0, "r_particles_lighting", "0"};
static qbyte shadebubble(float dx, float dy, vec3_t light)
{
void R_Particles_Init (void)
{
Cvar_RegisterVariable(&r_drawparticles);
- Cvar_RegisterVariable(&r_particles_lighting);
R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
}
-int partindexarray[6] = {0, 1, 2, 0, 2, 3};
-
-void R_DrawParticleCallback(void *calldata1, int calldata2)
+void R_DrawParticleCallback(const void *calldata1, int calldata2)
{
- int lighting, dynlight, additive, texnum, orientation;
+ int additive, texnum, orientation;
float org[3], up2[3], right2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
particletexture_t *tex;
- mleaf_t *leaf;
- rmeshbufferinfo_t m;
- particle_t *p;
-
- p = calldata1;
-
- // LordHavoc: check if it's in a visible leaf
- leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
- if (leaf->visframe != r_framecount)
- return;
-
- lighting = r_dynamic.integer ? r_particles_lighting.integer : 0;
+ rmeshstate_t m;
+ const particle_t *p = calldata1;
VectorCopy(p->org, org);
orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
- dynlight = p->flags & P_DYNLIGHT;
+ //dynlight = p->flags & P_DYNLIGHT;
additive = p->flags & P_ADDITIVE;
+
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ if (additive)
+ m.blendfunc2 = GL_ONE;
+ else
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.tex[0] = R_GetTexture(particlefonttexture);
+ R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_State(&m);
+
if (orientation == PARTICLE_BILLBOARD)
{
VectorScale(vright, p->scalex, right);
}
else
Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
-
+ varray_vertex[0] = org[0] - right[0] - up[0];
+ varray_vertex[1] = org[1] - right[1] - up[1];
+ varray_vertex[2] = org[2] - right[2] - up[2];
+ varray_vertex[4] = org[0] - right[0] + up[0];
+ varray_vertex[5] = org[1] - right[1] + up[1];
+ varray_vertex[6] = org[2] - right[2] + up[2];
+ varray_vertex[8] = org[0] + right[0] + up[0];
+ varray_vertex[9] = org[1] + right[1] + up[1];
+ varray_vertex[10] = org[2] + right[2] + up[2];
+ varray_vertex[12] = org[0] + right[0] - up[0];
+ varray_vertex[13] = org[1] + right[1] - up[1];
+ varray_vertex[14] = org[2] + right[2] - up[2];
+ tex = &particletexture[texnum];
+ varray_texcoord[0][0] = tex->s1;
+ varray_texcoord[0][1] = tex->t1;
+ varray_texcoord[0][2] = tex->s1;
+ varray_texcoord[0][3] = tex->t2;
+ varray_texcoord[0][4] = tex->s2;
+ varray_texcoord[0][5] = tex->t2;
+ varray_texcoord[0][6] = tex->s2;
+ varray_texcoord[0][7] = tex->t1;
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 (lighting >= 1 && (dynlight || lighting >= 2))
- {
- R_CompleteLightPoint(v, org, true, leaf);
- cr *= v[0];
- cg *= v[1];
- cb *= v[2];
- }
-
if (fogenabled)
{
VectorSubtract(org, r_origin, fogvec);
cb += fogcolor[2] * fog;
}
}
-
- memset(&m, 0, sizeof(m));
- m.transparent = false;
- m.blendfunc1 = GL_SRC_ALPHA;
- if (additive)
- m.blendfunc2 = GL_ONE;
- else
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.numtriangles = 2;
- m.numverts = 4;
- m.tex[0] = R_GetTexture(particlefonttexture);
- if (R_Mesh_Draw_GetBuffer(&m, false))
- {
- m.index[0] = 0;
- m.index[1] = 1;
- m.index[2] = 2;
- m.index[3] = 0;
- m.index[4] = 2;
- m.index[5] = 3;
- m.vertex[0] = org[0] - right[0] - up[0];
- m.vertex[1] = org[1] - right[1] - up[1];
- m.vertex[2] = org[2] - right[2] - up[2];
- m.vertex[4] = org[0] - right[0] + up[0];
- m.vertex[5] = org[1] - right[1] + up[1];
- m.vertex[6] = org[2] - right[2] + up[2];
- m.vertex[8] = org[0] + right[0] + up[0];
- m.vertex[9] = org[1] + right[1] + up[1];
- m.vertex[10] = org[2] + right[2] + up[2];
- m.vertex[12] = org[0] + right[0] - up[0];
- m.vertex[13] = org[1] + right[1] - up[1];
- m.vertex[14] = org[2] + right[2] - up[2];
- tex = &particletexture[texnum];
- m.texcoords[0][0] = tex->s1;
- m.texcoords[0][1] = tex->t1;
- m.texcoords[0][2] = tex->s1;
- m.texcoords[0][3] = tex->t2;
- m.texcoords[0][4] = tex->s2;
- m.texcoords[0][5] = tex->t2;
- m.texcoords[0][6] = tex->s2;
- m.texcoords[0][7] = tex->t1;
- m.color[0] = m.color[4] = m.color[8] = m.color[12] = cr * m.colorscale;
- m.color[1] = m.color[5] = m.color[9] = m.color[13] = cg * m.colorscale;
- m.color[2] = m.color[6] = m.color[10] = m.color[14] = cb * m.colorscale;
- m.color[3] = m.color[7] = m.color[11] = m.color[15] = ca;
- R_Mesh_Render();
- }
+ varray_color[0] = varray_color[4] = varray_color[8] = varray_color[12] = cr * mesh_colorscale;
+ varray_color[1] = varray_color[5] = varray_color[9] = varray_color[13] = cg * mesh_colorscale;
+ varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cb * mesh_colorscale;
+ varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = ca;
+ R_Mesh_Draw(4, 2, polygonelements);
}
void R_DrawParticles (void)
minparticledist = DotProduct(r_origin, vpn) + 16.0f;
+ // LordHavoc: only render if not too close
for (i = 0, p = particles;i < cl_numparticles;i++, p++)
- {
- // LordHavoc: only render if not too close
- if (DotProduct(p->org, vpn) < minparticledist)
- continue;
-
- R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
- }
+ if (DotProduct(p->org, vpn) >= minparticledist)
+ R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
}