]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_part.c
ripped out vertex array function lookup, require OpenGL 1.2.x instead.
[xonotic/darkplaces.git] / r_part.c
index ba99439922ed195e33183534dfcaa6889b02d71d..bfd01a8e5c65bcde719cd265d588281b542e858c 100644 (file)
--- a/r_part.c
+++ b/r_part.c
@@ -25,7 +25,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 // LordHavoc: added dust, smoke, snow, bloodcloud, and many others
 typedef enum {
-       pt_static, pt_grav, pt_blob, pt_blob2, pt_smoke, pt_snow, pt_bloodcloud, pt_fallfadespark, pt_bubble, pt_fade, pt_smokecloud
+       pt_static, pt_grav, pt_blob, pt_blob2, pt_smoke, pt_snow, pt_rain, pt_bloodcloud, pt_fallfadespark, pt_bubble, pt_fade, pt_smokecloud, pt_splash
 } ptype_t;
 
 typedef struct particle_s
@@ -35,11 +35,11 @@ typedef struct particle_s
        vec3_t          vel;
        float           die;
        ptype_t         type;
-       // LordHavoc: added for improved particle effects
        float           scale;
        short           texnum;
        float           alpha; // 0-255
        float           time2; // used for various things (snow fluttering, for example)
+       vec3_t          oldorg;
        vec3_t          vel2; // used for snow fluttering (base velocity, wind for instance)
 } particle_t;
 
@@ -69,20 +69,53 @@ particle_t  **freeparticles; // list used only in compacting particles array
 cvar_t r_particles = {"r_particles", "1"};
 cvar_t r_dynamicparticles = {"r_dynamicparticles", "0", TRUE};
 
+byte shadebubble(float dx, float dy, vec3_t light)
+{
+       float   dz, f, dot;
+       vec3_t  normal;
+       if ((dx*dx+dy*dy) < 1) // it does hit the sphere
+       {
+               dz = 1 - (dx*dx+dy*dy);
+               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 (byte) f;
+       }
+       else
+               return 0;
+}
+
 void R_InitParticleTexture (void)
 {
-       int             x,y,d,i;
-       float   dx, dy, dz, f, dot;
+       int             x,y,d,i,m;
+       float   dx, dy;
        byte    data[32][32][4], noise1[32][32], noise2[32][32];
-       vec3_t  normal, light;
+       vec3_t  light;
 
-       for (x=0 ; x<32 ; x++)
+       for (y = 0;y < 32;y++)
        {
-               for (y=0 ; y<32 ; y++)
+               dy = y - 16;
+               for (x = 0;x < 32;x++)
                {
                        data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
                        dx = x - 16;
-                       dy = y - 16;
                        d = (255 - (dx*dx+dy*dy));
                        if (d < 0) d = 0;
                        data[y][x][3] = (byte) d;
@@ -92,50 +125,48 @@ void R_InitParticleTexture (void)
 
        for (i = 0;i < 8;i++)
        {
-               fractalnoise(&noise1[0][0], 32);
-               fractalnoise(&noise2[0][0], 32);
-               for (y = 0;y < 32;y++)
-                       for (x = 0;x < 32;x++)
+               do
+               {
+                       fractalnoise(&noise1[0][0], 32, 1);
+                       fractalnoise(&noise2[0][0], 32, 8);
+                       m = 0;
+                       for (y = 0;y < 32;y++)
                        {
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
-                               dx = x - 16;
                                dy = y - 16;
-                               d = noise2[y][x] * 4 - 512;
-                               if (d > 0)
+                               for (x = 0;x < 32;x++)
                                {
-                                       if (d > 255)
-                                               d = 255;
-                                       d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
-                                       if (d < 0) d = 0;
-                                       if (d > 255) d = 255;
-                                       data[y][x][3] = (byte) d;
+                                       data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
+                                       dx = x - 16;
+                                       d = ((noise2[y][x] * 384) >> 8) - 128;
+                                       if (d > 0)
+                                       {
+                                               if (d > 255)
+                                                       d = 255;
+                                               d = (d * (255 - (int) (dx*dx+dy*dy))) >> 7;
+                                               if (d < 0) d = 0;
+                                               if (d > 255) d = 255;
+                                               data[y][x][3] = (byte) d;
+                                               if (m < d)
+                                                       m = d;
+                                       }
+                                       else
+                                               data[y][x][3] = 0;
                                }
-                               else
-                                       data[y][x][3] = 0;
                        }
+               }
+               while (m < 192);
 
                smokeparticletexture[i] = GL_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], true, true, 4);
        }
 
+       light[0] = 1;light[1] = 1;light[2] = 1;
+       VectorNormalize(light);
        for (x=0 ; x<32 ; x++)
        {
                for (y=0 ; y<32 ; y++)
                {
                        data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       if (y < 24) // stretch the upper half to make a raindrop
-                       {
-                               dx = (x - 16)*2;
-                               dy = (y - 24)*2/3;
-                               d = (255 - (dx*dx+dy*dy))/2;
-                       }
-                       else
-                       {
-                               dx = (x - 16)*2;
-                               dy = (y - 24)*2;
-                               d = (255 - (dx*dx+dy*dy))/2;
-                       }
-                       if (d < 0) d = 0;
-                       data[y][x][3] = (byte) d;
+                       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);
                }
        }
        rainparticletexture = GL_LoadTexture ("rainparticletexture", 32, 32, &data[0][0][0], true, true, 4);
@@ -147,34 +178,7 @@ void R_InitParticleTexture (void)
                for (y=0 ; y<32 ; y++)
                {
                        data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
-                       dx = x * (1.0 / 16.0) - 1.0;
-                       dy = y * (1.0 / 16.0) - 1.0;
-                       if (dx*dx+dy*dy < 1) // it does hit the sphere
-                       {
-                               dz = 1 - (dx*dx+dy*dy);
-                               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 *= 64;
-                               f = bound(0, f, 255);
-                               data[y][x][3] = (byte) f;
-                       }
-                       else
-                               data[y][x][3] = 0;
+                       data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
                }
        }
        bubbleparticletexture = GL_LoadTexture ("bubbleparticletexture", 32, 32, &data[0][0][0], true, true, 4);
@@ -473,12 +477,20 @@ void R_ParticleExplosion (vec3_t org, int smoke)
        int                     i;
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
-       particle(pt_smokecloud, (rand()&7) + 8, smokeparticletexture[rand()&7], 30, 96, 2, org[0], org[1], org[2], 0, 0, 0);
+       particle(pt_smokecloud, (rand()&7) + 8, smokeparticletexture[rand()&7], 30, 160, 2, org[0], org[1], org[2], 0, 0, 0);
 
        i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
        if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
-               for (i=0 ; i<32 ; i++)
-                       particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 16);
+       {
+               for (i=0 ; i<128 ; i++)
+                       particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 96);
+       }
+       else
+       {
+               for (i = 0;i < 256;i++)
+                       particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1.5, lhrandom(0, 255), 5, lhrandom(-16, 16) + org[0], lhrandom(-16, 16) + org[1], lhrandom(-16, 16) + org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 192);
+       }
+
 }
 
 /*
@@ -553,7 +565,8 @@ void R_SparkShower (vec3_t org, vec3_t dir, int count)
        particle(pt_smokecloud, 12+(rand()&3), smokeparticletexture[rand()&7], 8, 64, 99, org[0], org[1], org[2], 0, 0, 0);
        // sparks
        while(count--)
-               particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, org, 4, 96);
+//             particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, org, 4, 96);
+               particle(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, lhrandom(-4, 4) + org[0], lhrandom(-4, 4) + org[1], lhrandom(-4, 4) + org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64) + 64);
 }
 
 void R_BloodPuff (vec3_t org)
@@ -561,6 +574,8 @@ void R_BloodPuff (vec3_t org)
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
        particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 12, 128, 99, org[0], org[1], org[2], 0, 0, 0);
+       particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 10, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
+       particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 8, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
 }
 
 void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
@@ -586,7 +601,7 @@ void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
                ALLOCPARTICLE
 
                p->texnum = smokeparticletexture[rand()&7];
-               p->scale = lhrandom(6, 8);
+               p->scale = lhrandom(4, 6);
                p->alpha = 96 + (rand()&63);
                p->die = cl.time + 2;
                p->type = pt_bloodcloud;
@@ -675,18 +690,19 @@ void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorb
                org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
                org[2] = z;
 
-               p->scale = 1.5;
                p->alpha = 255;
                p->die = t;
                if (type == 1)
                {
+                       p->scale = 2;
                        p->texnum = particletexture;
                        p->type = pt_snow;
                }
                else // 0
                {
+                       p->scale = 3;
                        p->texnum = rainparticletexture;
-                       p->type = pt_static;
+                       p->type = pt_rain;
                }
                p->color = colorbase + (rand()&3);
                VectorCopy(org, p->org);
@@ -777,7 +793,6 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
        float           len, dec = 0, t, nt, speed;
        int                     j, contents, bubbles;
        particle_t      *p;
-       static int      tracercount;
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
        t = cl.oldtime;
@@ -860,7 +875,7 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
                        case 4: // slight blood
                                dec = 0.025f;
                                p->texnum = smokeparticletexture[rand()&7];
-                               p->scale = lhrandom(6, 8);
+                               p->scale = lhrandom(4, 6);
                                p->alpha = type == 4 ? 192 : 255;
                                p->color = (rand()&3)+68;
                                p->type = pt_bloodcloud;
@@ -936,8 +951,6 @@ void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
 }
 
 
-extern qboolean lighthalf;
-
 /*
 ===============
 R_DrawParticles
@@ -946,13 +959,15 @@ R_DrawParticles
 extern cvar_t  sv_gravity;
 void R_CompleteLightPoint (vec3_t color, vec3_t p);
 
+void TraceLine (vec3_t start, vec3_t end, vec3_t impact);
+
 void R_DrawParticles (void)
 {
        particle_t              *p;
        int                             i, r,g,b,a;
        float                   gravity, dvel, frametime, scale, scale2, minparticledist;
        byte                    *color24;
-       vec3_t                  up, right, uprightangles, forward2, up2, right2, tempcolor;
+       vec3_t                  up, right, uprightangles, forward2, up2, right2, tempcolor, v;
        int                             activeparticles, maxparticle, j, k;
 
        // LordHavoc: early out condition
@@ -1020,6 +1035,7 @@ void R_DrawParticles (void)
                        transpolyend();
                }
 
+               VectorCopy(p->org, p->oldorg);
                p->org[0] += p->vel[0]*frametime;
                p->org[1] += p->vel[1]*frametime;
                p->org[2] += p->vel[2]*frametime;
@@ -1059,13 +1075,13 @@ void R_DrawParticles (void)
                        }
                        break;
                case pt_bloodcloud:
-                       if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
-                       {
-                               p->die = -1;
-                               break;
-                       }
-                       p->scale += frametime * 4;
-                       p->alpha -= frametime * 64;
+//                     if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+//                     {
+//                             p->die = -1;
+//                             break;
+//                     }
+                       p->scale += frametime * 16;
+                       p->alpha -= frametime * 512;
                        if (p->alpha < 1 || p->scale < 1)
                                p->die = -1;
                        break;
@@ -1083,7 +1099,15 @@ void R_DrawParticles (void)
                case pt_bubble:
                        a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
                        if (a != CONTENTS_WATER && a != CONTENTS_SLIME)
-                               p->die = -1;
+                       {
+                               p->texnum = smokeparticletexture[rand()&7];
+                               p->type = pt_splash;
+                               p->alpha = 96;
+                               p->scale = 5;
+                               p->vel[0] = p->vel[1] = p->vel[2] = 0;
+                               p->die = cl.time + 1000;
+//                             p->die = -1;
+                       }
                        p->vel[2] += gravity * 0.25;
                        p->vel[0] *= (1 - (frametime * 0.0625));
                        p->vel[1] *= (1 - (frametime * 0.0625));
@@ -1105,6 +1129,51 @@ void R_DrawParticles (void)
                        if (p->alpha < 1)
                                p->die = -1;
                        break;
+               case pt_splash:
+                       p->scale += frametime * 24;
+                       p->alpha -= frametime * 256;
+                       if (p->alpha < 1)
+                               p->die = -1;
+                       break;
+               case pt_rain:
+                       a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
+                       if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+                       {
+                               if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
+                                       break; // still in solid
+                               p->die = cl.time + 1000;
+                               switch (a)
+                               {
+                               case CONTENTS_LAVA:
+                               case CONTENTS_SLIME:
+                                       p->texnum = smokeparticletexture[rand()&7];
+                                       p->type = pt_smokecloud;
+                                       p->alpha = 64;
+                                       p->vel[2] = 96;
+                                       break;
+                               case CONTENTS_WATER:
+                                       p->texnum = smokeparticletexture[rand()&7];
+                                       p->type = pt_splash;
+                                       p->alpha = 96;
+                                       p->scale = 5;
+                                       p->vel[0] = p->vel[1] = p->vel[2] = 0;
+//                                     p->texnum = bubbleparticletexture;
+//                                     p->type = pt_bubble;
+//                                     p->vel[2] *= 0.1;
+                                       break;
+                               default: // CONTENTS_SOLID and any others
+                                       TraceLine(p->oldorg, p->org, v);
+                                       VectorCopy(v, p->org);
+                                       p->texnum = smokeparticletexture[rand()&7];
+                                       p->type = pt_splash;
+                                       p->alpha = 96;
+                                       p->scale = 5;
+                                       p->vel[0] = p->vel[1] = p->vel[2] = 0;
+                                       p->die = cl.time + 1000;
+                                       break;
+                               }
+                       }
+                       break;
                }
        }
        // fill in gaps to compact the array