// 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
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;
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;
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);
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);
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);
+ }
+
}
/*
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)
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)
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;
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);
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;
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;
}
-extern qboolean lighthalf;
-
/*
===============
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
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;
}
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;
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));
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