X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_particles.c;h=f4c0f7522c0d2e828545bad67786b8ff137d7b49;hp=1107913bd1635aad743407410a0d98f32efc3d1e;hb=f9d8bc7ea04ff91fcbd90fe50a299b37724b349b;hpb=03e1a41d3cb44dad41bb271bc94e0b09606626b1 diff --git a/cl_particles.c b/cl_particles.c index 1107913b..f4c0f752 100644 --- a/cl_particles.c +++ b/cl_particles.c @@ -19,49 +19,235 @@ 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 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_TeleportSplash R_TeleportSplash +#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); + VectorNormalize (normal); + + // calculate 'right' vector for start + VectorSubtract (r_vieworigin, org1, diff); + VectorNormalize (diff); + CrossProduct (normal, diff, right1); + + // calculate 'right' vector for end + VectorSubtract (r_vieworigin, org2, diff); + VectorNormalize (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)) + { + Con_Printf("fractalnoise: size must be power of 2\n"); + return; + } + + for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++); + if (startgrid != (1 << gridpower)) + { + Con_Printf("fractalnoise: grid must be power of 2\n"); + return; + } + + 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]; + VectorNormalize(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 +trace_t CL_TraceBox (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int hitbmodels, int *hitent, int hitsupercontentsmask, qboolean hitplayers) +{ +#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 + return trace; +} +#else #include "cl_collision.h" +#include "image.h" +#endif -#define MAX_PARTICLES 8192 // default max # of particles at one time +#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_static, pt_rain, pt_bubble, pt_blood + PARTICLE_BILLBOARD = 0, + PARTICLE_SPARK = 1, + PARTICLE_ORIENTED_DOUBLESIDED = 2, + PARTICLE_BEAM = 3 } -ptype_t; +porientation_t; -#define PARTICLE_INVALID 0 -#define PARTICLE_BILLBOARD 1 -#define PARTICLE_BEAM 2 -#define PARTICLE_ORIENTED_DOUBLESIDED 3 +typedef enum +{ + PBLEND_ALPHA = 0, + PBLEND_ADD = 1, + PBLEND_MOD = 2 +} +pblend_t; + +typedef struct particletype_s +{ + pblend_t blendmode; + porientation_t orientation; + qboolean lighting; +} +particletype_t; + +typedef enum +{ + pt_alphastatic, pt_static, pt_spark, pt_beam, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_smoke, pt_decal, pt_entityparticle, pt_total +} +ptype_t; -#define P_TEXNUM_FIRSTBIT 0 -#define P_TEXNUM_BITS 6 -#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_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1)) +// must match ptype_t values +particletype_t particletype[pt_total] = +{ + {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_alphastatic + {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_static + {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_spark + {PBLEND_ADD, PARTICLE_BEAM, false}, //pt_beam + {PBLEND_ADD, PARTICLE_SPARK, false}, //pt_rain + {PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_raindecal + {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_snow + {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_bubble + {PBLEND_MOD, PARTICLE_BILLBOARD, false}, //pt_blood + {PBLEND_ADD, PARTICLE_BILLBOARD, false}, //pt_smoke + {PBLEND_MOD, PARTICLE_ORIENTED_DOUBLESIDED, false}, //pt_decal + {PBLEND_ALPHA, PARTICLE_BILLBOARD, false}, //pt_entityparticle +}; typedef struct particle_s { - ptype_t type; - unsigned int flags; // dynamically lit, orientation, additive blending, texnum + particletype_t *type; + int texnum; vec3_t org; - vec3_t vel; - float die; - float scalex; - float scaley; + vec3_t vel; // velocity of particle, or orientation of decal, or end point of beam + float size; float alpha; // 0-255 float alphafade; // how much alpha reduces per second - float time2; // used for various things (snow fluttering, for example) + float time2; // used for snow fluttering and decal fade 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]; + unsigned short 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 } particle_t; @@ -103,34 +289,48 @@ static int particlepalette[256] = //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff}; -// these must match r_part.c's textures +// texture numbers in particle font static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7}; -static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23}; -static const int tex_particle = 24; -static const int tex_rain = 25; -static const int tex_bubble = 26; +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; -static particle_t **freeparticles; // list used only in compacting particles array 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_size = {CVAR_SAVE, "cl_particles_blood_size", "8"}; 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"}; - -static mempool_t *cl_part_mempool; +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"}; void CL_Particles_Clear(void) { cl_numparticles = 0; + cl_freeparticle = 0; + memset(particles, 0, sizeof(particle_t) * cl_maxparticles); } /* @@ -143,6 +343,7 @@ 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) @@ -157,77 +358,144 @@ void CL_Particles_Init (void) 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_size); 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 + particles = (particle_t *) Mem_Alloc(cl_mempool, cl_maxparticles * sizeof(particle_t)); +#endif + CL_Particles_Clear(); +} - cl_part_mempool = Mem_AllocPool("CL_Part"); - particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t)); - freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *)); - cl_numparticles = 0; +void CL_Particles_Shutdown (void) +{ +#ifdef WORKINGLQUAKE + // No clue what to do here... +#endif } -#define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\ -{\ - if (cl_numparticles >= cl_maxparticles)\ - return;\ - {\ - particle_t *part;\ - int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\ - unsigned int partflags;\ - partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\ - if (padditive)\ - partflags |= P_ADDITIVE;\ - /*if (plight)*/\ - /* partflags |= P_DYNLIGHT;*/\ - tempcolor = (pcolor1);\ - tempcolor2 = (pcolor2);\ - cr2 = ((tempcolor2) >> 16) & 0xFF;\ - cg2 = ((tempcolor2) >> 8) & 0xFF;\ - cb2 = (tempcolor2) & 0xFF;\ - if (tempcolor != tempcolor2)\ - {\ - cr1 = ((tempcolor) >> 16) & 0xFF;\ - cg1 = ((tempcolor) >> 8) & 0xFF;\ - cb1 = (tempcolor) & 0xFF;\ - tempcolor = rand() & 0xFF;\ - cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\ - cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\ - cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\ - }\ - part = &particles[cl_numparticles++];\ - part->type = (ptype);\ - part->color[0] = cr2;\ - part->color[1] = cg2;\ - part->color[2] = cb2;\ - part->color[3] = 0xFF;\ - part->flags = partflags;\ - 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);\ - }\ +// 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 +// 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 +// psize - size of particle (or thickness for PARTICLE_SPARK and PARTICLE_BEAM) +// 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 +// pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1) +particle_t *particle(particletype_t *ptype, int pcolor1, int pcolor2, int ptex, float psize, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pfriction) +{ + 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->texnum = ptex; + part->size = (psize); + part->alpha = (palpha); + part->alphafade = (palphafade); + 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 = 0; + part->friction = (pfriction); + return part; +} + +void CL_SpawnDecalParticleForSurface(int 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(particletype + pt_decal, color1, color2, texnum, size, alpha, 0, 0, 0, org[0] + normal[0], org[1] + normal[1], org[2] + normal[2], normal[0], normal[1], normal[2], 0); + if (p) + { + p->time2 = cl.time; +#ifndef WORKINGLQUAKE + p->owner = hitent; + p->ownermodel = cl_entities[p->owner].render.model; + Matrix4x4_Transform(&cl_entities[p->owner].render.inversematrix, org, p->relativeorigin); + Matrix4x4_Transform3x3(&cl_entities[p->owner].render.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 org2[3]; + int besthitent = 0, hitent; + trace_t trace; + bestfrac = 10; + for (i = 0;i < 32;i++) + { + VectorRandom(org2); + VectorMA(org, maxdist, org2, org2); + trace = CL_TraceBox(org, vec3_origin, vec3_origin, org2, true, &hitent, SUPERCONTENTS_SOLID, false); + if (bestfrac > trace.fraction) + { + bestfrac = trace.fraction; + besthitent = hitent; + VectorCopy(trace.endpos, bestorg); + VectorCopy(trace.plane.normal, bestnormal); + } + } + if (bestfrac < 1) + CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha); } /* @@ -266,26 +534,42 @@ void CL_EntityParticles (entity_t *ent) forward[1] = cp*sy; forward[2] = -sp; - particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 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); +#ifdef WORKINGLQUAKE + particle(particletype + pt_entityparticle, particlepalette[0x6f], particlepalette[0x6f], tex_particle, 2, 255, 0, 0, 0, ent->origin[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); +#else + particle(particletype + pt_entityparticle, particlepalette[0x6f], particlepalette[0x6f], tex_particle, 2, 255, 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); +#endif } } void CL_ReadPointFile_f (void) { - vec3_t org; - int r, c; - char *pointfile, *pointfilepos, *t, tchar; + vec3_t org, leakorg; + int r, c, s; + char *pointfile = NULL, *pointfilepos, *t, tchar; + char name[MAX_OSPATH]; + + if (!cl.worldmodel) + return; - pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true); + FS_StripExtension (cl.worldmodel->name, name, sizeof (name)); + strlcat (name, ".pts", sizeof (name)); +#if WORKINGLQUAKE + pointfile = COM_LoadTempFile (name); +#else + pointfile = (char *)FS_LoadFile(name, tempmempool, true); +#endif if (!pointfile) { - Con_Printf ("couldn't open %s.pts\n", sv.name); + Con_Printf("Could not open %s\n", name); return; } - Con_Printf ("Reading %s.pts...\n", sv.name); + Con_Printf("Reading %s...\n", name); + VectorClear(leakorg); c = 0; + s = 0; pointfilepos = pointfile; while (*pointfilepos) { @@ -303,18 +587,25 @@ void CL_ReadPointFile_f (void) pointfilepos = t; if (r != 3) break; + if (c == 0) + VectorCopy(org, leakorg); c++; - if (cl_numparticles >= cl_maxparticles) + if (cl_numparticles < cl_maxparticles - 3) { - Con_Printf ("Not enough free particles\n"); - break; + s++; + particle(particletype + pt_static, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, 2, 255, 0, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0); } - particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0); } - +#ifndef WORKINGLQUAKE Mem_Free(pointfile); - Con_Printf ("%i points read\n", c); +#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(particletype + pt_beam, 0xFF0000, 0xFF0000, tex_beam, 64, 255, 0, 0, 0, org[0] - 4096, org[1], org[2], org[0] + 4096, org[1], org[2], 0); + particle(particletype + pt_beam, 0x00FF00, 0x00FF00, tex_beam, 64, 255, 0, 0, 0, org[0], org[1] - 4096, org[2], org[0], org[1] + 4096, org[2], 0); + particle(particletype + pt_beam, 0x0000FF, 0x0000FF, tex_beam, 64, 255, 0, 0, 0, org[0], org[1], org[2] - 4096, org[0], org[1], org[2] + 4096, 0); } /* @@ -326,11 +617,10 @@ Parse an effect out of the server message */ void CL_ParseParticleEffect (void) { - vec3_t org, dir; - int i, count, msgcount, color; + vec3_t org, dir; + int i, count, msgcount, color; - for (i=0 ; i<3 ; i++) - org[i] = MSG_ReadCoord (); + MSG_ReadVector(org, cl.protocol); for (i=0 ; i<3 ; i++) dir[i] = MSG_ReadChar () * (1.0/16); msgcount = MSG_ReadByte (); @@ -341,6 +631,21 @@ void CL_ParseParticleEffect (void) 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); } @@ -350,22 +655,60 @@ CL_ParticleExplosion =============== */ -void CL_ParticleExplosion (vec3_t org, int smoke) +void CL_ParticleExplosion (vec3_t org) { int i; + trace_t trace; + //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 = Mod_PointContents(org, cl.worldmodel); - if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer) + i = CL_PointSuperContents(org); + if (i & (SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER)) { - for (i = 0;i < 128;i++) + if (cl_particles.integer && cl_particles_bubbles.integer && cl_particles_explosions_bubbles.integer) + for (i = 0;i < 128 * cl_particles_quality.value;i++) + particle(particletype + pt_bubble, 0x404040, 0x808080, tex_bubble, 2, (1.0f / cl_particles_quality.value) * lhrandom(128, 255), (1.0f / cl_particles_quality.value) * 128, -0.125, 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), (1.0 / 16.0)); + } + 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) { - particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0); + 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); + trace = CL_TraceBox(org, vec3_origin, vec3_origin, v, true, NULL, SUPERCONTENTS_SOLID, false); + if (trace.fraction >= 0.1) + break; + } + VectorSubtract(trace.endpos, org, v2); +#endif + VectorScale(v2, 2.0f, v2); + particle(particletype + pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 12, 32, 64, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0); + } } + + if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer) + for (i = 0;i < 128 * cl_particles_quality.value;i++) + particle(particletype + pt_spark, 0x903010, 0xFFD030, tex_particle, 1.0f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 1, 0, org[0], org[1], org[2], lhrandom(-256, 256), lhrandom(-256, 256), lhrandom(-256, 256) + 80, 0.2); } - if (cl_explosions.integer) + if (cl_particles_explosions_shell.integer) R_NewExplosion(org); } @@ -377,13 +720,20 @@ 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;i++) + 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)]; - particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0); + pscale = lhrandom(0.5, 1.5); + particle(particletype + pt_static, k, k, tex_particle, pscale, (1.0f / cl_particles_quality.value) * 255, (1.0f/cl_particles_quality.value)*512, 0, 0, org[0] + offset[0], org[1] + offset[1], org[2] + offset[2], vel[0], vel[1], vel[2], lhrandom(1.5, 3)); } } @@ -395,11 +745,7 @@ CL_BlobExplosion */ void CL_BlobExplosion (vec3_t org) { - if (cl_stainmaps.integer) - R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64); - - if (cl_explosions.integer) - R_NewExplosion(org); + CL_ParticleExplosion(org); } /* @@ -414,14 +760,18 @@ void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) if (count == 1024) { - CL_ParticleExplosion(org, false); + CL_ParticleExplosion(org); return; } if (!cl_particles.integer) return; + count *= cl_particles_quality.value; while (count--) { k = particlepalette[color + (rand()&7)]; - particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0); + if (gamemode == GAME_GOODVSBAD2) + particle(particletype + pt_alphastatic, k, k, tex_particle, 5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 300, 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); + else + particle(particletype + pt_alphastatic, k, k, tex_particle, 1, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 512, 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); } } @@ -431,65 +781,90 @@ void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) CL_SparkShower =============== */ -void CL_SparkShower (vec3_t org, vec3_t dir, int count) +void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale) { int k; - if (!cl_particles.integer) return; - if (cl_stainmaps.integer) - R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24); + if (!cl_particles.integer) return; - if (cl_particles_bulletimpacts.integer) + if (cl_particles_sparks.integer) { - // smoke puff - if (cl_particles_smoke.integer) - particle(pt_static, PARTICLE_BILLBOARD, 0x606060, 0xA0A0A0, tex_smoke[rand()&7], true, true, 4, 4, 255, 1024, 9999, -0.2, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0); + // sparks + count *= cl_particles_quality.value; + while(count--) + { + k = particlepalette[0x68 + (rand() & 7)]; + particle(particletype + pt_spark, k, k, tex_particle, 0.4f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 512, gravityscale, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0); + } + } +} - if (cl_particles_sparks.integer) +void CL_Smoke (vec3_t org, vec3_t dir, int count) +{ + vec3_t org2; + int k; + trace_t trace; + + if (!cl_particles.integer) return; + + // smoke puff + if (cl_particles_smoke.integer) + { + k = count * 0.25 * cl_particles_quality.value; + while(k--) { - // sparks - while(count--) - { - k = particlepalette[0x68 + (rand() & 7)]; - particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0); - } + 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); + trace = CL_TraceBox(org, vec3_origin, vec3_origin, org2, true, NULL, SUPERCONTENTS_SOLID, false); + particle(particletype + pt_smoke, 0x101010, 0x202020, tex_smoke[rand()&7], 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 0, 0, trace.endpos[0], trace.endpos[1], trace.endpos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0); } } } +void CL_BulletMark (vec3_t org) +{ + 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); +} + 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, r, a; + float s; + vec3_t org2; + trace_t trace; // 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 + 32.0f; + s = count + 64.0f; count *= 5.0f; if (count > 1000) count = 1000; bloodcount += count; - r = cl_particles_blood_size.value; - a = cl_particles_blood_alpha.value * 255; while(bloodcount > 0) { - particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0); - bloodcount -= r; + 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); + trace = CL_TraceBox(org, vec3_origin, vec3_origin, org2, true, NULL, SUPERCONTENTS_SOLID, false); + particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 0, -1, trace.endpos[0], trace.endpos[1], trace.endpos[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 1); + bloodcount -= 16 / cl_particles_quality.value; } } void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count) { - float r; - float a; - vec3_t diff, center, velscale; + vec3_t org, vel, diff, center, velscale; if (!cl_particles.integer) return; if (!cl_particles_bloodshowers.integer) return; if (!cl_particles_blood.integer) return; @@ -498,25 +873,21 @@ void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count) center[0] = (mins[0] + maxs[0]) * 0.5; center[1] = (mins[1] + maxs[1]) * 0.5; center[2] = (mins[2] + maxs[2]) * 0.5; - // FIXME: change velspeed back to 2.0x after fixing mod 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; - r = cl_particles_blood_size.value; - a = cl_particles_blood_alpha.value * 255; while (bloodcount > 0) { - vec3_t org, vel; 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 -= r; - particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0); + bloodcount -= 16 / cl_particles_quality.value; + particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 1); } } @@ -529,10 +900,11 @@ void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color 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, false, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0); + particle(particletype + pt_alphastatic, k, k, tex_particle, 2, 255 / cl_particles_quality.value, (255 / cl_particles_quality.value) / 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); } } @@ -540,28 +912,23 @@ void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color { int k; float t, z, minz, maxz; + particle_t *p; 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: @@ -570,18 +937,26 @@ void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int color while(count--) { k = particlepalette[colorbase + (rand()&3)]; - particle(pt_rain, PARTICLE_BEAM, k, k, tex_particle, true, true, 0.5, 0.02, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0); + if (gamemode == GAME_GOODVSBAD2) + particle(particletype + pt_rain, k, k, tex_particle, 20, lhrandom(8, 16) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0); + else + particle(particletype + pt_rain, k, k, tex_particle, 0.5, lhrandom(8, 16) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0); } break; case 1: while(count--) { k = particlepalette[colorbase + (rand()&3)]; - particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0); + if (gamemode == GAME_GOODVSBAD2) + p = particle(particletype + pt_snow, k, k, tex_particle, 20, lhrandom(64, 128) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0); + else + p = particle(particletype + pt_snow, k, k, tex_particle, 1, lhrandom(64, 128) / cl_particles_quality.value, 0, 0, -1, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0); + if (p) + VectorCopy(p->vel, p->relativedirection); } break; default: - Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type); + Con_Printf ("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type); } } @@ -600,6 +975,7 @@ void CL_Stardust (vec3_t mins, vec3_t maxs, int count) 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)]; @@ -607,10 +983,10 @@ void CL_Stardust (vec3_t mins, vec3_t maxs, int count) o[1] = lhrandom(mins[1], maxs[1]); o[2] = lhrandom(mins[2], maxs[2]); VectorSubtract(o, center, v); - VectorNormalizeFast(v); + VectorNormalize(v); VectorScale(v, 100, v); v[2] += sv_gravity.value * 0.15f; - particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0); + particle(particletype + pt_static, 0x903010, 0xFFD030, tex_particle, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0.2); } } @@ -623,12 +999,13 @@ void CL_FlameCube (vec3_t mins, vec3_t maxs, int count) 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, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0); + particle(particletype + pt_static, k, k, tex_particle, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, -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), 1); if (count & 1) - particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0); + particle(particletype + pt_static, 0x303030, 0x606060, tex_smoke[rand()&7], 6, lhrandom(48, 96) / cl_particles_quality.value, 64 / cl_particles_quality.value, 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); } } @@ -637,10 +1014,11 @@ 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, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0); + particle(particletype + pt_static, k, k, tex_particle, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 1); } } @@ -654,14 +1032,15 @@ CL_LavaSplash */ void CL_LavaSplash (vec3_t origin) { - int i, j, k; - float vel; + float i, j, inc, vel; + int k, l; vec3_t dir, org; if (!cl_particles.integer) return; - for (i=-128 ; i<128 ; i+=16) + inc = 32 / cl_particles_quality.value; + for (i = -128;i < 128;i += inc) { - for (j=-128 ; j<128 ; j+=16) + for (j = -128;j < 128;j += inc) { dir[0] = j + lhrandom(0, 8); dir[1] = i + lhrandom(0, 8); @@ -670,8 +1049,17 @@ void CL_LavaSplash (vec3_t origin) org[1] = origin[1] + dir[1]; org[2] = origin[2] + lhrandom(0, 64); vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale - k = particlepalette[224 + (rand()&7)]; - particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0); + if (gamemode == GAME_GOODVSBAD2) + { + k = particlepalette[0 + (rand()&255)]; + l = particlepalette[0 + (rand()&255)]; + particle(particletype + pt_static, k, l, tex_particle, 12, inc * 8, inc * 8, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0); + } + else + { + k = l = particlepalette[224 + (rand()&7)]; + particle(particletype + pt_static, k, l, tex_particle, 12, inc * 8, inc * 8, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0); + } } } } @@ -682,150 +1070,204 @@ CL_TeleportSplash =============== */ -/* void CL_TeleportSplash (vec3_t org) { - int i, j, k; + float i, j, k, inc; if (!cl_particles.integer) return; - for (i=-16 ; i<16 ; i+=8) - for (j=-16 ; j<16 ; j+=8) - for (k=-24 ; k<32 ; k+=8) - particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0); + 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(particletype + pt_static, 0xA0A0A0, 0xFFFFFF, tex_particle, 10, inc * lhrandom(8, 16), inc * 32, 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), 1); } -*/ -void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent) +#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, r; - int contents, smoke, blood, bubbles; + float len, dec, speed, qd; + int smoke, blood, bubbles; +#ifdef WORKINGLQUAKE + int contents; +#endif + + 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; - speed = 1.0f / (ent->state_current.time - ent->state_previous.time); + // 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; - // if we skip out, leave it reset - ent->persistent.trail_time = 0.0f; - - contents = Mod_PointContents(pos, cl.worldmodel); - if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA) - return; - smoke = cl_particles.integer && cl_particles_smoke.integer; blood = cl_particles.integer && cl_particles_blood.integer; +#ifdef WORKINGLQUAKE + contents = CL_PointQ1Contents(pos); bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME); +#else + bubbles = cl_particles.integer && cl_particles_bubbles.integer && (CL_PointSuperContents(pos) & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)); +#endif + qd = 1.0f / cl_particles_quality.value; while (len >= 0) { switch (type) { case 0: // rocket trail - dec = 3; + dec = qd*3; if (smoke) { - particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0); - particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0); + particle(particletype + pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, qd*cl_particles_smoke_alpha.value*125, qd*cl_particles_smoke_alphafade.value*125, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0); + particle(particletype + pt_static, 0x801010, 0xFFA020, tex_smoke[rand()&7], 3, qd*cl_particles_smoke_alpha.value*288, qd*cl_particles_smoke_alphafade.value*1400, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0); } if (bubbles) - { - r = lhrandom(1, 2); - particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0); - } + particle(particletype + pt_bubble, 0x404040, 0x808080, tex_bubble, 2, qd*lhrandom(64, 255), qd*256, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), (1.0 / 16.0)); break; case 1: // grenade trail // FIXME: make it gradually stop smoking - dec = 3; - if (cl_particles.integer && cl_particles_smoke.integer) - { - particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0); - } + dec = qd*3; + if (smoke) + particle(particletype + pt_smoke, 0x303030, 0x606060, tex_smoke[rand()&7], 3, qd*cl_particles_smoke_alpha.value*100, qd*cl_particles_smoke_alphafade.value*100, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0); break; case 2: // blood case 4: // slight blood - dec = cl_particles_blood_size.value; + dec = qd*16; if (blood) - { - particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0); - } + particle(particletype + pt_blood, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], 8, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 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), 1); break; case 3: // green tracer - dec = 6; + dec = qd*6; if (smoke) { - particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0); + if (gamemode == GAME_GOODVSBAD2) + particle(particletype + pt_static, 0x00002E, 0x000030, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0); + else + particle(particletype + pt_static, 0x002000, 0x003000, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0); } break; case 5: // flame tracer - dec = 6; + dec = qd*6; if (smoke) - { - particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0); - } + particle(particletype + pt_static, 0x301000, 0x502000, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0); break; case 6: // voor trail - dec = 6; + dec = qd*6; if (smoke) { - particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0); + if (gamemode == GAME_GOODVSBAD2) + particle(particletype + pt_alphastatic, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, 6, qd*255, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0); + else if (gamemode == GAME_PRYDON) + particle(particletype + pt_static, 0x103040, 0x204050, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0); + else + particle(particletype + pt_static, 0x502030, 0x502030, tex_particle, 6, qd*128, qd*384, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0); } break; - +#ifndef WORKINGLQUAKE case 7: // Nehahra smoke tracer - dec = 7; + dec = qd*7; if (smoke) - { - particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0); - } + particle(particletype + pt_alphastatic, 0x303030, 0x606060, tex_smoke[rand()&7], 7, qd*64, qd*320, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0); + break; + case 8: // Nexuiz plasma trail + dec = qd*4; + if (smoke) + particle(particletype + pt_static, 0x283880, 0x283880, tex_particle, 4, qd*255, qd*1024, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0); + break; + case 9: // glow trail + dec = qd*3; + if (smoke) + particle(particletype + pt_alphastatic, color, color, tex_particle, 5, qd*128, qd*320, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0); break; +#endif + default: + Sys_Error("CL_RocketTrail: unknown trail type %i\n", type); } // 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(particletype + pt_beam, tempcolor2, tempcolor2, tex_beam, radius, alpha * 255, alpha * 255 / lifetime, 0, 0, start[0], start[1], start[2], end[0], end[1], end[2], 0); } -void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent) +void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count) { - vec3_t vec, pos; - int len; + float f; if (!cl_particles.integer) return; - if (!cl_particles_smoke.integer) return; - VectorCopy(start, pos); - VectorSubtract (end, start, vec); - len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f)); - VectorScale(vec, 3, vec); - color = particlepalette[color]; - while (len--) - { - particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0); - VectorAdd (pos, vec, pos); - } + // smoke puff + if (cl_particles_smoke.integer) + for (f = 0;f < count;f += 4.0f / cl_particles_quality.value) + particle(particletype + pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 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, 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(particletype + pt_smoke, 0x202020, 0x404040, tex_smoke[rand()&7], 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 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), 0); + + // sparks + if (cl_particles_sparks.integer) + for (f = 0;f < count;f += 1.0f / cl_particles_quality.value) + particle(particletype + pt_spark, 0x2030FF, 0x80C0FF, tex_particle, 2.0f, lhrandom(64, 255) / cl_particles_quality.value, 512 / cl_particles_quality.value, 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); +} /* =============== @@ -835,186 +1277,275 @@ CL_MoveParticles void CL_MoveParticles (void) { particle_t *p; - int i, activeparticles, maxparticle, j, a, pressureused = false, content; - float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3]; + int i, maxparticle, j, a, content; + float gravity, dvel, bloodwaterfade, frametime, f, dist, org[3], oldorg[3]; + int hitent; + trace_t trace; // 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; - activeparticles = 0; 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) + + p->alpha -= p->alphafade * frametime; + + if (p->alpha <= 0) { - if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1) + p->type = NULL; + continue; + } + + if (p->type->orientation != PARTICLE_BEAM) + { + VectorCopy(p->org, oldorg); + VectorMA(p->org, frametime, p->vel, p->org); + VectorCopy(p->org, org); + if (p->bounce) { - VectorCopy(v, p->org); - if (p->bounce < 0) + if (p->type == particletype + pt_rain) { - // assume it's blood (lame, but...) - 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)); - p->die = -1; - freeparticles[j++] = p; - continue; + // raindrop - splash on solid/water/slime/lava + trace = CL_TraceBox(oldorg, vec3_origin, vec3_origin, p->org, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK, false); + if (trace.fraction < 1) + { + // convert from a raindrop particle to a rainsplash decal + VectorCopy(trace.endpos, p->org); + VectorCopy(trace.plane.normal, p->vel); + VectorAdd(p->org, p->vel, p->org); + p->type = particletype + pt_raindecal; + p->texnum = tex_rainsplash[0]; + p->time2 = cl.time; + p->alphafade = p->alpha / 0.4; + p->bounce = 0; + p->friction = 0; + p->gravity = 0; + p->size = 8.0; + } + } + else if (p->type == particletype + pt_blood) + { + // blood - splash on solid + trace = CL_TraceBox(oldorg, vec3_origin, vec3_origin, p->org, true, &hitent, SUPERCONTENTS_SOLID, false); + if (trace.fraction < 1) + { + // convert from a blood particle to a blood decal + VectorCopy(trace.endpos, p->org); + VectorCopy(trace.plane.normal, p->vel); + VectorAdd(p->org, p->vel, p->org); +#ifndef WORKINGLQUAKE + if (cl_stainmaps.integer) + R_Stain(p->org, 32, 32, 16, 16, p->alpha * p->size * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->size * (1.0f / 40.0f)); +#endif + if (!cl_decals.integer) + { + p->type = NULL; + continue; + } + + p->type = particletype + pt_decal; + p->texnum = tex_blooddecal[rand()&7]; +#ifndef WORKINGLQUAKE + p->owner = hitent; + p->ownermodel = cl_entities[hitent].render.model; + Matrix4x4_Transform(&cl_entities[hitent].render.inversematrix, p->org, p->relativeorigin); + Matrix4x4_Transform3x3(&cl_entities[hitent].render.inversematrix, p->vel, p->relativedirection); +#endif + p->time2 = cl.time; + p->alphafade = 0; + p->bounce = 0; + p->friction = 0; + p->gravity = 0; + p->size *= 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); + trace = CL_TraceBox(oldorg, vec3_origin, vec3_origin, p->org, true, NULL, SUPERCONTENTS_SOLID, false); + if (trace.fraction < 1) + { + VectorCopy(trace.endpos, p->org); + if (p->bounce < 0) + { + p->type = NULL; + continue; + } + else + { + dist = DotProduct(p->vel, trace.plane.normal) * -p->bounce; + VectorMA(p->vel, dist, trace.plane.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->friction) - { - f = p->friction * frametime; - if (!content) - content = Mod_PointContents(p->org, cl.worldmodel); - if (content != CONTENTS_EMPTY) - f *= 4; - f = 1.0f - f; - VectorScale(p->vel, f, p->vel); + p->vel[2] -= p->gravity * gravity; + + if (p->friction) + { + f = p->friction * frametime; +#ifdef WORKINGLQUAKE + if (CL_PointQ1Contents(p->org) != CONTENTS_EMPTY) +#else + if (CL_PointSuperContents(p->org) & SUPERCONTENTS_LIQUIDSMASK) +#endif + f *= 4; + f = 1.0f - f; + VectorScale(p->vel, f, p->vel); + } } - if (p->type != pt_static) + if (p->type != particletype + pt_static) { - switch (p->type) + switch (p->type - particletype) { + case pt_entityparticle: + // particle that removes itself after one rendered frame + if (p->time2) + p->type = NULL; + else + p->time2 = 1; + break; case pt_blood: - if (!content) - content = Mod_PointContents(p->org, cl.worldmodel); - a = content; - if (a != CONTENTS_EMPTY) +#ifdef WORKINGLQUAKE + a = CL_PointQ1Contents(p->org); + if (a <= CONTENTS_WATER) +#else + a = CL_PointSuperContents(p->org); + if (a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)) +#endif { - if (a == CONTENTS_WATER || a == CONTENTS_SLIME) - { - p->scalex += frametime * cl_particles_blood_size.value; - p->scaley += frametime * cl_particles_blood_size.value; - //p->alpha -= bloodwaterfade; - } - else - p->die = -1; + p->size += frametime * 8; + //p->alpha -= bloodwaterfade; } else p->vel[2] -= gravity; +#ifdef WORKINGLQUAKE + if (a == CONTENTS_SOLID || a == CONTENTS_LAVA) +#else + if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LAVA | SUPERCONTENTS_NODROP)) +#endif + p->type = NULL; break; case pt_bubble: - if (!content) - content = Mod_PointContents(p->org, cl.worldmodel); - if (content != CONTENTS_WATER && content != CONTENTS_SLIME) +#ifdef WORKINGLQUAKE + a = CL_PointQ1Contents(p->org); + if (a != CONTENTS_WATER && a != CONTENTS_SLIME) +#else + a = CL_PointSuperContents(p->org); + if (!(a & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME))) +#endif { - p->die = -1; + p->type = NULL; break; } break; case pt_rain: +#ifdef WORKINGLQUAKE + a = CL_PointQ1Contents(p->org); + if (a != CONTENTS_EMPTY && a != CONTENTS_SKY) +#else + a = CL_PointSuperContents(p->org); + if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK)) +#endif + p->type = NULL; + break; + case pt_snow: 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]; + p->vel[0] = p->relativedirection[0] + lhrandom(-32, 32); + p->vel[1] = p->relativedirection[1] + lhrandom(-32, 32); + //p->vel[2] = p->relativedirection[2] + lhrandom(-32, 32); } - if (!content) - content = Mod_PointContents(p->org, cl.worldmodel); - a = content; +#ifdef WORKINGLQUAKE + a = CL_PointQ1Contents(p->org); if (a != CONTENTS_EMPTY && a != CONTENTS_SKY) - p->die = -1; +#else + a = CL_PointSuperContents(p->org); + if (a & (SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK)) +#endif + p->type = NULL; break; - default: - printf("unknown particle type %i\n", p->type); - p->die = -1; + case pt_smoke: + //p->size += frametime * 15; break; - } - } - - // remove dead particles - if (p->alpha < 1 || p->die < cl.time) - freeparticles[j++] = p; - else - { - maxparticle = i; - activeparticles++; - if (p->pressure) - pressureused = true; - } - } - // fill in gaps to compact the array - i = 0; - while (maxparticle >= activeparticles) - { - *freeparticles[i++] = particles[maxparticle--]; - while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time) - maxparticle--; - } - cl_numparticles = activeparticles; - - if (pressureused) - { - activeparticles = 0; - for (i = 0, p = particles;i < cl_numparticles;i++, p++) - if (p->pressure) - freeparticles[activeparticles++] = p; - - if (activeparticles) - { - for (i = 0, p = particles;i < cl_numparticles;i++, p++) - { - for (j = 0;j < activeparticles;j++) + case pt_decal: + // FIXME: this has fairly wacky handling of alpha + p->alphafade = cl.time > (p->time2 + cl_decals_time.value) ? (255 / cl_decals_fadetime.value) : 0; +#ifndef WORKINGLQUAKE + if (cl_entities[p->owner].render.model == p->ownermodel) { - if (freeparticles[j] != p) - { - float dist, diff[3]; - VectorSubtract(p->org, freeparticles[j]->org, diff); - dist = DotProduct(diff, diff); - if (dist < 4096 && dist >= 1) - { - dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist); - VectorMA(p->vel, dist, diff, p->vel); - } - } + Matrix4x4_Transform(&cl_entities[p->owner].render.matrix, p->relativeorigin, p->org); + Matrix4x4_Transform3x3(&cl_entities[p->owner].render.matrix, p->relativedirection, p->vel); } + else + p->type = NULL; +#endif + break; + case pt_raindecal: + a = max(0, (cl.time - p->time2) * 40); + if (a < 16) + p->texnum = tex_rainsplash[a]; + else + p->type = NULL; + break; + default: + break; } } } + cl_numparticles = maxparticle + 1; + cl_freeparticle = 0; } #define MAX_PARTICLETEXTURES 64 // particletexture_t is a rectangle in the particlefonttexture -typedef struct +typedef struct particletexture_s { + 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 64 +#define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8) + static qbyte shadebubble(float dx, float dy, vec3_t light) { - float dz, f, dot; - vec3_t normal; + float dz, f, dot; + vec3_t normal; dz = 1 - (dx*dx+dy*dy); if (dz > 0) // it does hit the sphere { @@ -1044,48 +1575,140 @@ static qbyte shadebubble(float dx, float dy, vec3_t light) return 0; } -static void setuptex(int cltexnum, int rtexnum, qbyte *data, qbyte *particletexturedata) +static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata) { int basex, basey, y; - basex = ((rtexnum >> 0) & 7) * 32; - basey = ((rtexnum >> 3) & 7) * 32; - particletexture[cltexnum].s1 = (basex + 1) / 256.0f; - particletexture[cltexnum].t1 = (basey + 1) / 256.0f; - particletexture[cltexnum].s2 = (basex + 31) / 256.0f; - particletexture[cltexnum].t2 = (basey + 31) / 256.0f; - for (y = 0;y < 32;y++) - memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4); + 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); } -static void R_InitParticleTexture (void) +void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha) { - int x,y,d,i,m; - float dx, dy, radius, f, f2; - qbyte data[32][32][4], noise1[64][64], noise2[64][64]; - vec3_t light; - qbyte particletexturedata[256*256*4]; + 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]); + } + } + } +} - memset(particletexturedata, 255, sizeof(particletexturedata)); +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); + } +} - // the particletexture[][] array numbers must match the cl_part.c textures - // smoke/blood +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]; + } +} + +// Those loops are in a separate function to work around an optimization bug in Mac OS X's GCC +static void R_InitBloodTextures (qbyte *particletexturedata) +{ + int i, j, k, m; + qbyte data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4]; + + // 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); + } + +} + +static void R_InitParticleTexture (void) +{ + int x, y, d, i, k, m; + float dx, dy, radius, f, f2; + qbyte data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4], 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 = (qbyte *)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], 64, 4); - fractalnoise(&noise2[0][0], 64, 8); + qbyte noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2]; + + fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8); + fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4); m = 0; - for (y = 0;y < 32;y++) + for (y = 0;y < PARTICLETEXTURESIZE;y++) { - dy = y - 16; - for (x = 0;x < 32;x++) + dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1); + for (x = 0;x < PARTICLETEXTURESIZE;x++) { - data[y][x][0] = data[y][x][1] = data[y][x][2] = 255; - dx = x - 16; + dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1); d = (noise2[y][x] - 128) * 3 + 192; if (d > 0) - d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8; + d = d * (1-(dx*dx+dy*dy)); d = (d * noise1[y][x]) >> 7; d = bound(0, d, 255); data[y][x][3] = (qbyte) d; @@ -1095,72 +1718,141 @@ static void R_InitParticleTexture (void) } } while (m < 224); - - setuptex(i + 0, i + 0, &data[0][0][0], particletexturedata); + setuptex(tex_smoke[i], &data[0][0][0], particletexturedata); } // rain splash for (i = 0;i < 16;i++) { - radius = i * 3.0f / 16.0f; + 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 < 32;y++) + for (y = 0;y < PARTICLETEXTURESIZE;y++) { - dy = (y - 16) * 0.25f; - for (x = 0;x < 32;x++) + dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1); + for (x = 0;x < PARTICLETEXTURESIZE;x++) { - dx = (x - 16) * 0.25f; - data[y][x][0] = data[y][x][1] = data[y][x][2] = 255; - f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2; - f = bound(0.0f, f, 255.0f); - data[y][x][3] = (int) f; + 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(i + 8, i + 16, &data[0][0][0], particletexturedata); + setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata); } // normal particle - for (y = 0;y < 32;y++) + memset(&data[0][0][0], 255, sizeof(data)); + for (y = 0;y < PARTICLETEXTURESIZE;y++) { - dy = y - 16; - for (x = 0;x < 32;x++) + dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1); + for (x = 0;x < PARTICLETEXTURESIZE;x++) { - data[y][x][0] = data[y][x][1] = data[y][x][2] = 255; - dx = x - 16; - d = (256 - (dx*dx+dy*dy)); + 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(24, 32, &data[0][0][0], particletexturedata); + 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 < 32;y++) + for (y = 0;y < PARTICLETEXTURESIZE;y++) { - for (x = 0;x < 32;x++) + 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++) { - data[y][x][0] = data[y][x][1] = data[y][x][2] = 255; - 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); + 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(25, 33, &data[0][0][0], particletexturedata); + 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 < 32;y++) + 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 and blood decals + R_InitBloodTextures (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 + +#if 0 + Image_WriteTGARGBA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata); +#endif + + 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++) { - for (x = 0;x < 32;x++) + dy = (y - 0.5f*64) / (64*0.5f-1); + for (x = 0;x < 16;x++) { - data[y][x][0] = data[y][x][1] = data[y][x][2] = 255; - data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light); + dx = (x - 0.5f*16) / (16*0.5f-2); + d = (1 - sqrt(fabs(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; } } - setuptex(26, 34, &data[0][0][0], particletexturedata); - particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE); +#if 0 + Image_WriteTGARGBA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]); +#endif + + 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) @@ -1176,122 +1868,188 @@ static void r_part_shutdown(void) 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) { - int additive, texnum, orientation; - float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca; - particletexture_t *tex; + const particle_t *p = (particle_t *)calldata1; rmeshstate_t m; - const particle_t *p = calldata1; +#endif + pblend_t blendmode; + float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca, size; + particletexture_t *tex; 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; - 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); - - tex = &particletexture[texnum]; + blendmode = p->type->blendmode; + 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 (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 (p->type->lighting) + { + float ambient[3], diffuse[3], diffusenormal[3]; + R_CompleteLightPoint(ambient, diffuse, diffusenormal, org, true); + cr *= (ambient[0] + 0.5 * diffuse[0]); + cg *= (ambient[1] + 0.5 * diffuse[1]); + cb *= (ambient[2] + 0.5 * diffuse[2]); + } if (fogenabled) { - VectorSubtract(org, r_origin, fogvec); + VectorSubtract(org, r_vieworigin, fogvec); fog = exp(fogdensity/DotProduct(fogvec,fogvec)); ifog = 1 - fog; cr = cr * ifog; cg = cg * ifog; cb = cb * ifog; - if (!additive) + if (blendmode == PBLEND_ALPHA) { cr += fogcolor[0] * fog; cg += fogcolor[1] * fog; cb += fogcolor[2] * fog; } } - cr *= r_colorscale; - cg *= r_colorscale; - cb *= r_colorscale; - - varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = cr; - varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = cg; - varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = cb; - varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = ca; - varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1; - varray_texcoord[0][2] = tex->s1;varray_texcoord[0][3] = tex->t1; - varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t2; - varray_texcoord[0][6] = tex->s2;varray_texcoord[0][7] = tex->t2; - - if (orientation == PARTICLE_BEAM) + + 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 (blendmode == PBLEND_ALPHA) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + else if (blendmode == PBLEND_ADD) + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + else //if (blendmode == PBLEND_MOD) + GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); + GL_DepthMask(false); + GL_DepthTest(true); +#endif + size = p->size * cl_particles_size.value; + if (p->type->orientation == PARTICLE_BILLBOARD || p->type->orientation == PARTICLE_ORIENTED_DOUBLESIDED) { - VectorMA(p->org, -p->scaley, p->vel, v); - VectorMA(p->org, p->scaley, p->vel, up2); - R_CalcBeamVerts(varray_vertex, v, up2, p->scalex); + if (p->type->orientation == PARTICLE_ORIENTED_DOUBLESIDED) + { + // double-sided + if (DotProduct(p->vel, r_vieworigin) > DotProduct(p->vel, org)) + { + VectorNegate(p->vel, v); + VectorVectors(v, right, up); + } + else + VectorVectors(p->vel, right, up); + VectorScale(right, size, right); + VectorScale(up, size, up); + } + else + { + VectorScale(r_viewleft, -size, right); + VectorScale(r_viewup, size, 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 (orientation == PARTICLE_BILLBOARD) + else if (p->type->orientation == PARTICLE_SPARK) { - VectorScale(vright, p->scalex, right); - VectorScale(vup, p->scaley, up); - 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]; + VectorMA(p->org, -0.02, p->vel, v); + VectorMA(p->org, 0.02, p->vel, up2); + R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, size); + 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 (orientation == PARTICLE_ORIENTED_DOUBLESIDED) + else if (p->type->orientation == PARTICLE_BEAM) { - // double-sided - if (DotProduct(p->vel2, r_origin) > 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); - 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]; + R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel, size); + VectorSubtract(p->vel, p->org, up); + VectorNormalize(up); + v[0] = DotProduct(p->org, up) * (1.0f / 64.0f); + v[1] = DotProduct(p->vel, up) * (1.0f / 64.0f); + 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", orientation); - R_Mesh_Draw(4, 2, polygonelements); + { + Con_Printf("R_DrawParticles: unknown particle orientation %i\n", p->type->orientation); + return; + } + +#if WORKINGLQUAKE + if (blendmode == PBLEND_ALPHA) + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + else if (blendmode == PBLEND_ADD) + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + else //if (blendmode == PBLEND_MOD) + 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(0, 4, 2, polygonelements); +#endif } void R_DrawParticles (void) @@ -1300,17 +2058,44 @@ void R_DrawParticles (void) float minparticledist; particle_t *p; +#ifdef WORKINGLQUAKE + CL_MoveParticles(); +#endif + // LordHavoc: early out conditions if ((!cl_numparticles) || (!r_drawparticles.integer)) return; - c_particles += cl_numparticles; - - minparticledist = DotProduct(r_origin, vpn) + 16.0f; + 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 (DotProduct(p->org, vpn) >= minparticledist) - R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0); + { + if (p->type) + { + c_particles++; + if (DotProduct(p->org, r_viewforward) >= minparticledist || p->type->orientation == PARTICLE_BEAM) + { + if (p->type == particletype + pt_decal) + R_DrawParticleCallback(p, 0); + else + R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0); + } + } + } +#endif }