*/
#include "quakedef.h"
+
+#ifdef WORKINGLQUAKE
+#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
+#define NUMVERTEXNORMALS 162
+siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
+#define m_bytenormals r_avertexnormals
+#define VectorNormalizeFast VectorNormalize
+#define CL_PointQ1Contents(v) (Mod_PointInLeaf(v,cl.worldmodel)->contents)
+typedef unsigned char qbyte;
+#define cl_stainmaps.integer 0
+void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+{
+}
+#define CL_EntityParticles R_EntityParticles
+#define CL_ReadPointFile_f R_ReadPointFile_f
+#define CL_ParseParticleEffect R_ParseParticleEffect
+#define CL_ParticleExplosion R_ParticleExplosion
+#define CL_ParticleExplosion2 R_ParticleExplosion2
+#define CL_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);
+ VectorNormalizeFast (normal);
+
+ // calculate 'right' vector for start
+ VectorSubtract (r_vieworigin, org1, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right1);
+
+ // calculate 'right' vector for end
+ VectorSubtract (r_vieworigin, org2, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right2);
+
+ vert[ 0] = org1[0] + width * right1[0];
+ vert[ 1] = org1[1] + width * right1[1];
+ vert[ 2] = org1[2] + width * right1[2];
+ vert[ 3] = org1[0] - width * right1[0];
+ vert[ 4] = org1[1] - width * right1[1];
+ vert[ 5] = org1[2] - width * right1[2];
+ vert[ 6] = org2[0] - width * right2[0];
+ vert[ 7] = org2[1] - width * right2[1];
+ vert[ 8] = org2[2] - width * right2[2];
+ vert[ 9] = org2[0] + width * right2[0];
+ vert[10] = org2[1] + width * right2[1];
+ vert[11] = org2[2] + width * right2[2];
+}
+void fractalnoise(qbyte *noise, int size, int startgrid)
+{
+ int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
+ int *noisebuf;
+#define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
+
+ for (sizepower = 0;(1 << sizepower) < size;sizepower++);
+ if (size != (1 << sizepower))
+ Sys_Error("fractalnoise: size must be power of 2\n");
+
+ for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
+ if (startgrid != (1 << gridpower))
+ Sys_Error("fractalnoise: grid must be power of 2\n");
+
+ startgrid = bound(0, startgrid, size);
+
+ amplitude = 0xFFFF; // this gets halved before use
+ noisebuf = malloc(size*size*sizeof(int));
+ memset(noisebuf, 0, size*size*sizeof(int));
+
+ for (g2 = startgrid;g2;g2 >>= 1)
+ {
+ // brownian motion (at every smaller level there is random behavior)
+ amplitude >>= 1;
+ for (y = 0;y < size;y += g2)
+ for (x = 0;x < size;x += g2)
+ n(x,y) += (rand()&litude);
+
+ g = g2 >> 1;
+ if (g)
+ {
+ // subdivide, diamond-square algorithm (really this has little to do with squares)
+ // diamond
+ for (y = 0;y < size;y += g2)
+ for (x = 0;x < size;x += g2)
+ n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
+ // square
+ for (y = 0;y < size;y += g2)
+ for (x = 0;x < size;x += g2)
+ {
+ n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
+ n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
+ }
+ }
+ }
+ // find range of noise values
+ min = max = 0;
+ for (y = 0;y < size;y++)
+ for (x = 0;x < size;x++)
+ {
+ if (n(x,y) < min) min = n(x,y);
+ if (n(x,y) > max) max = n(x,y);
+ }
+ max -= min;
+ max++;
+ // normalize noise and copy to output
+ for (y = 0;y < size;y++)
+ for (x = 0;x < size;x++)
+ *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
+ free(noisebuf);
+#undef n
+}
+void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
+{
+ float d;
+
+ right[0] = forward[2];
+ right[1] = -forward[0];
+ right[2] = forward[1];
+
+ d = DotProduct(forward, right);
+ right[0] -= d * forward[0];
+ right[1] -= d * forward[1];
+ right[2] -= d * forward[2];
+ VectorNormalizeFast(right);
+ CrossProduct(right, forward, up);
+}
+#if QW
+#include "pmove.h"
+extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
+#endif
+float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int hitbmodels, int *hitent, int hitsupercontentsmask)
+{
+#if QW
+ pmtrace_t trace;
+#else
+ trace_t trace;
+#endif
+ memset (&trace, 0, sizeof(trace));
+ trace.fraction = 1;
+ VectorCopy (end, trace.endpos);
+#if QW
+ PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start, end, &trace);
+#else
+ RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
+#endif
+ VectorCopy(trace.endpos, impact);
+ VectorCopy(trace.plane.normal, normal);
+ return trace.fraction;
+}
+#else
#include "cl_collision.h"
+#include "image.h"
+#endif
-#define MAX_PARTICLES 16384 // 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
+}
+porientation_t;
+
+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];
+#ifndef WORKINGLQUAKE
+ 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
+#endif
}
particle_t;
//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);
}
/*
{
int i;
+// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
i = COM_CheckParm ("-particles");
if (i && i < com_argc - 1)
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
+}
+
+// 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
+ }
}
-#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);\
- }\
+void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
+{
+ int i;
+ float bestfrac, bestorg[3], bestnormal[3];
+ float frac, v[3], normal[3], org2[3];
+ int besthitent = 0, hitent;
+ bestfrac = 10;
+ for (i = 0;i < 32;i++)
+ {
+ VectorRandom(org2);
+ VectorMA(org, maxdist, org2, org2);
+ frac = CL_TraceLine(org, org2, v, normal, true, &hitent, SUPERCONTENTS_SOLID);
+ if (bestfrac > frac)
+ {
+ bestfrac = frac;
+ besthitent = hitent;
+ VectorCopy(v, bestorg);
+ VectorCopy(normal, bestnormal);
+ }
+ }
+ if (bestfrac < 1)
+ CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
}
/*
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 = 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);
c = 0;
+ s = 0;
pointfilepos = pointfile;
while (*pointfilepos)
{
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);
}
/*
*/
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 ();
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);
}
===============
*/
-void CL_ParticleExplosion (vec3_t org, int smoke)
+void CL_ParticleExplosion (vec3_t org)
{
int i;
+ //vec3_t v;
+ //vec3_t v2;
if (cl_stainmaps.integer)
R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
+ CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
- i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
- 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);
+ if (CL_TraceLine(org, v, v2, NULL, true, NULL, SUPERCONTENTS_SOLID) >= 0.1)
+ break;
+ }
+ VectorSubtract(v2, org, v2);
+#endif
+ VectorScale(v2, 2.0f, v2);
+ particle(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);
}
*/
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));
}
}
*/
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);
}
/*
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);
}
}
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, 2, 128, 128, 128, 2);
+ 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);
+ }
+ }
+}
+
+void CL_Smoke (vec3_t org, vec3_t dir, int count)
+{
+ vec3_t org2, org3;
+ int k;
- if (cl_particles_sparks.integer)
+ 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_BILLBOARD, k, k, tex_particle, false, true, 1, 1, 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);
+ CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
+ 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, org3[0], org3[1], org3[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, 3, 128, 128, 128, 3);
+ 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, org3;
// bloodcount is used to accumulate counts too small to cause a blood particle
if (!cl_particles.integer) return;
if (!cl_particles_blood.integer) return;
- s = count + 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);
+ CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
+ 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, org3[0], org3[1], org3[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;
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);
}
}
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);
}
}
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:
while(count--)
{
k = particlepalette[colorbase + (rand()&3)];
- particle(pt_rain, PARTICLE_UPRIGHT_FACING, k, k, tex_particle, true, true, 0.5, 8, 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)
+ 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
+ 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);
}
break;
default:
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)];
VectorNormalizeFast(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);
}
}
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);
}
}
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);
}
}
*/
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);
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);
+ }
}
}
}
===============
*/
-/*
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_PointInLeaf(pos, cl.worldmodel)->contents;
- 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
}
// advance to next time and position
len -= dec;
VectorMA (pos, dec, vec, pos);
}
+#ifndef WORKINGLQUAKE
ent->persistent.trail_time = len;
+#endif
}
-void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
+void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
{
- vec3_t vec, pos;
- int len;
+ 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_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
+{
+ 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);
+}
/*
===============
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, normal[3], v[3], org[3], oldorg[3];
+ int hitent;
// 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)
+ {
+ // raindrop - splash on solid/water/slime/lava
+ if (CL_TraceLine(oldorg, p->org, v, normal, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK) < 1)
+ {
+ VectorCopy(v, p->org);
+ // splash
+ p->type = particletype + pt_raindecal;
+ // convert from a raindrop particle to a rainsplash decal
+ p->texnum = tex_rainsplash[0];
+ p->time2 = cl.time;
+ p->alphafade = p->alpha / 0.4;
+ VectorCopy(normal, p->vel);
+ VectorAdd(p->org, normal, p->org);
+ p->bounce = 0;
+ p->friction = 0;
+ p->gravity = 0;
+ p->size = 8.0;
+ }
+ }
+ else if (p->type == particletype + pt_blood)
{
- // assume it's blood (lame, but...)
- if (cl_stainmaps.integer)
- R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 400.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 400.0f));
- p->die = -1;
- freeparticles[j++] = p;
- continue;
+ // blood - splash on solid
+ if (CL_TraceLine(oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
+ {
+ VectorCopy(v, p->org);
+#ifndef WORKINGLQUAKE
+ if (cl_stainmaps.integer)
+ R_Stain(v, 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;
+ // convert from a blood particle to a blood 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, v, p->relativeorigin);
+ Matrix4x4_Transform3x3(&cl_entities[hitent].render.inversematrix, normal, p->relativedirection);
+ VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
+#endif
+ p->time2 = cl.time;
+ p->alphafade = 0;
+ VectorCopy(normal, p->vel);
+ VectorAdd(p->org, normal, p->org);
+ 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);
+ if (CL_TraceLine(oldorg, p->org, v, normal, true, NULL, SUPERCONTENTS_SOLID) < 1)
+ {
+ VectorCopy(v, p->org);
+ if (p->bounce < 0)
+ {
+ p->type = NULL;
+ continue;
+ }
+ else
+ {
+ dist = DotProduct(p->vel, normal) * -p->bounce;
+ VectorMA(p->vel, dist, normal, p->vel);
+ if (DotProduct(p->vel, p->vel) < 0.03)
+ VectorClear(p->vel);
+ }
+ }
}
}
- }
- p->vel[2] -= p->gravity * gravity;
- p->alpha -= p->alphafade * frametime;
- if (p->friction)
- {
- f = p->friction * frametime;
- if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- 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_PointInLeaf(p->org, cl.worldmodel)->contents;
- 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_PointInLeaf(p->org, cl.worldmodel)->contents;
- 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] += lhrandom(-32, 32);
+ p->vel[1] += lhrandom(-32, 32);
+ p->vel[2] += lhrandom(-32, 32);
}
- if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- 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
{
+ 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"};
-static cvar_t r_particles_lighting = {0, "r_particles_lighting", "0"};
+
+#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
{
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;
+ float cx, cy, dx, dy, f, iradius;
+ qbyte *d;
+ cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
+ cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
+ iradius = 1.0f / radius;
+ alpha *= (1.0f / 255.0f);
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
+ {
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
+ {
+ dx = (x - cx);
+ dy = (y - cy);
+ f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
+ if (f > 0)
+ {
+ d = data + (y * PARTICLETEXTURESIZE + x) * 4;
+ d[0] += f * (red - d[0]);
+ d[1] += f * (green - d[1]);
+ d[2] += f * (blue - d[2]);
+ }
+ }
+ }
+}
+
+void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
+{
+ int i;
+ for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
+ {
+ data[0] = bound(minr, data[0], maxr);
+ data[1] = bound(ming, data[1], maxg);
+ data[2] = bound(minb, data[2], maxb);
+ }
+}
+
+void particletextureinvert(qbyte *data)
+{
+ int i;
+ for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
+ {
+ data[0] = 255 - data[0];
+ data[1] = 255 - data[1];
+ data[2] = 255 - data[2];
+ }
+}
+
+// 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 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 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);
+ }
- memset(particletexturedata, 255, sizeof(particletexturedata));
+}
- // the particletexture[][] array numbers must match the cl_part.c textures
- // smoke/blood
+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 = 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;
}
}
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)
static void r_part_newmap(void)
{
+ cl_numparticles = 0;
+ cl_freeparticle = 0;
}
void R_Particles_Init (void)
{
Cvar_RegisterVariable(&r_drawparticles);
- Cvar_RegisterVariable(&r_particles_lighting);
+#ifdef WORKINGLQUAKE
+ r_part_start();
+#else
R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
+#endif
}
-int partindexarray[6] = {0, 1, 2, 0, 2, 3};
-
-void R_DrawParticleCallback(void *calldata1, int calldata2)
+#ifdef WORKINGLQUAKE
+void R_InitParticles(void)
{
- int lighting, dynlight, additive, texnum, orientation;
- float org[3], up2[3], right2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
- particletexture_t *tex;
- mleaf_t *leaf;
- rmeshbufferinfo_t m;
- particle_t *p;
-
- p = calldata1;
+ CL_Particles_Init();
+ R_Particles_Init();
+}
+#endif
- // LordHavoc: check if it's in a visible leaf
- leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
- if (leaf->visframe != r_framecount)
- return;
+float particle_vertex3f[12], particle_texcoord2f[8];
- lighting = r_dynamic.integer ? r_particles_lighting.integer : 0;
+#ifdef WORKINGLQUAKE
+void R_DrawParticle(particle_t *p)
+{
+#else
+void R_DrawParticleCallback(const void *calldata1, int calldata2)
+{
+ const particle_t *p = calldata1;
+ rmeshstate_t m;
+#endif
+ 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;
- if (orientation == PARTICLE_BILLBOARD)
- {
- VectorScale(vright, p->scalex, right);
- VectorScale(vup, p->scaley, up);
- }
- else if (orientation == PARTICLE_UPRIGHT_FACING)
- {
- v[0] = r_origin[0] - org[0];
- v[1] = r_origin[1] - org[1];
- v[2] = 0;
- VectorNormalizeFast(v);
- VectorVectors(v, right2, up2);
- VectorScale(right2, p->scalex, right);
- VectorScale(up2, p->scaley, up);
- }
- else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
- {
- // 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);
- }
- else
- Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
+ 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 (lighting >= 1 && (dynlight || lighting >= 2))
+ if (blendmode == PBLEND_MOD)
{
- R_CompleteLightPoint(v, org, true, leaf);
- cr *= v[0];
- cg *= v[1];
- cb *= v[2];
+ 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;
}
}
+ R_Mesh_Matrix(&r_identitymatrix);
+
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.numtriangles = 2;
- m.numverts = 4;
- m.tex[0] = R_GetTexture(particlefonttexture);
- if (R_Mesh_Draw_GetBuffer(&m, false))
+ 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)
{
- m.index[0] = 0;
- m.index[1] = 1;
- m.index[2] = 2;
- m.index[3] = 0;
- m.index[4] = 2;
- m.index[5] = 3;
- m.vertex[0] = org[0] - right[0] - up[0];
- m.vertex[1] = org[1] - right[1] - up[1];
- m.vertex[2] = org[2] - right[2] - up[2];
- m.vertex[4] = org[0] - right[0] + up[0];
- m.vertex[5] = org[1] - right[1] + up[1];
- m.vertex[6] = org[2] - right[2] + up[2];
- m.vertex[8] = org[0] + right[0] + up[0];
- m.vertex[9] = org[1] + right[1] + up[1];
- m.vertex[10] = org[2] + right[2] + up[2];
- m.vertex[12] = org[0] + right[0] - up[0];
- m.vertex[13] = org[1] + right[1] - up[1];
- m.vertex[14] = org[2] + right[2] - up[2];
- tex = &particletexture[texnum];
- m.texcoords[0][0] = tex->s1;
- m.texcoords[0][1] = tex->t1;
- m.texcoords[0][2] = tex->s1;
- m.texcoords[0][3] = tex->t2;
- m.texcoords[0][4] = tex->s2;
- m.texcoords[0][5] = tex->t2;
- m.texcoords[0][6] = tex->s2;
- m.texcoords[0][7] = tex->t1;
- m.color[0] = m.color[4] = m.color[8] = m.color[12] = cr * m.colorscale;
- m.color[1] = m.color[5] = m.color[9] = m.color[13] = cg * m.colorscale;
- m.color[2] = m.color[6] = m.color[10] = m.color[14] = cb * m.colorscale;
- m.color[3] = m.color[7] = m.color[11] = m.color[15] = ca;
- R_Mesh_Render();
+ 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 (p->type->orientation == PARTICLE_SPARK)
+ {
+ 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 (p->type->orientation == PARTICLE_BEAM)
+ {
+ R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel, size);
+ VectorSubtract(p->vel, p->org, up);
+ VectorNormalizeFast(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", p->type->orientation);
+
+#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)
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++)
{
- // LordHavoc: only render if not too close
- if (DotProduct(p->org, vpn) < minparticledist)
- continue;
-
- 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
}