#include "quakedef.h"
-#define MAX_PARTICLES 16384 // default max # of particles at one time
+#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_BlobExplosion R_BlobExplosion
+#define CL_RunParticleEffect R_RunParticleEffect
+#define CL_LavaSplash R_LavaSplash
+#define CL_RocketTrail2 R_RocketTrail2
+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, void **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"
+#endif
+
+#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_grav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame, pt_blood, pt_oneframe, pt_lavasplash, pt_raindropsplash, pt_underwaterspark, pt_explosionsplash, pt_stardust
+ pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal, pt_decalfade
}
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))
+typedef enum
+{
+ 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 particle_s
{
ptype_t type;
- unsigned int flags; // dynamically lit, orientation, additive blending, texnum
+ int orientation;
+ int texnum;
+ int blendmode;
vec3_t org;
vec3_t vel;
float die;
float scalex;
float scaley;
float alpha; // 0-255
+ float alphafade; // how much alpha reduces per second
float time2; // used for various things (snow fluttering, for example)
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
+ entity_render_t *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;
0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
};
-static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
-//static int explounderwatersparkramp[8] = {0x00074b, 0x000f6f, 0x071f93, 0x0f33b7, 0x2b63cf, 0x4f97e3, 0xb5e7ff, 0xffffff};
+//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_rocketglow = 27;
+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 particle_t *particles;
static particle_t **freeparticles; // list used only in compacting particles array
-//static renderparticle_t *cl_renderparticles;
-
-static cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
-static cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
-static cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
-static cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
-static cvar_t cl_particles_blood_size_min = {CVAR_SAVE, "cl_particles_blood_size_min", "5"};
-static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "10"};
-static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
-static cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
-static cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
-static cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
-static cvar_t cl_particles_explosions = {CVAR_SAVE, "cl_particles_explosions", "0"};
+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_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_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"};
+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"};
+
+#ifndef WORKINGLQUAKE
static mempool_t *cl_part_mempool;
+#endif
void CL_Particles_Clear(void)
{
i = COM_CheckParm ("-particles");
- if (i)
+ if (i && i < com_argc - 1)
{
cl_maxparticles = (int)(atoi(com_argv[i+1]));
if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
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_min);
- Cvar_RegisterVariable (&cl_particles_blood_size_max);
Cvar_RegisterVariable (&cl_particles_blood_alpha);
+ Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
+ 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_particles_explosions);
-
+ 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");
+ freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
+#else
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 *));
+#endif
cl_numparticles = 0;
+}
- // FIXME: r_refdef stuff should be allocated somewhere else?
- //r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
+// 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
+// porientation - PARTICLE_ enum values (PARTICLE_BILLBOARD, PARTICLE_SPARK, etc)
+// 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
+// plight - no longer used (this used to turn on particle lighting)
+// pblendmode - PBLEND_ enum values (PBLEND_ALPHA, PBLEND_ADD, etc)
+// pscalex,pscaley - width and height of particle (according to orientation), these are normally the same except when making sparks and beams
+// 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
+// ptime2 - extra time parameter for certain particle types (pt_decal delayed fades and pt_rain snowflutter use this)
+// pvx2,pvy2,pvz2 - for PARTICLE_ORIENTED_DOUBLESIDED this is the surface normal of the orientation (forward vector), pt_rain uses this for snow fluttering
+// pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
+// ppressure - pushes other particles away if they are within 64 units distance, the force is based on scalex, this feature is supported but not currently used
+particle_t *particle(ptype_t ptype, porientation_t porientation, int pcolor1, int pcolor2, int ptex, int plight, pblend_t pblendmode, float pscalex, float pscaley, float palpha, float palphafade, float ptime, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float ptime2, float pvx2, float pvy2, float pvz2, float pfriction, float ppressure)
+{
+ if (cl_numparticles < cl_maxparticles)
+ {
+ 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;
+ }
+ part = &particles[cl_numparticles++];
+ 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->orientation = porientation;
+ part->texnum = ptex;
+ part->blendmode = pblendmode;
+ 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);
+ return part;
+ }
+ return NULL;
}
-#define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, 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->tex = (ptex);*/\
- /*part->orientation = (porientation);*/\
- /*part->dynlight = (plight);*/\
- /*part->additive = (padditive);*/\
- part->scalex = (pscalex);\
- part->scaley = (pscaley);\
- part->alpha = (palpha);\
- part->die = cl.time + (ptime);\
- 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_SpawnDecalParticleForSurface(void *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(pt_decal, PARTICLE_ORIENTED_DOUBLESIDED, color1, color2, texnum, false, PBLEND_MOD, size, size, alpha, 0, cl_decals_time.value + cl_decals_fadetime.value, 0, 0, org[0] + normal[0], org[1] + normal[1], org[2] + normal[2], 0, 0, 0, cl.time + cl_decals_time.value, normal[0], normal[1], normal[2], 0, 0);
+#ifndef WORKINGLQUAKE
+ if (p)
+ {
+ p->owner = hitent;
+ p->ownermodel = p->owner->model;
+ Matrix4x4_Transform(&p->owner->inversematrix, org, p->relativeorigin);
+ Matrix4x4_Transform3x3(&p->owner->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 frac, v[3], normal[3], org2[3];
+#ifdef WORKINGLQUAKE
+ void *besthitent = NULL, *hitent;
+#else
+ entity_render_t *besthitent = NULL, *hitent;
+#endif
+ 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_oneframe, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 9999, 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(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 2, 2, 255, 0, 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, 0, 0, 0, 0, 0);
+#else
+ particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 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);
+#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];
- pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
+ if (!cl.worldmodel)
+ return;
+
+ FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
+ strlcat (name, ".pts", sizeof (name));
+#if WORKINGLQUAKE
+ pointfile = COM_LoadTempFile (name);
+#else
+ pointfile = FS_LoadFile(name, 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(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
- particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 99999, 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(pt_static, PARTICLE_BEAM, 0xFF0000, 0xFF0000, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0] - 4096, org[1], org[2], 0, 0, 0, 0, org[0] + 4096, org[1], org[2], 0, 0);
+ particle(pt_static, PARTICLE_BEAM, 0x00FF00, 0x00FF00, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1] - 4096, org[2], 0, 0, 0, 0, org[0], org[1] + 4096, org[2], 0, 0);
+ particle(pt_static, PARTICLE_BEAM, 0x0000FF, 0x0000FF, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1], org[2] - 4096, 0, 0, 0, 0, org[0], org[1], org[2] + 4096, 0, 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 ();
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;
- R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
-
- i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
- if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
- for (i = 0;i < 128;i++)
- particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 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, 0, 0);
-
- if (cl_particles.integer && cl_particles_explosions.integer)
+ int i, k;
+ //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 = CL_PointQ1Contents(org);
+ if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
{
- int j, k;
- float f;
- vec3_t v, end, ang;
- qbyte noise1[32*32], noise2[32*32];
-
- VectorClear(end); // hush MSVC
- i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
- if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
+ for (i = 0;i < 128 * cl_particles_quality.value;i++)
+ particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, (1.0f / cl_particles_quality.value) * lhrandom(128, 255), (1.0f / cl_particles_quality.value) * 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);
+ }
+ else
+ {
+ /*
+ // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
+ // smoke puff
+ if (cl_particles.integer && cl_particles_smoke.integer)
{
- //for (i = 0;i < 128;i++)
- // particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 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, 0, 0);
-
- ang[2] = lhrandom(0, 360);
- fractalnoisequick(noise1, 32, 4);
- fractalnoisequick(noise2, 32, 8);
- for (i = 0;i < 32;i++)
+ for (i = 0;i < 64;i++)
{
- for (j = 0;j < 32;j++)
+#ifdef WORKINGLQUAKE
+ v2[0] = lhrandom(-64, 64);
+ v2[1] = lhrandom(-64, 64);
+ v2[2] = lhrandom(-8, 24);
+#else
+ for (k = 0;k < 16;k++)
{
- VectorRandom(v);
- VectorMA(org, 16, v, v);
- TraceLine(org, v, end, NULL, 0, true);
- ang[0] = (j + 0.5f) * (360.0f / 32.0f);
- ang[1] = (i + 0.5f) * (360.0f / 32.0f);
- AngleVectors(ang, v, NULL, NULL);
- f = noise1[j*32+i] * 1.5f;
- VectorScale(v, f, v);
- k = noise2[j*32+i] * 0x010101;
- particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
- VectorScale(v, 0.75, v);
- k = explosparkramp[(noise2[j*32+i] >> 5)];
- particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
+ v[0] = org[0] + lhrandom(-64, 64);
+ v[1] = org[1] + lhrandom(-64, 64);
+ v[2] = org[2] + lhrandom(-8, 24);
+ 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(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 12, 12, 255, 512, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
}
}
- else
+ */
+
+ if (cl_particles.integer && cl_particles_sparks.integer)
{
- ang[2] = lhrandom(0, 360);
- fractalnoisequick(noise1, 32, 4);
- fractalnoisequick(noise2, 32, 8);
- for (i = 0;i < 32;i++)
+ // sparks
+ for (i = 0;i < 256 * cl_particles_quality.value;i++)
{
- for (j = 0;j < 32;j++)
- {
- VectorRandom(v);
- VectorMA(org, 16, v, v);
- TraceLine(org, v, end, NULL, 0, true);
- ang[0] = (j + 0.5f) * (360.0f / 32.0f);
- ang[1] = (i + 0.5f) * (360.0f / 32.0f);
- AngleVectors(ang, v, NULL, NULL);
- f = noise1[j*32+i] * 1.5f;
- VectorScale(v, f, v);
- k = noise2[j*32+i] * 0x010101;
- particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
- VectorScale(v, 0.75, v);
- k = explosparkramp[(noise2[j*32+i] >> 5)];
- particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
- // VectorRandom(v);
- // VectorScale(v, 384, v);
- // particle(pt_spark, PARTICLE_BILLBOARD, explosparkramp[rand()&7], tex_particle, false, true, 2, 2, lhrandom(16, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
- }
+ k = particlepalette[0x68 + (rand() & 7)];
+ particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 1.5f, 0.05f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0, 0);
}
}
}
- else
- {
- /*
- int i;
- vec3_t v;
- for (i = 0;i < 256;i++)
- {
- do
- {
- VectorRandom(v);
- }
- while(DotProduct(v,v) < 0.75);
- VectorScale(v, 512, v);
- k = explosparkramp[rand()&7];
- particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, 255, 9999, 1.5, org[0], org[1], org[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
- }
- */
+
+ if (cl_explosions.integer)
R_NewExplosion(org);
- }
}
/*
int i, k;
if (!cl_particles.integer) return;
- for (i = 0;i < 512;i++)
+ for (i = 0;i < 512 * cl_particles_quality.value;i++)
{
k = particlepalette[colorStart + (i % colorLength)];
- particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 0.3, 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), 384, 0, 0, 0, 1, 0);
+ particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1.5, 1.5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 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);
}
}
*/
void CL_BlobExplosion (vec3_t org)
{
- //int i;
- if (!cl_particles.integer) return;
+ 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);
- R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
- //R_Stain(org, 96, 96, 64, 96, 128, 160, 128, 160, 128);
-
- R_NewExplosion(org);
-
- //for (i = 0;i < 256;i++)
- // particle(pt_blob , PARTICLE_BILLBOARD, particlepalette[ 66+(rand()%6)], tex_particle, false, true, 4, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128), 0, 0, 0, 0, 0, 0);
- //for (i = 0;i < 256;i++)
- // particle(pt_blob2, PARTICLE_BILLBOARD, particlepalette[150+(rand()%6)], tex_particle, false, true, 4, 4, 255, 9999, 0, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(-128, 128), 0, 0, 0, 0, 0, 0);
+ if (cl_explosions.integer)
+ R_NewExplosion(org);
}
/*
void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
int k;
- if (!cl_particles.integer) return;
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_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 128, 9999, 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), 384, 0, 0, 0, 0, 0);
+ if (gamemode == GAME_GOODVSBAD2)
+ particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 5, 5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 300, 9999, 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, 0, 0, 0, 0, 0);
+ else
+ particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1, 1, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 512, 9999, 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, 0, 0, 0, 0, 0);
}
}
*/
void CL_SparkShower (vec3_t org, vec3_t dir, int count)
{
+ vec3_t org2, org3;
int k;
- if (!cl_particles.integer) return;
- R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
+ 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);
- // smoke puff
- if (cl_particles_smoke.integer)
- particle(pt_bulletsmoke, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_smoke[rand()&7], true, true, 2, 2, 255, 9999, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
+ if (!cl_particles.integer) return;
- if (cl_particles_sparks.integer)
+ if (cl_particles_bulletimpacts.integer)
{
- // sparks
- while(count--)
+ // smoke puff
+ if (cl_particles_smoke.integer)
{
- k = particlepalette[0x68 + (rand() & 7)];
- particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 9999, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 480, 0, 0, 0, 1, 0);
+ k = count * 0.25 * cl_particles_quality.value;
+ while(k--)
+ {
+ 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(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 9999, -0.2, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0, 0);
+ }
+ }
+
+ if (cl_particles_sparks.integer)
+ {
+ // sparks
+ count *= cl_particles_quality.value;
+ while(count--)
+ {
+ k = particlepalette[0x68 + (rand() & 7)];
+ particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 0.4f, 0.015f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 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);
+ }
}
}
}
void CL_PlasmaBurn (vec3_t org)
{
- if (!cl_particles.integer) return;
-
- R_Stain(org, 48, 96, 96, 96, 48, 128, 128, 128, 48);
+ 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 r, s;
+ float s;
+ vec3_t org2, org3;
// bloodcount is used to accumulate counts too small to cause a blood particle
- static int bloodcount = 0;
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;
while(bloodcount > 0)
{
- r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
- particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -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(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
+ bloodcount -= 16 / cl_particles_quality.value;
}
}
void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
{
- float c;
- float r;
- 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];
- c = count * 5;
- while (c > 0)
+ bloodcount += count * 5.0f;
+ 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];
- r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
- c -= r;
- particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -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(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 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;}
+ count *= cl_particles_quality.value;
while (count--)
{
k = particlepalette[colorbase + (rand()&3)];
- particle(gravity ? pt_grav : pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, lhrandom(1, 2), 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(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 2, 2, 255 / cl_particles_quality.value, 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);
}
}
void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
{
int k;
- vec3_t vel;
- float t, z;
+ float t, z, minz, maxz;
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 (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--)
{
- vel[0] = dir[0] + lhrandom(-16, 16);
- vel[1] = dir[1] + lhrandom(-16, 16);
- vel[2] = dir[2] + lhrandom(-32, 32);
k = particlepalette[colorbase + (rand()&3)];
- particle(pt_rain, PARTICLE_UPRIGHT_FACING, k, k, tex_particle, true, true, 1, 64, 64, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
+ if (gamemode == GAME_GOODVSBAD2)
+ {
+ particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 20, 20, lhrandom(8, 16) / cl_particles_quality.value, 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);
+ }
+ else
+ {
+ particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 0.5, 0.02, lhrandom(8, 16) / cl_particles_quality.value, 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);
+ }
}
break;
case 1:
while(count--)
{
- vel[0] = dir[0] + lhrandom(-16, 16);
- vel[1] = dir[1] + lhrandom(-16, 16);
- vel[2] = dir[2] + lhrandom(-32, 32);
k = particlepalette[colorbase + (rand()&3)];
- particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 2, 2, 255, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, vel[0], vel[1], vel[2], 0, vel[0], vel[1], vel[2], 0, 0);
+ if (gamemode == GAME_GOODVSBAD2)
+ {
+ particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 20, 20, lhrandom(64, 128) / cl_particles_quality.value, 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);
+ }
+ else
+ {
+ particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 1, 1, lhrandom(64, 128) / cl_particles_quality.value, 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);
+ }
}
break;
default:
int k;
float t;
vec3_t o, v, center;
- //Con_Printf("CL_Stardust ('%f %f %f', '%f %f %f', %d);\n", mins[0], mins[1], mins[2], maxs[0], maxs[1], maxs[2], count);
if (!cl_particles.integer) return;
if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
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_stardust, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
+ particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 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;}
+ count *= cl_particles_quality.value;
while (count--)
{
k = particlepalette[224 + (rand()&15)];
- particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 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(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 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);
+ if (count & 1)
+ particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 6, 6, lhrandom(48, 96) / cl_particles_quality.value, 64 / cl_particles_quality.value, 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);
}
}
int k;
if (!cl_particles.integer) return;
+ count *= cl_particles_quality.value;
while (count--)
{
k = particlepalette[224 + (rand()&15)];
- particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 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(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 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);
}
}
*/
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_lavasplash, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 9999, 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(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 9999, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
+ }
+ else
+ {
+ k = l = particlepalette[224 + (rand()&7)];
+ particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 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);
+ }
}
}
}
===============
*/
-void CL_TeleportSplash (vec3_t org)
+#if WORKINGLQUAKE
+void R_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_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), i*2 + lhrandom(-12.5, 12.5), j*2 + lhrandom(-12.5, 12.5), k*2 + lhrandom(27.5, 52.5), 384.0f, 0, 0, 0, 1, 0);
- particle(pt_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 9999, 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), 256.0f, 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(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, PBLEND_ADD, 10, 10, inc * 32, inc * lhrandom(8, 16), inc * 32, 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);
}
+#endif
+#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, entity_t *ent)
+#endif
{
- vec3_t vec, dir, vel, pos;
- float len, dec, speed;
- int contents, bubbles;
- if (!cl_particles.integer) return;
+ vec3_t vec, dir, vel, pos;
+ float len, dec, speed, qd;
+ int contents, smoke, blood, bubbles;
+
+ if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
+ return;
VectorSubtract(end, start, dir);
VectorNormalize(dir);
- //if (type == 0 && host_frametime != 0) // rocket glow
- // particle(pt_oneframe, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_rocketglow, false, true, 24, 24, 255, 9999, 0, end[0] - 12 * dir[0], end[1] - 12 * dir[1], end[2] - 12 * dir[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
-
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);
+#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;
+ contents = CL_PointQ1Contents(pos);
if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
return;
- bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+ smoke = cl_particles.integer && cl_particles_smoke.integer;
+ blood = cl_particles.integer && cl_particles_blood.integer;
+ bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
+ qd = 1.0f / cl_particles_quality.value;
while (len >= 0)
{
switch (type)
{
case 0: // rocket trail
- if (!cl_particles_smoke.integer)
- return;
- //dec = 5;
- //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
- dec = 6;
- particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
- //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 128.0f, 0, 0, 0, 0, 0);
- //dec = 10;
- //particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
- if (bubbles && cl_particles_bubbles.integer)
- {
- particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
- //particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
- }
- else
+ dec = qd*3;
+ if (smoke)
{
- //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 2, 2, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 512.0f, 0, 0, 0, 1, 0);
- //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 2, 2, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 512.0f, 0, 0, 0, 1, 0);
- //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
- //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
- //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
- //particle(pt_spark, PARTICLE_BILLBOARD, particlepalette[0x68 + (rand() & 7)], tex_particle, false, true, 1, 1, lhrandom(128, 255), 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-64, 64) - vel[0] * 0.0625, lhrandom(-64, 64) - vel[1] * 0.0625, lhrandom(-64, 64) - vel[2] * 0.0625, 512.0f, 0, 0, 0, 1, 0);
+ particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*125, qd*cl_particles_smoke_alphafade.value*125, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0);
+ particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*288, qd*cl_particles_smoke_alphafade.value*1400, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
}
+ if (bubbles)
+ particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, qd*lhrandom(64, 255), qd*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);
break;
case 1: // grenade trail
// FIXME: make it gradually stop smoking
- if (!cl_particles_smoke.integer)
- return;
- //dec = 5;
- //particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_particle, true, false, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 256.0f, 0, 0, 0, 0, 0);
- dec = 6;
- particle(pt_fade, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 256.0f, 0, 0, 0, 0, 0);
- //particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], false, true, 2, 2, 160, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
- if (bubbles && cl_particles_bubbles.integer)
- {
- particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
- //particle(pt_bubble, PARTICLE_BILLBOARD, c * 2, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
- }
+ dec = qd*3;
+ if (smoke)
+ particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*100, qd*cl_particles_smoke_alphafade.value*100, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0);
break;
case 2: // blood
- if (!cl_particles_blood.integer)
- return;
- dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
- particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -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(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
- //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
- break;
-
case 4: // slight blood
- if (!cl_particles_blood.integer)
- return;
- dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
- particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -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(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
- //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_particle, true, false, dec, dec, cl_particles_blood_alpha.value * 128.0f, 9999, -1, pos[0], pos[1], pos[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
+ dec = qd*16;
+ if (blood)
+ particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 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);
break;
case 3: // green tracer
- dec = 6;
- //particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 0x373707, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
- particle(pt_fade, PARTICLE_BILLBOARD, 0x373707, 0x373707, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
+ dec = qd*6;
+ if (smoke)
+ {
+ if (gamemode == GAME_GOODVSBAD2)
+ particle(pt_static, PARTICLE_BILLBOARD, 0x00002E, 0x000030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
+ else
+ particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
+ }
break;
case 5: // flame tracer
- dec = 6;
- //particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 0xCF632B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
- particle(pt_fade, PARTICLE_BILLBOARD, 0xCF632B, 0xCF632B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
+ dec = qd*6;
+ if (smoke)
+ particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
break;
case 6: // voor trail
- dec = 6;
- //particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 0x47232B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 384.0f, 0, 0, 0, 0, 0);
- particle(pt_fade, PARTICLE_BILLBOARD, 0x47232B, 0x47232B, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
+ dec = qd*6;
+ if (smoke)
+ {
+ if (gamemode == GAME_GOODVSBAD2)
+ particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, false, PBLEND_ALPHA, 6, 6, qd*255, qd*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);
+ else
+ particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
+ }
break;
case 7: // Nehahra smoke tracer
- if (!cl_particles_smoke.integer)
- return;
- dec = 10;
- particle(pt_smoke, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ dec = qd*7;
+ if (smoke)
+ particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, PBLEND_ALPHA, 7, 7, qd*64, qd*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);
+ break;
+ case 8: // Nexuiz plasma trail
+ dec = qd*4;
+ if (smoke)
+ particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, 4, 4, qd*255, qd*1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
break;
}
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)
{
- vec3_t vec, pos;
- int len;
+ float dec, len;
+ vec3_t vec, pos;
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);
+ VectorSubtract(end, start, vec);
+#ifdef WORKINGLQUAKE
+ len = VectorNormalize(vec);
+#else
+ len = VectorNormalizeLength(vec);
+#endif
color = particlepalette[color];
- while (len--)
+ dec = 3.0f / cl_particles_quality.value;
+ while (len > 0)
{
- particle(pt_smoke, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
- VectorAdd (pos, vec, pos);
+ particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, 128 / cl_particles_quality.value, 320 / cl_particles_quality.value, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ len -= dec;
+ VectorMA(pos, dec, vec, pos);
}
}
+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(pt_static, PARTICLE_BEAM, tempcolor2, tempcolor2, tex_beam, false, PBLEND_ADD, radius, radius, alpha * 255, alpha * 255 / lifetime, 9999, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, end[0], end[1], end[2], 0, 0);
+}
+
+void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
+{
+ float f;
+ if (!cl_particles.integer) return;
+
+ // smoke puff
+ if (cl_particles_smoke.integer)
+ for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
+ particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 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, 15, 0, 0, 0, 0, 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(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 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), 15, 0, 0, 0, 0, 0);
+
+ // sparks
+ if (cl_particles_sparks.integer)
+ for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
+ particle(pt_static, PARTICLE_SPARK, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 2.0f, 0.1f, lhrandom(64, 255) / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 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, 0, 0, 0, 0, 0);
+}
/*
===============
void CL_MoveParticles (void)
{
particle_t *p;
- //renderparticle_t *r, *rend;
int i, activeparticles, maxparticle, j, a, pressureused = false, content;
- float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3];
+ float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
+#ifdef WORKINGLQUAKE
+ void *hitent;
+#else
+ entity_render_t *hitent;
+#endif
// LordHavoc: early out condition
if (!cl_numparticles)
- {
- //r_refdef.numparticles = 0;
return;
- }
+#ifdef WORKINGLQUAKE
+ frametime = cl.frametime;
+#else
frametime = cl.time - cl.oldtime;
- if (!frametime)
- return; // if absolutely still, don't update particles
+#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/*, r = r_refdef.particles, rend = r + cl_maxparticles*/;i < cl_numparticles;i++, p++)
+ for (i = 0, p = particles;i < cl_numparticles;i++, p++)
{
- if (p->die < cl.time)
- {
- freeparticles[j++] = p;
- continue;
- }
-
content = 0;
VectorCopy(p->org, p->oldorg);
VectorMA(p->org, frametime, p->vel, p->org);
VectorCopy(p->org, org);
if (p->bounce)
{
- if (TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
+ if (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
{
VectorCopy(v, p->org);
if (p->bounce < 0)
{
// assume it's blood (lame, but...)
- R_Stain(v, 64, 32, 16, 16, p->alpha * p->scalex * (1.0f / 100.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 100.0f));
- p->die = -1;
- freeparticles[j++] = p;
- continue;
+#ifndef WORKINGLQUAKE
+ 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));
+#endif
+ if (cl_decals.integer)
+ {
+ p->type = pt_decal;
+ p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
+ // convert from a blood particle to a blood decal
+ p->texnum = tex_blooddecal[rand()&7];
+#ifndef WORKINGLQUAKE
+ p->owner = hitent;
+ p->ownermodel = hitent->model;
+ Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin);
+ Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection);
+ VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
+#endif
+ p->time2 = cl.time + cl_decals_time.value;
+ p->die = p->time2 + cl_decals_fadetime.value;
+ p->alphafade = 0;
+ VectorCopy(normal, p->vel2);
+ VectorClear(p->vel);
+ VectorAdd(p->org, normal, p->org);
+ p->bounce = 0;
+ p->friction = 0;
+ p->gravity = 0;
+ p->scalex *= 1.25f;
+ p->scaley *= 1.25f;
+ }
+ else
+ {
+ p->die = -1;
+ freeparticles[j++] = p;
+ continue;
+ }
}
else
{
}
}
}
+ 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;
+ content = CL_PointQ1Contents(p->org);
if (content != CONTENTS_EMPTY)
f *= 4;
f = 1.0f - f;
VectorScale(p->vel, f, p->vel);
}
- switch (p->type)
+ if (p->type != pt_static)
{
- case pt_static:
- break;
-
- // LordHavoc: drop-through because of shared code
- case pt_blob:
- p->vel[2] *= dvel;
- case pt_blob2:
- p->vel[0] *= dvel;
- p->vel[1] *= dvel;
- p->alpha -= frametime * 256;
- if (p->alpha < 1)
- p->die = -1;
- break;
-
- case pt_grav:
- p->vel[2] -= gravity;
- break;
- case pt_lavasplash:
- p->vel[2] -= gravity * 0.05;
- p->alpha -= frametime * 192;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_snow:
- if (cl.time > p->time2)
- {
- p->time2 = cl.time + (rand() & 3) * 0.1;
- p->vel[0] = (rand()&63)-32 + p->vel2[0];
- p->vel[1] = (rand()&63)-32 + p->vel2[1];
- p->vel[2] = (rand()&63)-32 + p->vel2[2];
- }
- if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- a = content;
- if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
+ switch (p->type)
{
- p->die = -1;
- /*
- if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
- break; // still in solid
- p->die = cl.time + 1000;
- p->vel[0] = p->vel[1] = p->vel[2] = 0;
- switch (a)
- {
- case CONTENTS_LAVA:
- case CONTENTS_SLIME:
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->type = pt_steam;
- p->alpha = 96;
- p->scalex = 5;
- p->scaley = 5;
- p->vel[2] = 96;
- break;
- case CONTENTS_WATER:
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->type = pt_splash;
- p->alpha = 96;
- p->scalex = 5;
- p->scaley = 5;
- p->vel[2] = 96;
- break;
- default: // CONTENTS_SOLID and any others
- TraceLine(p->oldorg, p->org, v, normal, 0, true);
- VectorCopy(v, p->org);
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->type = pt_fade;
- p->time2 = 384.0f;
- p->scalex = 5;
- p->scaley = 5;
- VectorClear(p->vel);
- break;
- }
- */
- }
- break;
- case pt_blood:
- p->friction = 1;
- if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- a = content;
- if (a != CONTENTS_EMPTY)
- {
- if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
+ case pt_blood:
+ if (!content)
+ content = CL_PointQ1Contents(p->org);
+ a = content;
+ if (a != CONTENTS_EMPTY)
{
- //p->friction = 5;
- p->scalex += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
- p->scaley += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
- p->alpha -= frametime * max(cl_particles_blood_alpha.value, 0.01f) * 128.0f;
- //p->vel[2] += gravity * 0.25f;
- if (p->alpha < 1)
+ if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
+ {
+ p->scalex += frametime * 8;
+ p->scaley += frametime * 8;
+ //p->alpha -= bloodwaterfade;
+ }
+ else
p->die = -1;
}
else
+ p->vel[2] -= gravity;
+ break;
+ case pt_bubble:
+ if (!content)
+ content = CL_PointQ1Contents(p->org);
+ if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
+ {
p->die = -1;
- }
- else
- p->vel[2] -= gravity;
- break;
- case pt_spark:
- p->alpha -= frametime * p->time2;
- p->vel[2] -= gravity;
- if (p->alpha < 1)
- p->die = -1;
- else
- {
+ break;
+ }
+ break;
+ case pt_rain:
+ 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];
+ }
if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- if (content != CONTENTS_EMPTY)
+ content = CL_PointQ1Contents(p->org);
+ a = content;
+ if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
p->die = -1;
- }
- break;
- case pt_explosionsplash:
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
- p->vel[2] -= gravity;
- else
- p->alpha = 0;
- p->scalex += frametime * 64.0f;
- p->scaley += frametime * 64.0f;
- p->alpha -= frametime * 1024.0f;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_fade:
- p->alpha -= frametime * p->time2;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_bubble:
- if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
- {
- p->die = -1;
break;
- /*
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->type = pt_splashpuff;
- p->scalex = 4;
- p->scaley = 4;
- p->vel[0] = p->vel[1] = p->vel[2] = 0;
+ case pt_grow:
+ p->scalex += frametime * p->time2;
+ p->scaley += frametime * p->time2;
break;
- */
- }
- p->vel[0] *= (1 - (frametime * 0.0625));
- p->vel[1] *= (1 - (frametime * 0.0625));
- p->vel[2] = (p->vel[2] + gravity * 0.25) * (1 - (frametime * 0.0625));
- if (cl.time > p->time2)
- {
- p->time2 = cl.time + lhrandom(0, 0.5);
- p->vel[0] += lhrandom(-32,32);
- p->vel[1] += lhrandom(-32,32);
- p->vel[2] += lhrandom(-32,32);
- }
- p->alpha -= frametime * 256;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_bulletsmoke:
- p->scalex += frametime * 16;
- p->scaley += frametime * 16;
- p->alpha -= frametime * 1024;
- p->vel[2] += gravity * 0.2;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_smoke:
- p->scalex += frametime * 16;
- p->scaley += frametime * 16;
- p->alpha -= frametime * 320;
- //p->vel[2] += gravity * 0.2;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_steam:
- p->scalex += frametime * 48;
- p->scaley += frametime * 48;
- p->alpha -= frametime * 512;
- p->vel[2] += gravity * 0.05;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_splashpuff:
- p->alpha -= frametime * 1024;
- if (p->alpha < 1)
- p->die = -1;
- break;
- case pt_rain:
- if (!content)
- content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
- a = content;
- if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
- p->die = -1;
- /*
- f = 0;
- b = Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents;
- VectorCopy(p->oldorg, o);
- while (f < 1)
- {
- a = b;
- f = TraceLine(o, p->org, v, normal, a, true);
- b = traceline_endcontents;
- if (f < 1 && b != CONTENTS_EMPTY && b != CONTENTS_SKY)
+ case pt_decal:
+#ifndef WORKINGLQUAKE
+ if (p->owner->model == p->ownermodel)
{
- #if 1
+ Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
+ Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
+ }
+ else
p->die = -1;
- #else
- p->die = cl.time + 1000;
- p->vel[0] = p->vel[1] = p->vel[2] = 0;
- VectorCopy(v, p->org);
- switch (b)
- {
- case CONTENTS_LAVA:
- case CONTENTS_SLIME:
- p->tex = tex_smoke[rand()&7];
- p->orientation = PARTICLE_BILLBOARD;
- p->type = pt_steam;
- p->scalex = 3;
- p->scaley = 3;
- p->vel[2] = 96;
- break;
- default: // water, solid, and anything else
- p->tex = tex_rainsplash[0];
- p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
- p->time2 = 0;
- VectorCopy(normal, p->vel2);
- // VectorAdd(p->org, normal, p->org);
- p->type = pt_raindropsplash;
- p->scalex = 8;
- p->scaley = 8;
- break;
- }
- #endif
- break;
+#endif
+ if (cl.time > p->time2)
+ {
+ p->alphafade = p->alpha / (p->die - cl.time);
+ p->type = pt_decalfade;
}
- }
- */
- break;
- /*
- case pt_raindropsplash:
- p->time2 += frametime * 64.0f;
- if (p->time2 >= 16.0f)
- {
+ break;
+ case pt_decalfade:
+#ifndef WORKINGLQUAKE
+ if (p->owner->model == p->ownermodel)
+ {
+ Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
+ Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
+ }
+ else
+ p->die = -1;
+#endif
+ break;
+ default:
+ Con_Printf("unknown particle type %i\n", p->type);
p->die = -1;
break;
}
- p->tex = tex_rainsplash[(int) p->time2];
- p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
- break;
- */
- case pt_flame:
- p->alpha -= frametime * 384;
- p->vel[2] += gravity;
- if (p->alpha < 16)
- p->die = -1;
- break;
- case pt_oneframe:
- if (p->time2)
- p->die = -1;
- p->time2 = 1;
- break;
- case pt_stardust:
- p->alpha -= frametime * 128;
- p->vel[2] -= gravity;
- if (p->alpha < 16)
- p->die = -1;
- break;
- default:
- printf("unknown particle type %i\n", p->type);
- p->die = -1;
- break;
}
- // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
- if (p->die < cl.time)
+ // remove dead particles
+ if (p->alpha < 1 || p->die < cl.time)
freeparticles[j++] = p;
else
{
activeparticles++;
if (p->pressure)
pressureused = true;
-
- /*
- // build renderparticle for renderer to use
- r->orientation = p->orientation;
- r->additive = p->additive;
- r->dir[0] = p->vel2[0];
- r->dir[1] = p->vel2[1];
- r->dir[2] = p->vel2[2];
- r->org[0] = p->org[0];
- r->org[1] = p->org[1];
- r->org[2] = p->org[2];
- r->tex = p->tex;
- r->scalex = p->scalex * cl_particles_size.value;
- r->scaley = p->scaley * cl_particles_size.value;
- r->dynlight = p->dynlight;
- r->color[0] = p->color[0] * (1.0f / 255.0f);
- r->color[1] = p->color[1] * (1.0f / 255.0f);
- r->color[2] = p->color[2] * (1.0f / 255.0f);
- r->color[3] = p->alpha * (1.0f / 255.0f);
- r++;
- */
}
}
- //r_refdef.numparticles = r - r_refdef.particles;
// fill in gaps to compact the array
i = 0;
while (maxparticle >= activeparticles)
{
dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
VectorMA(p->vel, dist, diff, p->vel);
- //dist = freeparticles[j]->scalex * 4.0f * frametime / dist;
- //VectorMA(p->vel, dist, freeparticles[j]->vel, p->vel);
}
}
}
}
}
-static rtexturepool_t *particletexturepool;
+#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;
-// [0] is normal, [1] is fog, they may be the same
-static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
+#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", "1"};
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 fog, 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][fog].s1 = (basex + 1) / 256.0f;
- particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
- particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
- particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
+ basex = ((texnum >> 0) & 7) * 32;
+ basey = ((texnum >> 3) & 7) * 32;
+ particletexture[texnum].s1 = (basex + 1) / 256.0f;
+ particletexture[texnum].t1 = (basey + 1) / 256.0f;
+ particletexture[texnum].s2 = (basex + 31) / 256.0f;
+ particletexture[texnum].t2 = (basey + 31) / 256.0f;
for (y = 0;y < 32;y++)
memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 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];
-
- memset(particletexturedata, 255, sizeof(particletexturedata));
-
- // the particletexture[][] array numbers must match the cl_part.c textures
- // smoke/blood
- for (i = 0;i < 8;i++)
+ int x, y;
+ float cx, cy, dx, dy, f, iradius;
+ qbyte *d;
+ cx = lhrandom(radius + 1, 30 - radius);
+ cy = lhrandom(radius + 1, 30 - radius);
+ iradius = 1.0f / radius;
+ alpha *= (1.0f / 255.0f);
+ for (y = 0;y < 32;y++)
{
- do
+ for (x = 0;x < 32;x++)
{
- fractalnoise(&noise1[0][0], 64, 4);
- fractalnoise(&noise2[0][0], 64, 8);
- m = 0;
- for (y = 0;y < 32;y++)
+ dx = (x - cx);
+ dy = (y - cy);
+ f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
+ if (f > 0)
{
- dy = y - 16;
- for (x = 0;x < 32;x++)
- {
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- dx = x - 16;
- d = (noise2[y][x] - 128) * 3 + 192;
- if (d > 0)
- d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
- d = (d * noise1[y][x]) >> 7;
- d = bound(0, d, 255);
- data[y][x][3] = (qbyte) d;
- if (m < d)
- m = d;
- }
+ d = data + (y * 32 + x) * 4;
+ d[0] += f * (red - d[0]);
+ d[1] += f * (green - d[1]);
+ d[2] += f * (blue - d[2]);
}
}
- while (m < 224);
+ }
+}
- setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
- setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
+void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
+{
+ int i;
+ for (i = 0;i < 32*32;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 < 32*32;i++, data += 4)
+ {
+ data[0] = 255 - data[0];
+ data[1] = 255 - data[1];
+ data[2] = 255 - data[2];
+ }
+}
+
+static void R_InitParticleTexture (void)
+{
+ int x, y, d, i, j, k, m;
+ float dx, dy, radius, f, f2;
+ qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
+ vec3_t light;
+ qbyte particletexturedata[256*256*4];
+
+ // 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...
+
+ memset(particletexturedata, 255, sizeof(particletexturedata));
+
+ // smoke
for (i = 0;i < 8;i++)
{
+ memset(&data[0][0][0], 255, sizeof(data));
do
{
fractalnoise(&noise1[0][0], 64, 4);
dy = y - 16;
for (x = 0;x < 32;x++)
{
- d = (noise1[y][x] - 128) * 2 + 128;
- d = bound(0, d, 255);
- data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
dx = x - 16;
d = (noise2[y][x] - 128) * 3 + 192;
if (d > 0)
- d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
+ d = d * (256 - (int) (dx*dx+dy*dy)) / 256;
+ d = (d * noise1[y][x]) >> 7;
d = bound(0, d, 255);
data[y][x][3] = (qbyte) d;
if (m < d)
}
}
while (m < 224);
-
- setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
- for (y = 0;y < 32;y++)
- for (x = 0;x < 32;x++)
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- setuptex(i + 0, 1, i + 8, &data[0][0][0], particletexturedata);
+ setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
}
- */
// rain splash
for (i = 0;i < 16;i++)
{
+ memset(&data[0][0][0], 255, sizeof(data));
radius = i * 3.0f / 16.0f;
f2 = 255.0f * ((15.0f - i) / 15.0f);
for (y = 0;y < 32;y++)
for (x = 0;x < 32;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;
+ data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
}
}
- setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
- setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
+ setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
}
// normal particle
+ memset(&data[0][0][0], 255, sizeof(data));
for (y = 0;y < 32;y++)
{
dy = y - 16;
for (x = 0;x < 32;x++)
{
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
dx = x - 16;
d = (256 - (dx*dx+dy*dy));
d = bound(0, d, 255);
data[y][x][3] = (qbyte) d;
}
}
- setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
- setuptex(24, 1, 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 (x = 0;x < 32;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);
- }
- }
- setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
- setuptex(25, 1, 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 (x = 0;x < 32;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);
- }
+ setuptex(tex_bubble, &data[0][0][0], particletexturedata);
+
+ // 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], 2, 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);
}
- setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
- setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
- // rocket flare
- /*
- for (y = 0;y < 32;y++)
+ // blood decals
+ for (i = 0;i < 8;i++)
{
- dy = y - 16;
- for (x = 0;x < 32;x++)
+ memset(&data[0][0][0], 255, sizeof(data));
+ for (k = 0;k < 24;k++)
+ particletextureblotch(&data[0][0][0], 2, 96, 0, 0, 96);
+ for (j = 3;j < 7;j++)
+ for (k = 0, m = rand() % 12;k < m;k++)
+ particletextureblotch(&data[0][0][0], j, 96, 0, 0, 192);
+ //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);
+ }
+
+ // 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], 2, 0, 0, 0, 128);
+ for (k = 0;k < 3;k++)
+ particletextureblotch(&data[0][0][0], 14, 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
+ particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ for (i = 0;i < MAX_PARTICLETEXTURES;i++)
+ particletexture[i].texture = particlefonttexture;
+
+ // beam
+ fractalnoise(&noise1[0][0], 64, 4);
+ m = 0;
+ for (y = 0;y < 64;y++)
+ {
+ for (x = 0;x < 16;x++)
{
- dx = x - 16;
- d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
- data[y][x][0] = bound(0, d * 1.0f, 255);
- data[y][x][1] = bound(0, d * 0.8f, 255);
- data[y][x][2] = bound(0, d * 0.5f, 255);
- data[y][x][3] = bound(0, d * 1.0f, 255);
+ if (x < 8)
+ d = x;
+ else
+ d = (15 - x);
+ d = d * d * noise1[y][x] / (7 * 7);
+ data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
+ data2[y][x][3] = 255;
}
}
- setuptex(27, 0, 35, &data[0][0][0], particletexturedata);
- for (y = 0;y < 32;y++)
- for (x = 0;x < 32;x++)
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- setuptex(28, 1, 36, &data[0][0][0], particletexturedata);
- */
- particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+ particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "beam", 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
}
static void r_part_start(void)
static void r_part_newmap(void)
{
+ cl_numparticles = 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_DrawParticles (void)
+#ifdef WORKINGLQUAKE
+void R_InitParticles(void)
{
- //renderparticle_t *r;
- int i, lighting, dynlight, additive, texnum, orientation;
- float minparticledist, org[3], uprightangles[3], up2[3], right2[3], v[3], right[3], up[3], tvxyz[4][4], tvst[4][2], fog, ifog, fogvec[3];
- mleaf_t *leaf;
- particletexture_t *tex, *texfog;
- rmeshinfo_t m;
- particle_t *p;
+ CL_Particles_Init();
+ R_Particles_Init();
+}
+#endif
- // LordHavoc: early out conditions
- //if ((!r_refdef.numparticles) || (!r_drawparticles.integer))
- if ((!cl_numparticles) || (!r_drawparticles.integer))
- return;
+float particle_vertex3f[12], particle_texcoord2f[8];
- lighting = r_particles_lighting.integer;
- if (!r_dynamic.integer)
- lighting = 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
+ float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
+ particletexture_t *tex;
+
+ VectorCopy(p->org, org);
+
+ 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 (p->blendmode == PBLEND_MOD)
+ {
+ cr *= ca;
+ cg *= ca;
+ cb *= ca;
+ cr = min(cr, 1);
+ cg = min(cg, 1);
+ cb = min(cb, 1);
+ ca = 1;
+ }
- c_particles += cl_numparticles; //r_refdef.numparticles;
+#ifndef WORKINGLQUAKE
+ if (fogenabled && p->blendmode != PBLEND_MOD)
+ {
+ VectorSubtract(org, r_vieworigin, fogvec);
+ fog = exp(fogdensity/DotProduct(fogvec,fogvec));
+ ifog = 1 - fog;
+ cr = cr * ifog;
+ cg = cg * ifog;
+ cb = cb * ifog;
+ if (p->blendmode == 0)
+ {
+ cr += fogcolor[0] * fog;
+ cg += fogcolor[1] * fog;
+ cb += fogcolor[2] * fog;
+ }
+ }
- uprightangles[0] = 0;
- uprightangles[1] = r_refdef.viewangles[1];
- uprightangles[2] = 0;
- AngleVectors (uprightangles, NULL, right2, up2);
+ GL_Color(cr, cg, cb, ca);
- minparticledist = DotProduct(r_origin, vpn) + 16.0f;
+ R_Mesh_Matrix(&r_identitymatrix);
- // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
- // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
memset(&m, 0, sizeof(m));
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.numtriangles = 2;
- m.index = partindexarray;
- m.numverts = 4;
- m.vertex = &tvxyz[0][0];
- m.vertexstep = sizeof(float[4]);
- m.tex[0] = R_GetTexture(particlefonttexture);
- m.texcoords[0] = &tvst[0][0];
- m.texcoordstep[0] = sizeof(float[2]);
-
- for (i = 0/*, r = r_refdef.particles*/, p = particles;i < /*r_refdef.numparticles*/cl_numparticles;i++, p++)
+ m.tex[0] = R_GetTexture(tex->texture);
+ m.pointer_texcoord[0] = particle_texcoord2f;
+ R_Mesh_State_Texture(&m);
+
+ if (p->blendmode == 0)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ else if (p->blendmode == 1)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ GL_VertexPointer(particle_vertex3f);
+#endif
+ if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
{
- // LordHavoc: only render if not too close
- if (DotProduct(p->org, vpn) < minparticledist)
- continue;
-
- // LordHavoc: check if it's in a visible leaf
- leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
- if (leaf->visframe != r_framecount)
- continue;
-
- 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)
- {
- VectorScale(right2, p->scalex, right);
- VectorScale(up2, p->scaley, up);
- }
- else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+ if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
{
// double-sided
- if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
+ if (DotProduct(p->vel2, r_vieworigin) > DotProduct(p->vel2, org))
{
VectorNegate(p->vel2, v);
VectorVectors(v, right, up);
VectorScale(up, p->scaley, up);
}
else
- Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
-
- m.cr = p->color[0] * (1.0f / 255.0f);
- m.cg = p->color[1] * (1.0f / 255.0f);
- m.cb = p->color[2] * (1.0f / 255.0f);
- m.ca = p->alpha * (1.0f / 255.0f);
- if (lighting >= 1 && (dynlight || lighting >= 2))
{
- R_CompleteLightPoint(v, org, true, leaf);
- m.cr *= v[0];
- m.cg *= v[1];
- m.cb *= v[2];
- }
-
- tex = &particletexture[texnum][0];
-
- tvxyz[0][0] = org[0] - right[0] - up[0];
- tvxyz[0][1] = org[1] - right[1] - up[1];
- tvxyz[0][2] = org[2] - right[2] - up[2];
- tvxyz[1][0] = org[0] - right[0] + up[0];
- tvxyz[1][1] = org[1] - right[1] + up[1];
- tvxyz[1][2] = org[2] - right[2] + up[2];
- tvxyz[2][0] = org[0] + right[0] + up[0];
- tvxyz[2][1] = org[1] + right[1] + up[1];
- tvxyz[2][2] = org[2] + right[2] + up[2];
- tvxyz[3][0] = org[0] + right[0] - up[0];
- tvxyz[3][1] = org[1] + right[1] - up[1];
- tvxyz[3][2] = org[2] + right[2] - up[2];
- tvst[0][0] = tex->s1;
- tvst[0][1] = tex->t1;
- tvst[1][0] = tex->s1;
- tvst[1][1] = tex->t2;
- tvst[2][0] = tex->s2;
- tvst[2][1] = tex->t2;
- tvst[3][0] = tex->s2;
- tvst[3][1] = tex->t1;
-
- if (additive)
- {
- m.blendfunc2 = GL_ONE;
- fog = 0;
- if (fogenabled)
- {
- texfog = &particletexture[texnum][1];
- VectorSubtract(org, r_origin, fogvec);
- ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
- if (ifog < (1.0f - (1.0f / 64.0f)))
- {
- if (ifog >= (1.0f / 64.0f))
- {
- // partially fogged, darken it
- m.cr *= ifog;
- m.cg *= ifog;
- m.cb *= ifog;
- R_Mesh_Draw(&m);
- }
- }
- else
- R_Mesh_Draw(&m);
- }
- else
- R_Mesh_Draw(&m);
- }
- else
- {
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- fog = 0;
- if (fogenabled)
- {
- texfog = &particletexture[texnum][1];
- VectorSubtract(org, r_origin, fogvec);
- fog = exp(fogdensity/DotProduct(fogvec,fogvec));
- if (fog >= (1.0f / 64.0f))
- {
- if (fog >= (1.0f - (1.0f / 64.0f)))
- {
- // fully fogged, just use the fog texture and render as alpha
- m.cr = fogcolor[0];
- m.cg = fogcolor[1];
- m.cb = fogcolor[2];
- tvst[0][0] = texfog->s1;
- tvst[0][1] = texfog->t1;
- tvst[1][0] = texfog->s1;
- tvst[1][1] = texfog->t2;
- tvst[2][0] = texfog->s2;
- tvst[2][1] = texfog->t2;
- tvst[3][0] = texfog->s2;
- tvst[3][1] = texfog->t1;
- R_Mesh_Draw(&m);
- }
- else
- {
- // partially fogged, darken the first pass
- ifog = 1 - fog;
- m.cr *= ifog;
- m.cg *= ifog;
- m.cb *= ifog;
- if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
- {
- // fog texture is the same as the base, just change the color
- m.cr += fogcolor[0] * fog;
- m.cg += fogcolor[1] * fog;
- m.cb += fogcolor[2] * fog;
- R_Mesh_Draw(&m);
- }
- else
- {
- // render the first pass (alpha), then do additive fog
- R_Mesh_Draw(&m);
-
- m.blendfunc2 = GL_ONE;
- m.cr = fogcolor[0] * fog;
- m.cg = fogcolor[1] * fog;
- m.cb = fogcolor[2] * fog;
- tvst[0][0] = texfog->s1;
- tvst[0][1] = texfog->t1;
- tvst[1][0] = texfog->s1;
- tvst[1][1] = texfog->t2;
- tvst[2][0] = texfog->s2;
- tvst[2][1] = texfog->t2;
- tvst[3][0] = texfog->s2;
- tvst[3][1] = texfog->t1;
- R_Mesh_Draw(&m);
- }
- }
- }
- else
- R_Mesh_Draw(&m);
- }
- else
- R_Mesh_Draw(&m);
+ VectorScale(r_viewleft, -p->scalex, right);
+ VectorScale(r_viewup, p->scaley, 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->orientation == PARTICLE_SPARK)
+ {
+ VectorMA(p->org, -p->scaley, p->vel, v);
+ VectorMA(p->org, p->scaley, p->vel, up2);
+ R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, p->scalex);
+ 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->orientation == PARTICLE_BEAM)
+ {
+ R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel2, p->scalex);
+ VectorSubtract(p->vel2, p->org, up);
+ VectorNormalizeFast(up);
+ v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
+ v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
+ 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->orientation);
+
+#if WORKINGLQUAKE
+ if (p->blendmode == 0)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ else if (p->blendmode == 1)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ 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(4, 2, polygonelements);
+#endif
}
+
+void R_DrawParticles (void)
+{
+ int i;
+ float minparticledist;
+ particle_t *p;
+
+#ifdef WORKINGLQUAKE
+ CL_MoveParticles();
+#endif
+
+ // LordHavoc: early out conditions
+ if ((!cl_numparticles) || (!r_drawparticles.integer))
+ return;
+
+ 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 (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
+ c_particles += cl_numparticles;
+ for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+ if (DotProduct(p->org, r_viewforward) >= minparticledist || p->orientation == PARTICLE_BEAM)
+ R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
+#endif
+}
+