#include "quakedef.h"
-#define MAX_PARTICLES 4096 // default max # of particles at one
+#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
int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
int particletexture;
-int smokeparticletexture;
+int smokeparticletexture[8];
int flareparticletexture;
int rainparticletexture;
int bloodcloudparticletexture;
vec3_t r_pright, r_pup, r_ppn;
-cvar_t r_particles = {"r_particles", "1", true};
+// LordHavoc: reduced duplicate code, and allow particle allocation system independence
+#define ALLOCPARTICLE \
+ if (!free_particles)\
+ return;\
+ p = free_particles;\
+ free_particles = p->next;\
+ p->next = active_particles;\
+ active_particles = p;
+
+cvar_t r_particles = {"r_particles", "1"};
+cvar_t r_dynamicparticles = {"r_dynamicparticles", "0", TRUE};
void fractalnoise(char *noise, int size);
void fractalnoise_zeroedge(char *noise, int size);
void R_InitParticleTexture (void)
{
- int x,y,d;
+ int x,y,d,i;
float dx, dy, dz, f, dot;
byte data[32][32][4], noise1[32][32], noise2[32][32];
vec3_t normal, light;
particletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, particletexture);
+ glBindTexture(GL_TEXTURE_2D, particletexture);
for (x=0 ; x<32 ; x++)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- fractalnoise(&noise1[0][0], 32);
- fractalnoise(&noise2[0][0], 32);
- for (y = 0;y < 32;y++)
- for (x = 0;x < 32;x++)
- {
- data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
- dx = x - 16;
- dy = y - 16;
- d = (noise2[y][x] * (255 - (dx*dx+dy*dy))) * (1.0f / 255.0f);
- if (d < 0) d = 0;
- if (d > 255) d = 255;
- data[y][x][3] = (byte) d;
- }
-
- /*
- for (x=0 ; x<34 ; x+=2)
- for (y=0 ; y<34 ; y+=2)
- data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%32)+192;
- for (x=0 ; x<32 ; x+=2)
- for (y=0 ; y<32 ; y+=2)
- {
- data[y ][x+1][0] = data[y ][x+1][1] = data[y ][x+1][2] = (int) (data[y ][x ][0] + data[y ][x+2][0]) >> 1;
- data[y+1][x ][0] = data[y+1][x ][1] = data[y+1][x ][2] = (int) (data[y ][x ][0] + data[y+2][x ][0]) >> 1;
- data[y+1][x+1][0] = data[y+1][x+1][1] = data[y+1][x+1][2] = (int) (data[y ][x ][0] + data[y ][x+2][0] + data[y+2][x ][0] + data[y+2][x+2][0]) >> 2;
- }
- for (x=0 ; x<32 ; x++)
+ for (i = 0;i < 8;i++)
{
- for (y=0 ; y<32 ; y++)
+ fractalnoise(&noise1[0][0], 32);
+ fractalnoise(&noise2[0][0], 32);
+ for (y = 0;y < 32;y++)
+ for (x = 0;x < 32;x++)
+ {
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
+ dx = x - 16;
+ dy = y - 16;
+ d = noise2[y][x] * 4 - 512;
+ if (d > 0)
+ {
+ if (d > 255)
+ d = 255;
+ d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
+ if (d < 0) d = 0;
+ if (d > 255) d = 255;
+ data[y][x][3] = (byte) d;
+ }
+ else
+ data[y][x][3] = 0;
+ }
+
+ /*
+ for (x=0 ; x<34 ; x+=2)
+ for (y=0 ; y<34 ; y+=2)
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%32)+192;
+ for (x=0 ; x<32 ; x+=2)
+ for (y=0 ; y<32 ; y+=2)
+ {
+ data[y ][x+1][0] = data[y ][x+1][1] = data[y ][x+1][2] = (int) (data[y ][x ][0] + data[y ][x+2][0]) >> 1;
+ data[y+1][x ][0] = data[y+1][x ][1] = data[y+1][x ][2] = (int) (data[y ][x ][0] + data[y+2][x ][0]) >> 1;
+ data[y+1][x+1][0] = data[y+1][x+1][1] = data[y+1][x+1][2] = (int) (data[y ][x ][0] + data[y ][x+2][0] + data[y+2][x ][0] + data[y+2][x+2][0]) >> 2;
+ }
+ for (x=0 ; x<32 ; x++)
{
- //data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%192)+32;
- dx = x - 16;
- dy = y - 16;
- d = (255 - (dx*dx+dy*dy));
- if (d < 0) d = 0;
- data[y][x][3] = (byte) d;
+ for (y=0 ; y<32 ; y++)
+ {
+ //data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%192)+32;
+ dx = x - 16;
+ dy = y - 16;
+ d = (255 - (dx*dx+dy*dy));
+ if (d < 0) d = 0;
+ data[y][x][3] = (byte) d;
+ }
}
+ */
+ smokeparticletexture[i] = texture_extension_number++;
+ glBindTexture(GL_TEXTURE_2D, smokeparticletexture[i]);
+ glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
- */
- smokeparticletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, smokeparticletexture);
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
fractalnoise(&noise1[0][0], 32);
fractalnoise(&noise2[0][0], 32);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
flareparticletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, flareparticletexture);
+ glBindTexture(GL_TEXTURE_2D, flareparticletexture);
for (x=0 ; x<32 ; x++)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
rainparticletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, rainparticletexture);
+ glBindTexture(GL_TEXTURE_2D, rainparticletexture);
for (x=0 ; x<32 ; x++)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
bubbleparticletexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, bubbleparticletexture);
+ glBindTexture(GL_TEXTURE_2D, bubbleparticletexture);
light[0] = 1;light[1] = 1;light[2] = 1;
VectorNormalize(light);
particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
Cvar_RegisterVariable (&r_particles);
+ Cvar_RegisterVariable (&r_dynamicparticles);
R_InitParticleTexture ();
}
forward[1] = cp*sy;
forward[2] = -sp;
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = p->vel[0] = p->vel[1] = p->vel[2] = 0;
p->texnum = flareparticletexture;
p->scale = 2;
p->alpha = 255;
- p->die = cl.time + 0.01;
+ p->die = cl.time;
p->color = 0x6f;
p->type = pt_explode;
Con_Printf ("Not enough free particles\n");
break;
}
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
p->texnum = particletexture;
p->scale = 2;
p->die = 99999;
p->color = (-c)&15;
p->type = pt_static;
- VectorCopy (vec3_origin, p->vel);
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = p->vel[0] = p->vel[1] = p->vel[2] = 0;
VectorCopy (org, p->org);
}
Con_Printf ("%i points read\n", c);
}
+/*
+===============
+R_BlastParticles
+
+LordHavoc: blasts away particles in the area, used for explosions to disturb the smoke trail and such
+===============
+*/
+/*
+void R_BlastParticles(vec3_t org, vec_t radius, vec_t power)
+{
+ vec3_t v;
+ particle_t *p;
+ vec_t radius2 = radius * radius, speed, dist, scale = 2.5 * power / radius;
+ p = active_particles;
+ if (!p)
+ return;
+ while (p)
+ {
+ VectorSubtract(p->org, org, v);
+ dist = DotProduct(v,v);
+ if (dist < radius2)
+ {
+ speed = (radius - sqrt(dist)) * scale;
+ VectorNormalize(v);
+ VectorMA(p->pushvel, speed, v, p->pushvel);
+ }
+ p = p->next;
+ }
+}
+*/
+
/*
===============
R_ParseParticleEffect
int i, j;
particle_t *p;
if (!r_particles.value) return; // LordHavoc: particles are optional
-
+
+ /*
for (i=0 ; i<1024 ; i++)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
- p->texnum = flareparticletexture;
- p->scale = lhrandom(2,5);
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
+ p->texnum = particletexture;
+ p->scale = lhrandom(1,3);
p->alpha = rand()&255;
p->die = cl.time + 5;
p->color = ramp1[0];
- p->ramp = rand()&3;
- /*
- if (i & 1)
- p->type = pt_explode;
- else
- p->type = pt_explode2;
- */
+ p->ramp = lhrandom(0, 4);
+// if (i & 1)
+// p->type = pt_explode;
+// else
+// p->type = pt_explode2;
p->color = ramp1[rand()&7];
p->type = pt_fallfadespark;
for (j=0 ; j<3 ; j++)
{
- p->org[j] = org[j] + ((rand()&63)-32);
- p->vel[j] = (rand()&511)-256;
+ p->org[j] = org[j] + lhrandom(-8,8);
+ p->vel[j] = lhrandom(-192, 192);
}
- p->vel[j] += 200;
+ p->vel[2] += 160;
}
+ */
- if (smoke)
+ i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
+ if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
{
for (i=0 ; i<32 ; i++)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- p->texnum = smokeparticletexture;
- p->scale = 12;
- p->alpha = 80;
+ ALLOCPARTICLE
+
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
+ p->texnum = bubbleparticletexture;
+ p->scale = lhrandom(1,2);
+ p->alpha = 255;
+ p->color = (rand()&3)+12;
+ p->type = pt_bubble;
p->die = cl.time + 2;
- p->type = pt_smoke;
- p->color = (rand()&7) + 8;
for (j=0 ; j<3 ; j++)
{
- p->org[j] = org[j] + ((rand()%96)-48);
- p->vel[j] = (rand()&63)-32;
+ p->org[j] = org[j] + lhrandom(-16,16);
+ p->vel[j] = lhrandom(-16,16);
}
}
}
+ else // if (smoke)
+ {
+// for (i=0 ; i<32 ; i++)
+// {
+ ALLOCPARTICLE
+
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
+ p->texnum = smokeparticletexture[rand()&7];
+// p->scale = 12;
+ p->scale = 30;
+ p->alpha = 96;
+ p->die = cl.time + 2;
+ p->type = pt_smokecloud;
+ p->color = (rand()&7) + 8;
+ for (j=0 ; j<3 ; j++)
+ {
+// p->org[j] = org[j] + ((rand()%96)-48);
+// p->vel[j] = (rand()&63)-32;
+ p->org[j] = org[j];
+ p->vel[j] = 0;
+ }
+ }
+// }
}
/*
for (i=0; i<512; i++)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
- p->texnum = flareparticletexture;
- p->scale = 4;
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
+ p->texnum = particletexture;
+ p->scale = 1.5;
p->alpha = 255;
p->die = cl.time + 0.3;
p->color = colorStart + (colorMod % colorLength);
p->type = pt_blob;
for (j=0 ; j<3 ; j++)
{
- p->org[j] = org[j] + ((rand()%32)-16);
- p->vel[j] = (rand()%512)-256;
+ p->org[j] = org[j] + ((rand()&15)-8);
+ p->vel[j] = lhrandom(-192, 192);
}
}
}
for (i=0 ; i<1024 ; i++)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
- p->texnum = flareparticletexture;
- p->scale = 4;
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
+ p->texnum = particletexture;
+ p->scale = 2;
p->alpha = 255;
p->die = cl.time + 1 + (rand()&8)*0.05;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
- p->vel[j] = (rand()%512)-256;
+ p->vel[j] = lhrandom(-128, 128);
}
}
else
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
- p->vel[j] = (rand()%512)-256;
+ p->vel[j] = lhrandom(-128, 128);
}
}
+ p->vel[0] *= 0.25;
+ p->vel[1] *= 0.25;
}
}
*/
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
- int i, j;
+ int j;
particle_t *p;
if (!r_particles.value) return; // LordHavoc: particles are optional
- for (i=0 ; i<count ; i++)
+ if (count == 1024)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
-
- if (count == 1024)
- { // rocket explosion
- p->texnum = flareparticletexture;
- p->scale = 4;
- p->alpha = 255;
- p->die = cl.time + 5;
- p->color = ramp1[0];
- p->ramp = rand()&3;
- if (i & 1)
- {
- p->type = pt_explode;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()%32)-16);
- p->vel[j] = (rand()%512)-256;
- }
- }
- else
- {
- p->type = pt_explode2;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()%32)-16);
- p->vel[j] = (rand()%512)-256;
- }
- }
+ R_ParticleExplosion(org, false);
+ return;
+ }
+ while (count)
+ {
+ ALLOCPARTICLE
+ if (count & 7)
+ {
+ p->alpha = (count & 7) * 16 + (rand()&15);
+ count &= ~7;
}
else
{
- p->texnum = flareparticletexture;
- p->scale = 4;
- p->alpha = 255;
- p->die = cl.time + 0.1*(rand()%5);
- p->color = (color&~7) + (rand()&7);
- p->type = pt_static; //slowgrav;
- for (j=0 ; j<3 ; j++)
- {
- p->org[j] = org[j] + ((rand()&15)-8);
- p->vel[j] = dir[j]*15;// + (rand()%300)-150;
- }
+ p->alpha = 128;
+ count -= 8;
+ }
+
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
+ p->texnum = particletexture;
+ p->scale = 6;
+ p->die = cl.time + 1; //lhrandom(0.1, 0.5);
+ p->color = (color&~7) + (rand()&7);
+ p->type = pt_fade; //static; //slowgrav;
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = org[j] + ((rand()&15)-8);
+ p->vel[j] = dir[j]*15;// + (rand()%300)-150;
}
}
}
particle_t *p;
if (!r_particles.value) return; // LordHavoc: particles are optional
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
if (type == 0) // sparks
{
- p->texnum = smokeparticletexture;
+ p->texnum = smokeparticletexture[rand()&7];
p->scale = 10;
- p->alpha = 64;
+ p->alpha = 48;
p->color = (rand()&3)+12;
p->type = pt_bulletpuff;
p->die = cl.time + 1;
}
else // blood
{
- p->texnum = bloodcloudparticletexture;
+ p->texnum = smokeparticletexture[rand()&7];
p->scale = 12;
p->alpha = 128;
p->color = (rand()&3)+68;
}
for (i=0 ; i<count ; i++)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
p->texnum = flareparticletexture;
p->scale = 2;
- p->alpha = 255;
+ p->alpha = 192;
p->die = cl.time + 0.0625 * (rand()&15);
/*
if (type == 0) // sparks
for (i=0 ; i<count ; i++)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
p->texnum = bloodcloudparticletexture;
p->scale = 12;
p->alpha = 96 + (rand()&63);
for (i=0 ; i<count ; i++)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
p->texnum = flareparticletexture;
p->scale = 6;
p->alpha = 255;
for (i=0 ; i<count ; i++)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
vel[0] = dir[0] + (rand()&31) - 16;
vel[1] = dir[1] + (rand()&31) - 16;
org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
org[2] = z;
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
p->scale = 1.5;
p->alpha = 255;
p->die = t;
for (j=-16 ; j<16 ; j+=2)
for (k=0 ; k<1 ; k++)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
p->texnum = flareparticletexture;
p->scale = 10;
p->alpha = 128;
for (j=-16 ; j<16 ; j+=4)
for (k=-24 ; k<32 ; k+=4)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
+ p->contents = 0;
p->texnum = particletexture;
p->scale = 2;
p->alpha = 255;
for (j=-24 ; j<24 ; j+=8)
for (k=-24 ; k<32 ; k+=8)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
p->texnum = flareparticletexture;
p->scale = 4;
- p->alpha = (1 + rand()&7) * 32;
+ p->alpha = lhrandom(32,256);
p->die = cl.time + 5;
p->color = 254; //8 + (rand()&7);
p->type = pt_fadespark;
void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
{
vec3_t vec;
- float len, dec, t, nt, speed;
+ float len, dec = 0, t, nt, speed;
int j, contents, bubbles;
particle_t *p;
static int tracercount;
while (t < nt)
{
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
p->vel[0] = p->vel[1] = p->vel[2] = 0;
p->die = cl.time + 2;
else
{
dec = 0.02f;
- p->texnum = smokeparticletexture;
- p->scale = lhrandom(4, 7);
+ p->texnum = smokeparticletexture[rand()&7];
+ p->scale = lhrandom(8, 12);
p->alpha = 64 + (rand()&31);
p->color = (rand()&3)+12;
p->type = pt_smoke;
*/
case 2: // blood
- dec = 0.03f;
- p->texnum = bloodcloudparticletexture;
- p->scale = lhrandom(8, 12);
+ dec = 0.025f;
+ p->texnum = smokeparticletexture[rand()&7];
+ p->scale = lhrandom(6, 8);
p->alpha = 255;
p->color = (rand()&3)+68;
p->type = pt_bloodcloud;
- p->die = cl.time + 2;
+ p->die = cl.time + 9999;
for (j=0 ; j<3 ; j++)
{
p->vel[j] = (rand()&15)-8;
break;
case 4: // slight blood
- dec = 0.03f; // sparse trail
- p->texnum = bloodcloudparticletexture;
- p->scale = lhrandom(8,12);
- p->alpha = 255;
+ dec = 0.025f; // sparse trail
+ p->texnum = smokeparticletexture[rand()&7];
+ p->scale = lhrandom(6, 8);
+ p->alpha = 192;
p->color = (rand()&3)+68;
p->type = pt_fadespark2;
- p->die = cl.time + 2;
+ p->die = cl.time + 9999;
for (j=0 ; j<3 ; j++)
{
p->vel[j] = (rand()&15)-8;
case 6: // voor trail
dec = 0.05f; // sparse trail
- p->texnum = flareparticletexture;
- p->scale = lhrandom(4, 8);
+ p->texnum = smokeparticletexture[rand()&7];
+ p->scale = lhrandom(3, 5);
p->alpha = 255;
p->color = 9*16 + 8 + (rand()&3);
p->type = pt_fadespark2;
case 7: // Nehahra smoke tracer
dec = 0.14f;
- p->texnum = smokeparticletexture;
- p->scale = lhrandom(6, 10);
+ p->texnum = smokeparticletexture[rand()&7];
+ p->scale = lhrandom(8, 12);
p->alpha = 64;
p->color = (rand()&3)+12;
p->type = pt_smoke;
vec3_t vec;
float len;
particle_t *p;
- static int tracercount;
if (!r_particles.value) return; // LordHavoc: particles are optional
VectorSubtract (end, start, vec);
{
len -= 3;
- if (!free_particles)
- return;
- p = free_particles;
- free_particles = p->next;
- p->next = active_particles;
- active_particles = p;
+ ALLOCPARTICLE
- VectorCopy (vec3_origin, p->vel);
+// p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
+ p->vel[0] = p->vel[1] = p->vel[2] = 0;
p->texnum = flareparticletexture;
p->scale = 8;
===============
*/
extern cvar_t sv_gravity;
+void R_CompleteLightPoint (vec3_t color, vec3_t p);
void R_DrawParticles (void)
{
particle_t *p, *kill;
int i, r,g,b,a;
- float grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2;
+ float grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2/*, f1, f2*/, minparticledist;
byte *color24;
- vec3_t up, right, uprightangles, forward2, up2, right2, v;
+ vec3_t up, right, uprightangles, forward2, up2, right2, tempcolor;
// LordHavoc: early out condition
if (!active_particles)
grav = (grav1 = frametime * sv_gravity.value) * 0.05;
dvel = 1+4*frametime;
+ minparticledist = DotProduct(r_refdef.vieworg, vpn) + 16.0f;
+
+ // remove dead particles at beginning of list
for ( ;; )
{
kill = active_particles;
for (p=active_particles ; p ; p=p->next)
{
+ // remove dead particles following this one
for ( ;; )
{
kill = p->next;
}
break;
}
- // LordHavoc: 'removed last in list' condition
- if (!p)
- break;
- VectorSubtract(p->org, r_refdef.vieworg, v);
- if (DotProduct(v, v) >= 256.0f)
+ // LordHavoc: only render if not too close
+ if (DotProduct(p->org, vpn) >= minparticledist)
{
- scale = p->scale * -0.5;scale2 = p->scale * 0.5;
color24 = (byte *) &d_8to24table[(int)p->color];
r = color24[0];
g = color24[1];
g >>= 1;
b >>= 1;
}
+ if (r_dynamicparticles.value)
+ {
+ R_CompleteLightPoint(tempcolor, p->org);
+ r = (r * (int) tempcolor[0]) >> 7;
+ g = (g * (int) tempcolor[1]) >> 7;
+ b = (b * (int) tempcolor[2]) >> 7;
+ }
transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
+ scale = p->scale * -0.5;scale2 = p->scale * 0.5;
if (p->texnum == rainparticletexture) // rain streak
{
transpolyvert(p->org[0] + up2[0]*scale + right2[0]*scale , p->org[1] + up2[1]*scale + right2[1]*scale , p->org[2] + up2[2]*scale + right2[2]*scale , 0,1,r,g,b,a);
transpolyend();
}
- p->org[0] += p->vel[0]*frametime;
- p->org[1] += p->vel[1]*frametime;
- p->org[2] += p->vel[2]*frametime;
+ /*
+ if (p->pushvel[0] || p->pushvel[1] || p->pushvel[2])
+ {
+ p->org[0] += (p->vel[0]+p->pushvel[0])*frametime;
+ p->org[1] += (p->vel[1]+p->pushvel[1])*frametime;
+ p->org[2] += (p->vel[2]+p->pushvel[2])*frametime;
+ f1 = sqrt(DotProduct(p->pushvel,p->pushvel));
+ f2 = f1 - frametime * 32;
+ if (f2 <= 0)
+ p->pushvel[0] = p->pushvel[1] = p->pushvel[2] = 0;
+ else
+ {
+ f2 /= f1;
+ p->pushvel[0] *= f2;
+ p->pushvel[1] *= f2;
+ p->pushvel[2] *= f2;
+ }
+ }
+ else
+ {
+ if (p->type != pt_smokecloud)
+ {
+ */
+ p->org[0] += p->vel[0]*frametime;
+ p->org[1] += p->vel[1]*frametime;
+ p->org[2] += p->vel[2]*frametime;
+ /*
+ }
+ }
+ */
switch (p->type)
{
case pt_static:
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
break;
case pt_fire:
p->ramp += time1;
else
p->color = ramp3[(int)p->ramp];
p->vel[2] += grav;
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
break;
case pt_explode:
case pt_explode2:
p->ramp += time3;
- if (p->ramp >= 8 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ if (p->ramp >= 8)
p->die = -1;
else
p->color = ramp2[(int)p->ramp];
// p->vel[2] -= grav1; // LordHavoc: apply full gravity to explosion sparks
for (i=0 ; i<3 ; i++)
- p->vel[i] -= p->vel[i]*frametime;
-// p->vel[2] -= grav;
+// p->vel[i] -= p->vel[i]*frametime;
+ p->vel[i] *= dvel;
+//// p->vel[2] -= grav;
break;
case pt_blob:
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
break;
case pt_blob2:
for (i=0 ; i<2 ; i++)
p->vel[i] -= p->vel[i]*dvel;
p->vel[2] -= grav;
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
break;
case pt_grav:
p->vel[2] -= grav1;
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
break;
case pt_slowgrav:
p->vel[2] -= grav;
- if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
- p->die = -1;
break;
// LordHavoc: gunshot spark showers
case pt_dust:
p->ramp += time1;
p->scale -= frametime * 4;
- if (p->ramp >= 8 || p->scale <= 0 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ p->alpha -= frametime * 48;
+ if (p->ramp >= 8 || p->scale < 1 || p->alpha < 1)
p->die = -1;
else
p->color = ramp3[(int)p->ramp];
break;
// LordHavoc: for smoke trails
case pt_smoke:
- p->scale += frametime * 4;
- p->alpha -= frametime * 48;
+ p->scale += frametime * 6;
+ p->alpha -= frametime * 128;
// p->vel[2] += grav;
if (p->alpha < 1)
p->die = -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 (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
- p->die = -1;
}
break;
case pt_bulletpuff:
p->die = -1;
break;
case pt_bloodcloud:
- p->scale -= frametime * 24;
- p->alpha -= frametime * 128;
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+ {
+ p->die = -1;
+ break;
+ }
+ p->scale += frametime * 4;
+ p->alpha -= frametime * 64;
p->vel[2] -= grav;
if (p->alpha < 1 || p->scale < 1)
p->die = -1;
case pt_fadespark:
p->alpha -= frametime * 256;
p->vel[2] -= grav;
- if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ if (p->alpha < 1)
p->die = -1;
break;
case pt_fadespark2:
p->alpha -= frametime * 512;
p->vel[2] -= grav;
- if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ if (p->alpha < 1)
p->die = -1;
break;
case pt_fallfadespark:
p->alpha -= frametime * 256;
p->vel[2] -= grav1;
- if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ if (p->alpha < 1)
p->die = -1;
break;
case pt_fallfadespark2:
p->alpha -= frametime * 512;
p->vel[2] -= grav1;
- if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ if (p->alpha < 1)
+ p->die = -1;
+ break;
+ case pt_fade:
+ p->alpha -= frametime * 512;
+ if (p->alpha < 1)
p->die = -1;
break;
case pt_bubble:
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
+ p->die = -1;
p->vel[2] += grav1 * 2;
if (p->vel[2] >= 200)
- p->vel[2] = 136+rand()&63;
+ p->vel[2] = lhrandom(130, 200);
if (cl.time > p->time2)
{
- p->time2 = cl.time + (rand()&7)*0.0625;
- p->vel[0] = (rand()&63)-32;
- p->vel[1] = (rand()&63)-32;
+ p->time2 = cl.time + lhrandom(0, 0.5);
+ p->vel[0] = lhrandom(-32,32);
+ p->vel[1] = lhrandom(-32,32);
}
p->alpha -= frametime * 64;
- if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
+ if (p->alpha < 1)
+ p->die = -1;
+ break;
+ case pt_smokecloud:
+ p->scale += frametime * 60;
+ p->alpha -= frametime * 96;
+ if (p->alpha < 1)
p->die = -1;
break;
}