static rtexturepool_t *particletexturepool;
-// these are used by the decal system so they can't be static
-rtexture_t *particlefonttexture;
+static rtexture_t *particlefonttexture;
// [0] is normal, [1] is fog, they may be the same
-particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
+static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
static cvar_t r_particles_lighting = {0, "r_particles_lighting", "1"};
-static byte shadebubble(float dx, float dy, vec3_t light)
+static qbyte shadebubble(float dx, float dy, vec3_t light)
{
float dz, f, dot;
vec3_t normal;
f *= 128;
f += 16; // just to give it a haze so you can see the outline
f = bound(0, f, 255);
- return (byte) f;
+ return (qbyte) f;
}
else
return 0;
}
-static void setuptex(int cltexnum, int fog, int rtexnum, byte *data, byte *particletexturedata)
+static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
{
int basex, basey, y;
basex = ((rtexnum >> 0) & 7) * 32;
{
int x,y,d,i,m;
float dx, dy, radius, f, f2;
- byte data[32][32][4], noise1[64][64], noise2[64][64];
+ qbyte data[32][32][4], noise1[64][64], noise2[64][64];
vec3_t light;
- byte particletexturedata[256*256*4];
+ qbyte particletexturedata[256*256*4];
memset(particletexturedata, 255, sizeof(particletexturedata));
dy = y - 16;
for (x = 0;x < 32;x++)
{
- d = (noise1[y][x] - 128) * 2 + 64; // was + 128
+ 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;
if (d > 0)
d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
d = bound(0, d, 255);
- data[y][x][3] = (byte) d;
+ data[y][x][3] = (qbyte) d;
if (m < d)
m = d;
}
setuptex(i + 0, 1, i + 8, &data[0][0][0], particletexturedata);
}
- // bullet hole
- for (i = 0;i < 8;i++)
- {
- float p[32][32];
- fractalnoise(&noise1[0][0], 64, 8);
- for (y = 0;y < 32;y++)
- for (x = 0;x < 32;x++)
- p[y][x] = (noise1[y][x] / 8.0f) - 64.0f;
- for (m = 0;m < 32;m++)
- {
- int j;
- float fx, fy, f;
- fx = lhrandom(14, 18);
- fy = lhrandom(14, 18);
- do
- {
- dx = lhrandom(-1, 1);
- dy = lhrandom(-1, 1);
- f = (dx * dx + dy * dy);
- }
- while(f < 0.125f || f > 1.0f);
- f = (m + 1) / 40.0f; //lhrandom(0.0f, 1.0);
- dx *= 1.0f / 32.0f;
- dy *= 1.0f / 32.0f;
- for (j = 0;f > 0 && j < (32 * 14);j++)
- {
- y = fy;
- x = fx;
- fx += dx;
- fy += dy;
- if (x < 1 || y < 1 || x >= 31 || y >= 31)
- break;
- p[y - 1][x - 1] += f * 0.125f;
- p[y - 1][x ] += f * 0.25f;
- p[y - 1][x + 1] += f * 0.125f;
- p[y ][x - 1] += f * 0.25f;
- p[y ][x ] += f;
- p[y ][x + 1] += f * 0.25f;
- p[y + 1][x - 1] += f * 0.125f;
- p[y + 1][x ] += f * 0.25f;
- p[y + 1][x + 1] += f * 0.125f;
-// f -= (0.5f / (32 * 16));
- }
- }
- for (y = 0;y < 32;y++)
- {
- for (x = 0;x < 32;x++)
- {
- m = p[y][x];
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- data[y][x][3] = (byte) bound(0, m, 255);
- }
- }
-
- setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
- setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
- }
-
// rain splash
for (i = 0;i < 16;i++)
{
data[y][x][3] = (int) f;
}
}
- setuptex(i + 16, 0, i + 24, &data[0][0][0], particletexturedata);
- setuptex(i + 16, 1, i + 24, &data[0][0][0], particletexturedata);
+ setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
+ setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
}
// normal particle
dx = x - 16;
d = (256 - (dx*dx+dy*dy));
d = bound(0, d, 255);
- data[y][x][3] = (byte) d;
+ data[y][x][3] = (qbyte) d;
}
}
- setuptex(32, 0, 40, &data[0][0][0], particletexturedata);
- setuptex(32, 1, 40, &data[0][0][0], particletexturedata);
+ setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
+ setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
// rain
light[0] = 1;light[1] = 1;light[2] = 1;
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(33, 0, 41, &data[0][0][0], particletexturedata);
- setuptex(33, 1, 41, &data[0][0][0], particletexturedata);
+ setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
+ setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
// bubble
light[0] = 1;light[1] = 1;light[2] = 1;
data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
}
}
- setuptex(34, 0, 42, &data[0][0][0], particletexturedata);
- setuptex(34, 1, 42, &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++)
data[y][x][3] = bound(0, d * 1.0f, 255);
}
}
- setuptex(35, 0, 43, &data[0][0][0], particletexturedata);
+ 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(35, 1, 44, &data[0][0][0], particletexturedata);
+ setuptex(28, 1, 36, &data[0][0][0], particletexturedata);
particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
}
R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
}
-//int partindexarray[6] = {0, 1, 2, 0, 2, 3};
+int partindexarray[6] = {0, 1, 2, 0, 2, 3};
void R_DrawParticles (void)
{
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.numtriangles = 2;
+ m.index = partindexarray;
+ m.numverts = 4;
m.vertex = &tvxyz[0][0];
- //m.vertexstep = sizeof(float[4]);
+ m.vertexstep = sizeof(float[4]);
m.tex[0] = R_GetTexture(particlefonttexture);
m.texcoords[0] = &tvst[0][0];
- //m.texcoordstep[0] = sizeof(float[2]);
+ m.texcoordstep[0] = sizeof(float[2]);
for (i = 0, r = r_refdef.particles;i < r_refdef.numparticles;i++, r++)
{
tvst[3][0] = tex->s2;
tvst[3][1] = tex->t1;
- fog = 0;
- if (fogenabled)
+ if (r->additive)
{
- texfog = &particletexture[r->tex][1];
- VectorSubtract(org, r_origin, fogvec);
- fog = exp(fogdensity/DotProduct(fogvec,fogvec));
- if (fog >= (1.0f / 64.0f))
+ m.blendfunc2 = GL_ONE;
+ fog = 0;
+ if (fogenabled)
{
- if (fog >= (1.0f - (1.0f / 64.0f)))
+ texfog = &particletexture[r->tex][1];
+ VectorSubtract(org, r_origin, fogvec);
+ ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
+ if (ifog < (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];
- m.ca = r->color[3];
- 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_DrawDecal(&m);
+ 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[r->tex][1];
+ VectorSubtract(org, r_origin, fogvec);
+ fog = exp(fogdensity/DotProduct(fogvec,fogvec));
+ if (fog >= (1.0f / 64.0f))
{
- // 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_DrawDecal(&m);
- }
- else
+ if (fog >= (1.0f - (1.0f / 64.0f)))
{
- // render the first pass (alpha), then do additive fog
- R_Mesh_DrawDecal(&m);
- m.blendfunc2 = GL_ONE;
+ // fully fogged, just use the fog texture and render as alpha
m.cr = fogcolor[0];
m.cg = fogcolor[1];
m.cb = fogcolor[2];
- m.ca = r->color[3] * fog;
+ m.ca = r->color[3];
tvst[0][0] = texfog->s1;
tvst[0][1] = texfog->t1;
tvst[1][0] = texfog->s1;
tvst[2][1] = texfog->t2;
tvst[3][0] = texfog->s2;
tvst[3][1] = texfog->t1;
- R_Mesh_DrawDecal(&m);
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ 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];
+ m.cg = fogcolor[1];
+ m.cb = fogcolor[2];
+ m.ca = r->color[3] * 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_DrawDecal(&m);
+ R_Mesh_Draw(&m);
}
- else
- R_Mesh_DrawDecal(&m);
}
}