]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Merged r_particles.c back into cl_particles.c to reduce overhead (renderparticle...
authorlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 14 Mar 2002 13:30:03 +0000 (13:30 +0000)
committerlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 14 Mar 2002 13:30:03 +0000 (13:30 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1646 d7cf8633-e32d-0410-b094-e92efae38249

cl_particles.c
client.h
makefile
r_particles.c [deleted file]

index 3c16601b38d3711cf68e831b4d4bbf087c849707..90d669cae6eef2bd61afe97c36c7bbd79d6433ba 100644 (file)
@@ -103,7 +103,7 @@ 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 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"};
@@ -165,7 +165,7 @@ void CL_Particles_Init (void)
        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));
+       //r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
 }
 
 #define particle(ptype, porientation, pcolor, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
@@ -845,14 +845,14 @@ CL_MoveParticles
 void CL_MoveParticles (void)
 {
        particle_t *p;
-       renderparticle_t *r, *rend;
+       //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];
 
        // LordHavoc: early out condition
        if (!cl_numparticles)
        {
-               r_refdef.numparticles = 0;
+               //r_refdef.numparticles = 0;
                return;
        }
 
@@ -865,7 +865,7 @@ void CL_MoveParticles (void)
        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/*, r = r_refdef.particles, rend = r + cl_maxparticles*/;i < cl_numparticles;i++, p++)
        {
                if (p->die < cl.time)
                {
@@ -1188,6 +1188,7 @@ void CL_MoveParticles (void)
                        if (p->pressure)
                                pressureused = true;
 
+                       /*
                        // build renderparticle for renderer to use
                        r->orientation = p->orientation;
                        r->additive = p->additive;
@@ -1206,9 +1207,10 @@ void CL_MoveParticles (void)
                        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;
+       //r_refdef.numparticles = r - r_refdef.particles;
        // fill in gaps to compact the array
        i = 0;
        while (maxparticle >= activeparticles)
@@ -1250,3 +1252,431 @@ void CL_MoveParticles (void)
                }
        }
 }
+
+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];
+
+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;
+       dz = 1 - (dx*dx+dy*dy);
+       if (dz > 0) // it does hit the sphere
+       {
+               f = 0;
+               // back side
+               normal[0] = dx;normal[1] = dy;normal[2] = dz;
+               VectorNormalize(normal);
+               dot = DotProduct(normal, light);
+               if (dot > 0.5) // interior reflection
+                       f += ((dot *  2) - 1);
+               else if (dot < -0.5) // exterior reflection
+                       f += ((dot * -2) - 1);
+               // front side
+               normal[0] = dx;normal[1] = dy;normal[2] = -dz;
+               VectorNormalize(normal);
+               dot = DotProduct(normal, light);
+               if (dot > 0.5) // interior reflection
+                       f += ((dot *  2) - 1);
+               else if (dot < -0.5) // exterior reflection
+                       f += ((dot * -2) - 1);
+               f *= 128;
+               f += 16; // just to give it a haze so you can see the outline
+               f = bound(0, f, 255);
+               return (qbyte) f;
+       }
+       else
+               return 0;
+}
+
+static void setuptex(int cltexnum, int fog, int rtexnum, 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;
+       for (y = 0;y < 32;y++)
+               memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
+}
+
+static void R_InitParticleTexture (void)
+{
+       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++)
+       {
+               do
+               {
+                       fractalnoise(&noise1[0][0], 64, 4);
+                       fractalnoise(&noise2[0][0], 64, 8);
+                       m = 0;
+                       for (y = 0;y < 32;y++)
+                       {
+                               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 = bound(0, d, 255);
+                                       data[y][x][3] = (qbyte) d;
+                                       if (m < d)
+                                               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);
+       }
+
+       // rain splash
+       for (i = 0;i < 16;i++)
+       {
+               radius = i * 3.0f / 16.0f;
+               f2 = 255.0f * ((15.0f - i) / 15.0f);
+               for (y = 0;y < 32;y++)
+               {
+                       dy = (y - 16) * 0.25f;
+                       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;
+                       }
+               }
+               setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
+               setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
+       }
+
+       // normal particle
+       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);
+
+       // rain
+       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);
+
+       // bubble
+       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(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++)
+       {
+               dy = y - 16;
+               for (x = 0;x < 32;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);
+               }
+       }
+       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);
+}
+
+static void r_part_start(void)
+{
+       particletexturepool = R_AllocTexturePool();
+       R_InitParticleTexture ();
+}
+
+static void r_part_shutdown(void)
+{
+       R_FreeTexturePool(&particletexturepool);
+}
+
+static void r_part_newmap(void)
+{
+}
+
+void R_Particles_Init (void)
+{
+       Cvar_RegisterVariable(&r_drawparticles);
+       Cvar_RegisterVariable(&r_particles_lighting);
+       R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
+}
+
+int partindexarray[6] = {0, 1, 2, 0, 2, 3};
+
+void R_DrawParticles (void)
+{
+       //renderparticle_t *r;
+       int i, lighting;
+       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;
+
+       // LordHavoc: early out conditions
+       //if ((!r_refdef.numparticles) || (!r_drawparticles.integer))
+       if ((!cl_numparticles) || (!r_drawparticles.integer))
+               return;
+
+       lighting = r_particles_lighting.integer;
+       if (!r_dynamic.integer)
+               lighting = 0;
+
+       c_particles += cl_numparticles; //r_refdef.numparticles;
+
+       uprightangles[0] = 0;
+       uprightangles[1] = r_refdef.viewangles[1];
+       uprightangles[2] = 0;
+       AngleVectors (uprightangles, NULL, right2, up2);
+
+       minparticledist = DotProduct(r_origin, vpn) + 16.0f;
+
+       // 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++)
+       {
+               // 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);
+               if (p->orientation == PARTICLE_BILLBOARD)
+               {
+                       VectorScale(vright, p->scalex, right);
+                       VectorScale(vup, p->scaley, up);
+               }
+               else if (p->orientation == PARTICLE_UPRIGHT_FACING)
+               {
+                       VectorScale(right2, p->scalex, right);
+                       VectorScale(up2, p->scaley, up);
+               }
+               else if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+               {
+                       // double-sided
+                       if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
+                       {
+                               VectorNegate(p->vel2, v);
+                               VectorVectors(v, right, up);
+                       }
+                       else
+                               VectorVectors(p->vel2, right, up);
+                       VectorScale(right, p->scalex, right);
+                       VectorScale(up, p->scaley, up);
+               }
+               else
+                       Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->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 && (p->dynlight || lighting >= 2))
+               {
+                       R_CompleteLightPoint(v, org, true, leaf);
+                       m.cr *= v[0];
+                       m.cg *= v[1];
+                       m.cb *= v[2];
+               }
+
+               tex = &particletexture[p->tex][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 (p->additive)
+               {
+                       m.blendfunc2 = GL_ONE;
+                       fog = 0;
+                       if (fogenabled)
+                       {
+                               texfog = &particletexture[p->tex][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[p->tex][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);
+               }
+       }
+}
index 2b7505c2dd70bf99f415ba6d4227738a8f620c7d..64e9bec6d942674f4bf82c0127880e7e967293a3 100644 (file)
--- a/client.h
+++ b/client.h
@@ -435,6 +435,7 @@ void CL_InitTEnts (void);
 #define PARTICLE_UPRIGHT_FACING 2
 #define PARTICLE_ORIENTED_DOUBLESIDED 3
 
+/*
 typedef struct renderparticle_s
 {
        int tex;
@@ -448,6 +449,7 @@ typedef struct renderparticle_s
        float color[4];
 }
 renderparticle_t;
+*/
 
 void CL_Particles_Clear(void);
 void CL_Particles_Init(void);
@@ -504,8 +506,8 @@ typedef struct
        int numentities;
        entity_render_t **entities;
 
-       int numparticles;
-       struct renderparticle_s *particles;
+       //int numparticles;
+       //struct renderparticle_s *particles;
 
        qbyte drawqueue[MAX_DRAWQUEUE];
        int drawqueuesize;
index 5df562e40cb868b3156896d54721d400cf40afaa..5d88538aa0a0b7b97642b0a233491271cc383ed9 100644 (file)
--- a/makefile
+++ b/makefile
@@ -9,7 +9,7 @@ SOUNDLIB=-lasound
 #SND=snd_oss.o
 #SOUNDLIB=
 
-OBJECTS= builddate.o cd_linux.o chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o common.o console.o crc.o cvar.o fractalnoise.o gl_draw.o r_sky.o gl_rmain.o gl_rsurf.o host.o host_cmd.o image.o keys.o mathlib.o menu.o model_alias.o model_brush.o model_shared.o model_sprite.o net_bsd.o net_udp.o net_dgrm.o net_loop.o net_main.o pr_cmds.o pr_edict.o pr_exec.o r_light.o r_particles.o r_explosion.o sbar.o snd_dma.o snd_mem.o snd_mix.o $(SND) sv_main.o sv_move.o sv_phys.o sv_user.o sv_light.o sys_linux.o transform.o view.o wad.o world.o zone.o vid_shared.o palette.o r_crosshairs.o gl_textures.o gl_models.o r_sprites.o r_modules.o r_explosion.o r_lerpanim.o protocol.o quakeio.o r_clip.o ui.o portals.o sys_shared.o cl_light.o gl_backend.o cl_particles.o cl_screen.o cgamevm.o cgame.o
+OBJECTS= builddate.o cd_linux.o chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o common.o console.o crc.o cvar.o fractalnoise.o gl_draw.o r_sky.o gl_rmain.o gl_rsurf.o host.o host_cmd.o image.o keys.o mathlib.o menu.o model_alias.o model_brush.o model_shared.o model_sprite.o net_bsd.o net_udp.o net_dgrm.o net_loop.o net_main.o pr_cmds.o pr_edict.o pr_exec.o r_light.o r_explosion.o sbar.o snd_dma.o snd_mem.o snd_mix.o $(SND) sv_main.o sv_move.o sv_phys.o sv_user.o sv_light.o sys_linux.o transform.o view.o wad.o world.o zone.o vid_shared.o palette.o r_crosshairs.o gl_textures.o gl_models.o r_sprites.o r_modules.o r_explosion.o r_lerpanim.o protocol.o quakeio.o r_clip.o ui.o portals.o sys_shared.o cl_light.o gl_backend.o cl_particles.o cl_screen.o cgamevm.o cgame.o
 
 #K6/athlon optimizations
 CPUOPTIMIZATIONS=-march=k6
diff --git a/r_particles.c b/r_particles.c
deleted file mode 100644 (file)
index cb5795a..0000000
+++ /dev/null
@@ -1,449 +0,0 @@
-/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
-
-*/
-
-#include "quakedef.h"
-
-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];
-
-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;
-       dz = 1 - (dx*dx+dy*dy);
-       if (dz > 0) // it does hit the sphere
-       {
-               f = 0;
-               // back side
-               normal[0] = dx;normal[1] = dy;normal[2] = dz;
-               VectorNormalize(normal);
-               dot = DotProduct(normal, light);
-               if (dot > 0.5) // interior reflection
-                       f += ((dot *  2) - 1);
-               else if (dot < -0.5) // exterior reflection
-                       f += ((dot * -2) - 1);
-               // front side
-               normal[0] = dx;normal[1] = dy;normal[2] = -dz;
-               VectorNormalize(normal);
-               dot = DotProduct(normal, light);
-               if (dot > 0.5) // interior reflection
-                       f += ((dot *  2) - 1);
-               else if (dot < -0.5) // exterior reflection
-                       f += ((dot * -2) - 1);
-               f *= 128;
-               f += 16; // just to give it a haze so you can see the outline
-               f = bound(0, f, 255);
-               return (qbyte) f;
-       }
-       else
-               return 0;
-}
-
-static void setuptex(int cltexnum, int fog, int rtexnum, 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;
-       for (y = 0;y < 32;y++)
-               memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
-}
-
-static void R_InitParticleTexture (void)
-{
-       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++)
-       {
-               do
-               {
-                       fractalnoise(&noise1[0][0], 64, 4);
-                       fractalnoise(&noise2[0][0], 64, 8);
-                       m = 0;
-                       for (y = 0;y < 32;y++)
-                       {
-                               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 = bound(0, d, 255);
-                                       data[y][x][3] = (qbyte) d;
-                                       if (m < d)
-                                               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);
-       }
-
-       // rain splash
-       for (i = 0;i < 16;i++)
-       {
-               radius = i * 3.0f / 16.0f;
-               f2 = 255.0f * ((15.0f - i) / 15.0f);
-               for (y = 0;y < 32;y++)
-               {
-                       dy = (y - 16) * 0.25f;
-                       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;
-                       }
-               }
-               setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
-               setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
-       }
-
-       // normal particle
-       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);
-
-       // rain
-       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);
-
-       // bubble
-       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(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++)
-       {
-               dy = y - 16;
-               for (x = 0;x < 32;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);
-               }
-       }
-       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);
-}
-
-static void r_part_start(void)
-{
-       particletexturepool = R_AllocTexturePool();
-       R_InitParticleTexture ();
-}
-
-static void r_part_shutdown(void)
-{
-       R_FreeTexturePool(&particletexturepool);
-}
-
-static void r_part_newmap(void)
-{
-}
-
-void R_Particles_Init (void)
-{
-       Cvar_RegisterVariable(&r_drawparticles);
-       Cvar_RegisterVariable(&r_particles_lighting);
-       R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
-}
-
-int partindexarray[6] = {0, 1, 2, 0, 2, 3};
-
-void R_DrawParticles (void)
-{
-       renderparticle_t *r;
-       int i, lighting;
-       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;
-
-       // LordHavoc: early out conditions
-       if ((!r_refdef.numparticles) || (!r_drawparticles.integer))
-               return;
-
-       lighting = r_particles_lighting.integer;
-       if (!r_dynamic.integer)
-               lighting = 0;
-
-       c_particles += r_refdef.numparticles;
-
-       uprightangles[0] = 0;
-       uprightangles[1] = r_refdef.viewangles[1];
-       uprightangles[2] = 0;
-       AngleVectors (uprightangles, NULL, right2, up2);
-
-       minparticledist = DotProduct(r_origin, vpn) + 16.0f;
-
-       // 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;i < r_refdef.numparticles;i++, r++)
-       {
-               // LordHavoc: only render if not too close
-               if (DotProduct(r->org, vpn) < minparticledist)
-                       continue;
-
-               // LordHavoc: check if it's in a visible leaf
-               leaf = Mod_PointInLeaf(r->org, cl.worldmodel);
-               if (leaf->visframe != r_framecount)
-                       continue;
-
-               VectorCopy(r->org, org);
-               if (r->orientation == PARTICLE_BILLBOARD)
-               {
-                       VectorScale(vright, r->scalex, right);
-                       VectorScale(vup, r->scaley, up);
-               }
-               else if (r->orientation == PARTICLE_UPRIGHT_FACING)
-               {
-                       VectorScale(right2, r->scalex, right);
-                       VectorScale(up2, r->scaley, up);
-               }
-               else if (r->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
-               {
-                       // double-sided
-                       if (DotProduct(r->dir, r_origin) > DotProduct(r->dir, org))
-                       {
-                               VectorNegate(r->dir, v);
-                               VectorVectors(v, right, up);
-                       }
-                       else
-                               VectorVectors(r->dir, right, up);
-                       VectorScale(right, r->scalex, right);
-                       VectorScale(up, r->scaley, up);
-               }
-               else
-                       Host_Error("R_DrawParticles: unknown particle orientation %i\n", r->orientation);
-
-               m.cr = r->color[0];
-               m.cg = r->color[1];
-               m.cb = r->color[2];
-               m.ca = r->color[3];
-               if (lighting >= 1 && (r->dynlight || lighting >= 2))
-               {
-                       R_CompleteLightPoint(v, org, true, leaf);
-                       m.cr *= v[0];
-                       m.cg *= v[1];
-                       m.cb *= v[2];
-               }
-
-               tex = &particletexture[r->tex][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 (r->additive)
-               {
-                       m.blendfunc2 = GL_ONE;
-                       fog = 0;
-                       if (fogenabled)
-                       {
-                               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)))
-                               {
-                                       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))
-                               {
-                                       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];
-                                               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_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_Draw(&m);
-               }
-       }
-}