#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
// LordHavoc: added dust, smoke, snow, bloodcloud, and many others
-typedef enum {
- pt_static, pt_grav, pt_blob, pt_blob2, pt_smoke, pt_snow, pt_rain, pt_bloodcloud, pt_fallfadespark, pt_bubble, pt_fade, pt_smokecloud, pt_splash
-} ptype_t;
+typedef enum
+{
+ pt_static, pt_grav, pt_blob, pt_blob2, pt_smoke, pt_snow, pt_rain, pt_bloodcloud, pt_fallfadespark, pt_bubble, pt_fade, pt_smokecloud, pt_splash, pt_flame, pt_flamingdebris, pt_smokingdebris, pt_flamefall
+}
+ptype_t;
typedef struct particle_s
{
ptype_t type;
float scale;
short texnum;
+ short dynlight; // if set the particle will be dynamically lit (if r_dynamicparticles is on), used for smoke and blood
float alpha; // 0-255
float time2; // used for various things (snow fluttering, for example)
vec3_t oldorg;
vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
-} particle_t;
+}
+particle_t;
+
+float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
int smokeparticletexture[8];
int rainparticletexture;
int bubbleparticletexture;
+int explosiontexture;
+int explosiontexturefog;
particle_t *particles;
int r_numparticles;
particle_t **freeparticles; // list used only in compacting particles array
// LordHavoc: reduced duplicate code, and allow particle allocation system independence
-#define ALLOCPARTICLE \
+#define ALLOCPARTICLE(part) \
if (numparticles >= r_numparticles)\
return;\
- p = &particles[numparticles++];
+ (part) = &particles[numparticles++];
cvar_t r_particles = {"r_particles", "1"};
+cvar_t r_drawparticles = {"r_drawparticles", "1"};
cvar_t r_dynamicparticles = {"r_dynamicparticles", "0", TRUE};
byte shadebubble(float dx, float dy, vec3_t light)
void R_InitParticleTexture (void)
{
- int x,y,d,i;
+ int x,y,d,i,m;
float dx, dy;
- byte data[32][32][4], noise1[32][32], noise2[32][32];
+ byte data[32][32][4], noise1[128][128], noise2[128][128];
vec3_t light;
- for (x=0 ; x<32 ; x++)
+ for (y = 0;y < 32;y++)
{
- 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;
- dy = y - 16;
d = (255 - (dx*dx+dy*dy));
if (d < 0) d = 0;
data[y][x][3] = (byte) d;
for (i = 0;i < 8;i++)
{
- fractalnoise(&noise1[0][0], 32, 1);
- fractalnoise(&noise2[0][0], 32, 8);
- for (y = 0;y < 32;y++)
- for (x = 0;x < 32;x++)
+ do
+ {
+ fractalnoise(&noise1[0][0], 128, 8);
+ fractalnoise(&noise2[0][0], 128, 16);
+ m = 0;
+ for (y = 0;y < 32;y++)
{
- 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] * 384) >> 8) - 128;
- if (d > 0)
+ for (x = 0;x < 32;x++)
{
- 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;
+ int j;
+ j = (noise1[y][x] - 128) * 2 + 128;
+ if (j < 0) j = 0;
+ if (j > 255) j = 255;
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = j;
+ dx = x - 16;
+ d = (noise2[y][x] - 128) * 4 + 128;
+ if (d > 0)
+ {
+ d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
+ //j = (sqrt(dx*dx+dy*dy) * 2.0f - 16.0f);
+ //if (j > 0)
+ // d = (d * (255 - j*j)) >> 8;
+ if (d < 0) d = 0;
+ if (d > 255) d = 255;
+ data[y][x][3] = (byte) d;
+ if (m < d)
+ m = d;
+ }
}
- else
- data[y][x][3] = 0;
}
+ }
+ while (m < 192);
smokeparticletexture[i] = GL_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], true, true, 4);
}
void r_part_start()
{
- particles = (particle_t *) malloc (r_numparticles * sizeof(particle_t));
- freeparticles = (void *) malloc (r_numparticles * sizeof(particle_t *));
+ particles = (particle_t *) qmalloc(r_numparticles * sizeof(particle_t));
+ freeparticles = (void *) qmalloc(r_numparticles * sizeof(particle_t *));
+ numparticles = 0;
R_InitParticleTexture ();
}
void r_part_shutdown()
{
- free(particles);
- free(freeparticles);
+ numparticles = 0;
+ qfree(particles);
+ qfree(freeparticles);
}
/*
R_InitParticles
===============
*/
+void R_ReadPointFile_f (void);
void R_Particles_Init (void)
{
int i;
r_numparticles = MAX_PARTICLES;
}
+ Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
+
Cvar_RegisterVariable (&r_particles);
+ Cvar_RegisterVariable (&r_drawparticles);
Cvar_RegisterVariable (&r_dynamicparticles);
R_RegisterModule("R_Particles", r_part_start, r_part_shutdown);
}
-#define particle(ptype, pcolor, ptex, pscale, palpha, ptime, px, py, pz, pvx, pvy, pvz)\
+#define particle(ptype, pcolor, ptex, plight, pscale, palpha, ptime, px, py, pz, pvx, pvy, pvz)\
{\
- particle_t *p;\
- ALLOCPARTICLE\
- p->type = (ptype);\
- p->color = (pcolor);\
- p->texnum = (ptex);\
- p->scale = (pscale);\
- p->alpha = (palpha);\
- p->die = cl.time + (ptime);\
- p->org[0] = (px);\
- p->org[1] = (py);\
- p->org[2] = (pz);\
- p->vel[0] = (pvx);\
- p->vel[1] = (pvy);\
- p->vel[2] = (pvz);\
+ particle_t *part;\
+ ALLOCPARTICLE(part)\
+ part->type = (ptype);\
+ part->color = (pcolor);\
+ part->texnum = (ptex);\
+ part->dynlight = (plight);\
+ part->scale = (pscale);\
+ part->alpha = (palpha);\
+ part->die = cl.time + (ptime);\
+ part->org[0] = (px);\
+ part->org[1] = (py);\
+ part->org[2] = (pz);\
+ part->vel[0] = (pvx);\
+ part->vel[1] = (pvy);\
+ part->vel[2] = (pvz);\
}
-#define particle2(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, poscale, pvscale)\
+#define particle2(ptype, pcolor, ptex, plight, pscale, palpha, ptime, pbase, poscale, pvscale)\
{\
- particle_t *p;\
- ALLOCPARTICLE\
- p->type = (ptype);\
- p->color = (pcolor);\
- p->texnum = (ptex);\
- p->scale = (pscale);\
- p->alpha = (palpha);\
- p->die = cl.time + (ptime);\
- p->org[0] = lhrandom(-(poscale), (poscale)) + (pbase)[0];\
- p->org[1] = lhrandom(-(poscale), (poscale)) + (pbase)[1];\
- p->org[2] = lhrandom(-(poscale), (poscale)) + (pbase)[2];\
- p->vel[0] = lhrandom(-(pvscale), (pvscale));\
- p->vel[1] = lhrandom(-(pvscale), (pvscale));\
- p->vel[2] = lhrandom(-(pvscale), (pvscale));\
+ particle_t *part;\
+ ALLOCPARTICLE(part)\
+ part->type = (ptype);\
+ part->color = (pcolor);\
+ part->texnum = (ptex);\
+ part->dynlight = (plight);\
+ part->scale = (pscale);\
+ part->alpha = (palpha);\
+ part->die = cl.time + (ptime);\
+ part->org[0] = lhrandom(-(poscale), (poscale)) + (pbase)[0];\
+ part->org[1] = lhrandom(-(poscale), (poscale)) + (pbase)[1];\
+ part->org[2] = lhrandom(-(poscale), (poscale)) + (pbase)[2];\
+ part->vel[0] = lhrandom(-(pvscale), (pvscale));\
+ part->vel[1] = lhrandom(-(pvscale), (pvscale));\
+ part->vel[2] = lhrandom(-(pvscale), (pvscale));\
}
-#define particle3(ptype, pcolor, ptex, pscale, palpha, ptime, pbase, pscalex, pscaley, pscalez, pvscalex, pvscaley, pvscalez)\
+#define particle3(ptype, pcolor, ptex, plight, pscale, palpha, ptime, pbase, pscalex, pscaley, pscalez, pvscalex, pvscaley, pvscalez)\
{\
- particle_t *p;\
- ALLOCPARTICLE\
- p->type = (ptype);\
- p->color = (pcolor);\
- p->texnum = (ptex);\
- p->scale = (pscale);\
- p->alpha = (palpha);\
- p->die = cl.time + (ptime);\
- p->org[0] = lhrandom(-(pscalex), (pscalex)) + (pbase)[0];\
- p->org[1] = lhrandom(-(pscaley), (pscaley)) + (pbase)[1];\
- p->org[2] = lhrandom(-(pscalez), (pscalez)) + (pbase)[2];\
- p->vel[0] = lhrandom(-(pvscalex), (pvscalex));\
- p->vel[1] = lhrandom(-(pvscaley), (pvscaley));\
- p->vel[2] = lhrandom(-(pvscalez), (pvscalez));\
-}
-/*
-void particle(int type, int color, int tex, float scale, int alpha, float time, float x, float y, float z, float vx, float vy, float vz)
-{
- particle_t *p;
- ALLOCPARTICLE
-
- p->type = type;
- p->color = color;
- p->texnum = tex;
- p->scale = scale;
- p->alpha = alpha;
- p->die = cl.time + time;
- p->org[0] = x;
- p->org[1] = y;
- p->org[2] = z;
- p->vel[0] = vx;
- p->vel[1] = vy;
- p->vel[2] = vz;
+ particle_t *part;\
+ ALLOCPARTICLE(part)\
+ part->type = (ptype);\
+ part->color = (pcolor);\
+ part->texnum = (ptex);\
+ part->dynlight = (plight);\
+ part->scale = (pscale);\
+ part->alpha = (palpha);\
+ part->die = cl.time + (ptime);\
+ part->org[0] = lhrandom(-(pscalex), (pscalex)) + (pbase)[0];\
+ part->org[1] = lhrandom(-(pscaley), (pscaley)) + (pbase)[1];\
+ part->org[2] = lhrandom(-(pscalez), (pscalez)) + (pbase)[2];\
+ part->vel[0] = lhrandom(-(pvscalex), (pvscalex));\
+ part->vel[1] = lhrandom(-(pvscaley), (pvscaley));\
+ part->vel[2] = lhrandom(-(pvscalez), (pvscalez));\
}
-void particle2(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float oscale, float vscale)
-{
- particle_t *p;
- ALLOCPARTICLE
-
- p->type = type;
- p->color = color;
- p->texnum = tex;
- p->scale = scale;
- p->alpha = alpha;
- p->die = cl.time + time;
- p->org[0] = lhrandom(-oscale, oscale) + base[0];
- p->org[1] = lhrandom(-oscale, oscale) + base[1];
- p->org[2] = lhrandom(-oscale, oscale) + base[2];
- p->vel[0] = lhrandom(-vscale, vscale);
- p->vel[1] = lhrandom(-vscale, vscale);
- p->vel[2] = lhrandom(-vscale, vscale);
-}
-void particle3(int type, int color, int tex, float scale, int alpha, float time, vec3_t base, float scalex, float scaley, float scalez, float vscalex, float vscaley, float vscalez)
-{
- particle_t *p;
- ALLOCPARTICLE
-
- p->type = type;
- p->color = color;
- p->texnum = tex;
- p->scale = scale;
- p->alpha = alpha;
- p->die = cl.time + time;
- p->org[0] = lhrandom(-scalex, scalex) + base[0];
- p->org[1] = lhrandom(-scaley, scaley) + base[1];
- p->org[2] = lhrandom(-scalez, scalez) + base[2];
- p->vel[0] = lhrandom(-vscalex, vscalex);
- p->vel[1] = lhrandom(-vscaley, vscaley);
- p->vel[2] = lhrandom(-vscalez, vscalez);
-}
-*/
/*
===============
forward[1] = cp*sy;
forward[2] = -sp;
- particle(pt_static, 0x6f, particletexture, 2, 255, 0, ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0);
+ particle(pt_static, 0x6f, particletexture, false, 2, 255, 0, ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0);
}
}
Con_Printf ("Not enough free particles\n");
break;
}
- particle(pt_static, (-c)&15, particletexture, 2, 255, 99999, org[0], org[1], org[2], 0, 0, 0);
+ particle(pt_static, (-c)&15, particletexture, false, 2, 255, 99999, org[0], org[1], org[2], 0, 0, 0);
}
fclose (f);
*/
void R_ParticleExplosion (vec3_t org, int smoke)
{
- int i;
+ int i;
if (!r_particles.value) return; // LordHavoc: particles are optional
- particle(pt_smokecloud, (rand()&7) + 8, smokeparticletexture[rand()&7], 30, 160, 2, org[0], org[1], org[2], 0, 0, 0);
+// particle(pt_smoke, (rand()&7) + 8, smokeparticletexture[rand()&7], true, 30, 255, 2, org[0], org[1], org[2], 0, 0, 0);
i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
+ {
for (i=0 ; i<128 ; i++)
- particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, lhrandom(1, 2), 255, 2, org, 16, 96);
+ particle2(pt_bubble, (rand()&3) + 12, bubbleparticletexture, false, lhrandom(1, 2), 255, 2, org, 16, 96);
+ }
+ else
+ R_NewExplosion(org);
+ /*
+ else
+ {
+ int j;
+// int color;
+ float f, forg[3], fvel[3], fvel2[3];
+// for (i = 0;i < 256;i++)
+// particle(pt_fallfadespark, ramp3[rand()%6], particletexture, false, 1.5, lhrandom(128, 255), 5, lhrandom(-16, 16) + org[0], lhrandom(-16, 16) + org[1], lhrandom(-16, 16) + org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 192);
+// for (i = 0;i < 256;i++)
+// particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, false, 1.5, lhrandom(128, 255), 5, org, 15, 150);
+ for (i = 0;i < 32;i++)
+ {
+ fvel[0] = lhrandom(-150, 150);
+ fvel[1] = lhrandom(-150, 150);
+ fvel[2] = lhrandom(-150, 150) + 80;
+// particle(pt_flamefall, 106 + (rand()%6), particletexture, false, 3, 255, 5, forg[0] + lhrandom(-5, 5), forg[1] + lhrandom(-5, 5), forg[2] + lhrandom(-5, 5), fvel2[0], fvel2[1], fvel2[2]);
+ for (j = 0;j < 64;j++)
+ {
+ forg[0] = lhrandom(-20, 20) + org[0];
+ forg[1] = lhrandom(-20, 20) + org[1];
+ forg[2] = lhrandom(-20, 20) + org[2];
+ fvel2[0] = fvel[0] + lhrandom(-30, 30);
+ fvel2[1] = fvel[1] + lhrandom(-30, 30);
+ fvel2[2] = fvel[2] + lhrandom(-30, 30);
+ f = lhrandom(0.2, 1);
+ fvel2[0] *= f;
+ fvel2[1] *= f;
+ fvel2[2] *= f;
+ particle(pt_flamefall, 106 + (rand()%6), particletexture, false, 5, lhrandom(96, 192), 5, forg[0], forg[1], forg[2], fvel2[0], fvel2[1], fvel2[2]);
+ }
+ }
+// for (i = 0;i < 16;i++)
+// particle2(pt_smoke, 12+(rand()&3), smokeparticletexture[rand()&7], true, 20, 192, 99, org, 20, 0);
+// for (i = 0;i < 50;i++)
+// particle2(pt_flamingdebris, ramp3[rand()%6], particletexture, false, 3, 255, 99, org, 10, 200);
+// for (i = 0;i < 30;i++)
+// particle2(pt_smokingdebris, 10 + (rand()%6), particletexture, false, 2, 255, 99, org, 10, 100);
+ }
+ */
}
/*
if (!r_particles.value) return; // LordHavoc: particles are optional
for (i = 0;i < 512;i++)
- particle2(pt_fade, colorStart + (i % colorLength), particletexture, 1.5, 255, 0.3, org, 8, 192);
+ particle2(pt_fade, colorStart + (i % colorLength), particletexture, false, 1.5, 255, 0.3, org, 8, 192);
}
/*
if (!r_particles.value) return; // LordHavoc: particles are optional
for (i=0 ; i<512 ; i++)
- particle3(pt_blob, 66+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
+ particle3(pt_blob, 66+(rand()%6), particletexture, false, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
for (i=0 ; i<512 ; i++)
- particle3(pt_blob2, 150+(rand()%6), particletexture, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
+ particle3(pt_blob2, 150+(rand()%6), particletexture, false, 2, 255, lhrandom(1, 1.4), org, 16, 16, 16, 4, 4, 128);
}
/*
color &= ~7;
if (count & 7)
{
- particle2(pt_fade, color + (rand()&7), particletexture, 6, (count & 7) * 16 + (rand()&15), 1, org, 8, 15);
+ particle2(pt_fade, color + (rand()&7), particletexture, false, 6, (count & 7) * 16 + (rand()&15), 1, org, 8, 15);
count &= ~7;
}
count >>= 3;
while (count--)
- particle2(pt_fade, color + (rand()&7), particletexture, 6, 128, 1, org, 8, 15);
+ particle2(pt_fade, color + (rand()&7), particletexture, false, 6, 128, 1, org, 8, 15);
}
// LordHavoc: added this for spawning sparks/dust (which have strong gravity)
if (!r_particles.value) return; // LordHavoc: particles are optional
// smoke puff
- particle(pt_smokecloud, 12+(rand()&3), smokeparticletexture[rand()&7], 8, 64, 99, org[0], org[1], org[2], 0, 0, 0);
+ particle(pt_smoke, 12+(rand()&3), smokeparticletexture[rand()&7], true, 8, 160, 99, org[0], org[1], org[2], 0, 0, 0);
// sparks
while(count--)
- particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, 1, lhrandom(0, 255), 5, org, 4, 96);
+// particle2(pt_fallfadespark, ramp3[rand()%6], particletexture, false, 1, lhrandom(0, 255), 5, org, 4, 96);
+ particle(pt_fallfadespark, ramp3[rand()%6], particletexture, false, 1, lhrandom(0, 255), 5, lhrandom(-4, 4) + org[0], lhrandom(-4, 4) + org[1], lhrandom(-4, 4) + org[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64) + 64);
}
void R_BloodPuff (vec3_t org)
{
if (!r_particles.value) return; // LordHavoc: particles are optional
- particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 12, 128, 99, org[0], org[1], org[2], 0, 0, 0);
+ particle(pt_bloodcloud, 251 /*68+(rand()&3)*/, smokeparticletexture[rand()&7], true, 12, 128, 99, org[0], org[1], org[2], 0, 0, 0);
+ particle(pt_bloodcloud, 251 /*68+(rand()&3)*/, smokeparticletexture[rand()&7], true, 10, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
+ particle(pt_bloodcloud, 251 /*68+(rand()&3)*/, smokeparticletexture[rand()&7], true, 8, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
}
void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
while (count--)
{
- ALLOCPARTICLE
+ ALLOCPARTICLE(p)
p->texnum = smokeparticletexture[rand()&7];
- p->scale = lhrandom(6, 8);
+ p->dynlight = true;
+ p->scale = lhrandom(4, 6);
p->alpha = 96 + (rand()&63);
p->die = cl.time + 2;
p->type = pt_bloodcloud;
- p->color = (rand()&3)+68;
+ p->color = 251; //(rand()&3)+68;
for (j=0 ; j<3 ; j++)
{
p->org[j] = diff[j] * (float) (rand()%1024) * (1.0 / 1024.0) + mins[j];
while (count--)
{
- ALLOCPARTICLE
+ ALLOCPARTICLE(p)
p->texnum = particletexture;
+ p->dynlight = false;
p->scale = 6;
p->alpha = 255;
p->die = cl.time + 1 + (rand()&15)*0.0625;
for (i=0 ; i<count ; i++)
{
- ALLOCPARTICLE
+ ALLOCPARTICLE(p)
vel[0] = dir[0] + (rand()&31) - 16;
vel[1] = dir[1] + (rand()&31) - 16;
{
p->scale = 2;
p->texnum = particletexture;
+ p->dynlight = false;
p->type = pt_snow;
}
else // 0
{
p->scale = 3;
p->texnum = rainparticletexture;
+ p->dynlight = true;
p->type = pt_rain;
}
p->color = colorbase + (rand()&3);
for (i=-128 ; i<128 ; i+=16)
for (j=-128 ; j<128 ; j+=16)
{
- ALLOCPARTICLE
+ ALLOCPARTICLE(p)
p->texnum = particletexture;
+ p->dynlight = false;
p->scale = 10;
p->alpha = 128;
p->die = cl.time + 2 + (rand()&31) * 0.02;
for (j=-16 ; j<16 ; j+=8)
for (k=-24 ; k<32 ; k+=8)
{
- ALLOCPARTICLE
+ ALLOCPARTICLE(p)
p->texnum = particletexture;
+ p->dynlight = false;
p->scale = 1;
p->alpha = lhrandom(32,128);
p->die = cl.time + 5;
while (t < nt)
{
- ALLOCPARTICLE
+ ALLOCPARTICLE(p)
p->vel[0] = p->vel[1] = p->vel[2] = 0;
p->die = cl.time + 2;
case 1: // grenade trail
if (bubbles)
{
- dec = 0.005f;
+ dec = type == 0 ? 0.01f : 0.02f;
p->texnum = bubbleparticletexture;
+ p->dynlight = false;
p->scale = lhrandom(1,2);
p->alpha = 255;
- p->color = (rand()&3)+12;
+ p->color = 254;
p->type = pt_bubble;
p->die = cl.time + 2;
for (j=0 ; j<3 ; j++)
}
else
{
- dec = 0.02f;
+ dec = type == 0 ? 0.02f : 0.04f;
p->texnum = smokeparticletexture[rand()&7];
- p->scale = lhrandom(8, 12);
- p->alpha = 64 + (rand()&31);
- p->color = (rand()&3)+12;
+ p->dynlight = true;
+ p->scale = lhrandom(4, 8);
+ p->alpha = 160; //128 + (rand()&63);
+ p->color = 254;
p->type = pt_smoke;
p->die = cl.time + 10000;
VectorCopy(start, p->org);
+ /*
+ if (type == 0)
+ {
+ particle(pt_fallfadespark, 0x68 + (rand() & 7), particletexture, false, 1, lhrandom(64, 128), 5, start[0], start[1], start[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64));
+ particle(pt_fallfadespark, 0x68 + (rand() & 7), particletexture, false, 1, lhrandom(64, 128), 5, start[0], start[1], start[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64));
+ particle(pt_fallfadespark, 0x68 + (rand() & 7), particletexture, false, 1, lhrandom(64, 128), 5, start[0], start[1], start[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64));
+ particle(pt_fallfadespark, 0x68 + (rand() & 7), particletexture, false, 1, lhrandom(64, 128), 5, start[0], start[1], start[2], lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-64, 64));
+ }
+ */
}
break;
case 1: // smoke smoke
dec = 0.016f;
p->texnum = smokeparticletexture;
+ p->dynlight = true;
p->scale = lhrandom(6,9);
p->alpha = 64;
if (r_smokecolor.value)
case 4: // slight blood
dec = 0.025f;
p->texnum = smokeparticletexture[rand()&7];
- p->scale = lhrandom(6, 8);
+ p->dynlight = true;
+ p->scale = lhrandom(4, 6);
p->alpha = type == 4 ? 192 : 255;
- p->color = (rand()&3)+68;
+ p->color = 247; //(rand()&3)+68;
p->type = pt_bloodcloud;
p->die = cl.time + 9999;
for (j=0 ; j<3 ; j++)
case 5: // tracer
dec = 0.02f;
p->texnum = smokeparticletexture[rand()&7];
+ p->dynlight = false;
p->scale = 4;
p->alpha = 64 + (rand()&31);
p->color = type == 3 ? 56 : 234;
case 6: // voor trail
dec = 0.05f; // sparse trail
p->texnum = smokeparticletexture[rand()&7];
+ p->dynlight = false;
p->scale = lhrandom(3, 5);
p->alpha = 255;
p->color = 9*16 + 8 + (rand()&3);
case 7: // Nehahra smoke tracer
dec = 0.14f;
p->texnum = smokeparticletexture[rand()&7];
+ p->dynlight = true;
p->scale = lhrandom(8, 12);
p->alpha = 64;
p->color = (rand()&3)+12;
VectorScale(vec, 3, vec);
while (len--)
{
- particle(pt_smoke, color, particletexture, 8, 192, 99, start[0], start[1], start[2], 0, 0, 0);
+ particle(pt_smoke, color, particletexture, false, 8, 192, 99, start[0], start[1], start[2], 0, 0, 0);
VectorAdd (start, vec, start);
}
}
-extern qboolean lighthalf;
-
/*
===============
R_DrawParticles
===============
*/
extern cvar_t sv_gravity;
-void R_CompleteLightPoint (vec3_t color, vec3_t p);
-
-void TraceLine (vec3_t start, vec3_t end, vec3_t impact);
-void R_DrawParticles (void)
+void R_MoveParticles (void)
{
particle_t *p;
- int i, r,g,b,a;
- float gravity, dvel, frametime, scale, scale2, minparticledist;
- byte *color24;
- vec3_t up, right, uprightangles, forward2, up2, right2, tempcolor, v;
- int activeparticles, maxparticle, j, k;
+ int i, activeparticles, maxparticle, j, a;
+ vec3_t v;
+ float gravity, dvel, frametime;
// LordHavoc: early out condition
if (!numparticles)
return;
- VectorScale (vup, 1.5, up);
- VectorScale (vright, 1.5, right);
-
- uprightangles[0] = 0;
- uprightangles[1] = r_refdef.viewangles[1];
- uprightangles[2] = 0;
- AngleVectors (uprightangles, forward2, right2, up2);
-
frametime = cl.time - cl.oldtime;
gravity = frametime * sv_gravity.value;
dvel = 1+4*frametime;
- minparticledist = DotProduct(r_refdef.vieworg, vpn) + 16.0f;
-
activeparticles = 0;
maxparticle = -1;
j = 0;
- for (k = 0, p = particles;k < numparticles;k++, p++)
+ for (i = 0, p = particles;i < numparticles;i++, p++)
{
if (p->die < cl.time)
{
freeparticles[j++] = p;
continue;
}
- maxparticle = k;
- activeparticles++;
-
- // LordHavoc: only render if not too close
- if (DotProduct(p->org, vpn) >= minparticledist)
- {
- color24 = (byte *) &d_8to24table[(int)p->color];
- r = color24[0];
- g = color24[1];
- b = color24[2];
- a = p->alpha;
- 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);
- transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale , p->org[1] + up2[1]*scale2 + right2[1]*scale , p->org[2] + up2[2]*scale2 + right2[2]*scale , 0,0,r,g,b,a);
- transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale2, p->org[1] + up2[1]*scale2 + right2[1]*scale2, p->org[2] + up2[2]*scale2 + right2[2]*scale2, 1,0,r,g,b,a);
- transpolyvert(p->org[0] + up2[0]*scale + right2[0]*scale2, p->org[1] + up2[1]*scale + right2[1]*scale2, p->org[2] + up2[2]*scale + right2[2]*scale2, 1,1,r,g,b,a);
- }
- else
- {
- transpolyvert(p->org[0] + up[0]*scale + right[0]*scale , p->org[1] + up[1]*scale + right[1]*scale , p->org[2] + up[2]*scale + right[2]*scale , 0,1,r,g,b,a);
- transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale , p->org[1] + up[1]*scale2 + right[1]*scale , p->org[2] + up[2]*scale2 + right[2]*scale , 0,0,r,g,b,a);
- transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale2, p->org[1] + up[1]*scale2 + right[1]*scale2, p->org[2] + up[2]*scale2 + right[2]*scale2, 1,0,r,g,b,a);
- transpolyvert(p->org[0] + up[0]*scale + right[0]*scale2, p->org[1] + up[1]*scale + right[1]*scale2, p->org[2] + up[2]*scale + right[2]*scale2, 1,1,r,g,b,a);
- }
- transpolyend();
- }
VectorCopy(p->org, p->oldorg);
p->org[0] += p->vel[0]*frametime;
case pt_static:
break;
+ // LordHavoc: drop-through because of shared code
case pt_blob:
- for (i=0 ; i<3 ; i++)
- p->vel[i] *= dvel;
- break;
-
+ p->vel[2] *= dvel;
case pt_blob2:
- for (i=0 ; i<2 ; i++)
- p->vel[i] *= dvel;
+ p->vel[0] *= dvel;
+ p->vel[1] *= dvel;
break;
case pt_grav:
p->vel[2] -= gravity;
break;
-// LordHavoc: for smoke trails
- case pt_smoke:
- p->scale += frametime * 6;
- p->alpha -= frametime * 128;
- if (p->alpha < 1)
- p->die = -1;
- break;
case pt_snow:
if (cl.time > p->time2)
{
// p->die = -1;
// break;
// }
- p->scale += frametime * 4;
- p->alpha -= frametime * 64;
- if (p->alpha < 1 || p->scale < 1)
- p->die = -1;
+ p->scale += frametime * 16;
+ p->alpha -= frametime * 512;
break;
case pt_fallfadespark:
p->alpha -= frametime * 256;
p->vel[2] -= gravity;
- 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:
a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
p->vel[2] += lhrandom(-32,32);
}
p->alpha -= frametime * 64;
- if (p->alpha < 1)
- p->die = -1;
+ break;
+// LordHavoc: for smoke trails
+ case pt_smoke:
+ p->scale += frametime * 16;
+ p->alpha -= frametime * 256;
break;
case pt_smokecloud:
- p->scale += frametime * 60;
- p->alpha -= frametime * 96;
- if (p->alpha < 1)
- p->die = -1;
+ p->scale += frametime * 64;
+ p->alpha -= frametime * 256;
break;
case pt_splash:
p->scale += frametime * 24;
- p->alpha -= frametime * 256;
- if (p->alpha < 1)
- p->die = -1;
+ p->alpha -= frametime * 512;
break;
case pt_rain:
a = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
{
+ vec3_t normal;
if (a == CONTENTS_SOLID && Mod_PointInLeaf(p->oldorg, cl.worldmodel)->contents == CONTENTS_SOLID)
break; // still in solid
p->die = cl.time + 1000;
// p->vel[2] *= 0.1;
break;
default: // CONTENTS_SOLID and any others
- TraceLine(p->oldorg, p->org, v);
+ TraceLine(p->oldorg, p->org, v, normal);
VectorCopy(v, p->org);
p->texnum = smokeparticletexture[rand()&7];
p->type = pt_splash;
}
}
break;
+ case pt_flame:
+ p->alpha -= frametime * 512;
+ break;
+ case pt_flamingdebris:
+ if (cl.time >= p->time2)
+ {
+ p->time2 = cl.time + 0.01;
+ particle2(pt_flame, p->color, particletexture, false, 4, p->alpha, 999, p->org, 0, 50);
+ }
+ p->alpha -= frametime * 512;
+ p->vel[2] -= gravity * 0.5f;
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+ p->die = -1;
+ break;
+ case pt_smokingdebris:
+ if (cl.time >= p->time2)
+ {
+ p->time2 = cl.time + 0.01;
+ particle2(pt_flame, 15, smokeparticletexture[rand()&7], false, 4, p->alpha, 999, p->org, 0, 50);
+ }
+ p->alpha -= frametime * 512;
+ p->vel[2] -= gravity * 0.5f;
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+ p->die = -1;
+ break;
+ case pt_flamefall:
+ p->alpha -= frametime * 512;
+ p->vel[2] -= gravity * 0.5f;
+ break;
+ }
+
+ // LordHavoc: most particles did this check anyway, consistency...
+ if (p->alpha < 1)
+ p->die = -1;
+
+ // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
+ if (p->die < cl.time)
+ freeparticles[j++] = p;
+ else
+ {
+ maxparticle = i;
+ activeparticles++;
}
}
// fill in gaps to compact the array
numparticles = activeparticles;
}
+void R_CompleteLightPoint (vec3_t color, vec3_t p);
+
+void R_DrawParticles (void)
+{
+ particle_t *p;
+ int i, r,g,b,a, dynlight;
+ float scale, scale2, minparticledist;
+ byte *color24;
+ vec3_t up, right, uprightangles, forward2, up2, right2, tempcolor;
+
+ // LordHavoc: early out condition
+ if ((!numparticles) || (!r_drawparticles.value))
+ return;
+
+ dynlight = r_dynamicparticles.value;
+ if (!r_dynamic.value)
+ dynlight = 0;
+ c_particles += numparticles;
+
+ VectorScale (vup, 1.5, up);
+ VectorScale (vright, 1.5, right);
+
+ uprightangles[0] = 0;
+ uprightangles[1] = r_refdef.viewangles[1];
+ uprightangles[2] = 0;
+ AngleVectors (uprightangles, forward2, right2, up2);
+
+ minparticledist = DotProduct(r_refdef.vieworg, vpn) + 16.0f;
+
+ for (i = 0, p = particles;i < numparticles;i++, p++)
+ {
+ // LordHavoc: unnecessary (array was already compacted)
+// if (p->die < cl.time)
+// continue;
+
+ // LordHavoc: only render if not too close
+ if (DotProduct(p->org, vpn) < minparticledist)
+ continue;
+
+ color24 = (byte *) &d_8to24table[(int)p->color];
+ r = color24[0];
+ g = color24[1];
+ b = color24[2];
+ a = p->alpha;
+ if (dynlight && (p->dynlight || dynlight >= 2)) // LordHavoc: only light blood and smoke
+ {
+ 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);
+ transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale , p->org[1] + up2[1]*scale2 + right2[1]*scale , p->org[2] + up2[2]*scale2 + right2[2]*scale , 0,0,r,g,b,a);
+ transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale2, p->org[1] + up2[1]*scale2 + right2[1]*scale2, p->org[2] + up2[2]*scale2 + right2[2]*scale2, 1,0,r,g,b,a);
+ transpolyvert(p->org[0] + up2[0]*scale + right2[0]*scale2, p->org[1] + up2[1]*scale + right2[1]*scale2, p->org[2] + up2[2]*scale + right2[2]*scale2, 1,1,r,g,b,a);
+ }
+ else
+ {
+ transpolyvert(p->org[0] + up[0]*scale + right[0]*scale , p->org[1] + up[1]*scale + right[1]*scale , p->org[2] + up[2]*scale + right[2]*scale , 0,1,r,g,b,a);
+ transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale , p->org[1] + up[1]*scale2 + right[1]*scale , p->org[2] + up[2]*scale2 + right[2]*scale , 0,0,r,g,b,a);
+ transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale2, p->org[1] + up[1]*scale2 + right[1]*scale2, p->org[2] + up[2]*scale2 + right[2]*scale2, 1,0,r,g,b,a);
+ transpolyvert(p->org[0] + up[0]*scale + right[0]*scale2, p->org[1] + up[1]*scale + right[1]*scale2, p->org[2] + up[2]*scale + right[2]*scale2, 1,1,r,g,b,a);
+ }
+ transpolyend();
+ }
+}