2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
25 #define NUMVERTEXNORMALS 162
26 siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
27 #define m_bytenormals r_avertexnormals
28 #define VectorNormalizeFast VectorNormalize
29 #define Mod_PointContents(v,m) (Mod_PointInLeaf(v,m)->contents)
30 typedef unsigned char qbyte;
31 #define cl_stainmaps.integer 0
32 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
35 #define CL_EntityParticles R_EntityParticles
36 #define CL_ReadPointFile_f R_ReadPointFile_f
37 #define CL_ParseParticleEffect R_ParseParticleEffect
38 #define CL_ParticleExplosion R_ParticleExplosion
39 #define CL_ParticleExplosion2 R_ParticleExplosion2
40 #define CL_BlobExplosion R_BlobExplosion
41 #define CL_RunParticleEffect R_RunParticleEffect
42 #define CL_LavaSplash R_LavaSplash
43 #define CL_RocketTrail2 R_RocketTrail2
44 void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
46 vec3_t right1, right2, diff, normal;
48 VectorSubtract (org2, org1, normal);
49 VectorNormalizeFast (normal);
51 // calculate 'right' vector for start
52 VectorSubtract (r_origin, org1, diff);
53 VectorNormalizeFast (diff);
54 CrossProduct (normal, diff, right1);
56 // calculate 'right' vector for end
57 VectorSubtract (r_origin, org2, diff);
58 VectorNormalizeFast (diff);
59 CrossProduct (normal, diff, right2);
61 vert[ 0] = org1[0] + width * right1[0];
62 vert[ 1] = org1[1] + width * right1[1];
63 vert[ 2] = org1[2] + width * right1[2];
64 vert[ 4] = org1[0] - width * right1[0];
65 vert[ 5] = org1[1] - width * right1[1];
66 vert[ 6] = org1[2] - width * right1[2];
67 vert[ 8] = org2[0] - width * right2[0];
68 vert[ 9] = org2[1] - width * right2[1];
69 vert[10] = org2[2] - width * right2[2];
70 vert[12] = org2[0] + width * right2[0];
71 vert[13] = org2[1] + width * right2[1];
72 vert[14] = org2[2] + width * right2[2];
74 void fractalnoise(qbyte *noise, int size, int startgrid)
76 int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
78 #define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
80 for (sizepower = 0;(1 << sizepower) < size;sizepower++);
81 if (size != (1 << sizepower))
82 Sys_Error("fractalnoise: size must be power of 2\n");
84 for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
85 if (startgrid != (1 << gridpower))
86 Sys_Error("fractalnoise: grid must be power of 2\n");
88 startgrid = bound(0, startgrid, size);
90 amplitude = 0xFFFF; // this gets halved before use
91 noisebuf = malloc(size*size*sizeof(int));
92 memset(noisebuf, 0, size*size*sizeof(int));
94 for (g2 = startgrid;g2;g2 >>= 1)
96 // brownian motion (at every smaller level there is random behavior)
98 for (y = 0;y < size;y += g2)
99 for (x = 0;x < size;x += g2)
100 n(x,y) += (rand()&litude);
105 // subdivide, diamond-square algorithm (really this has little to do with squares)
107 for (y = 0;y < size;y += g2)
108 for (x = 0;x < size;x += g2)
109 n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
111 for (y = 0;y < size;y += g2)
112 for (x = 0;x < size;x += g2)
114 n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
115 n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
119 // find range of noise values
121 for (y = 0;y < size;y++)
122 for (x = 0;x < size;x++)
124 if (n(x,y) < min) min = n(x,y);
125 if (n(x,y) > max) max = n(x,y);
129 // normalize noise and copy to output
130 for (y = 0;y < size;y++)
131 for (x = 0;x < size;x++)
132 *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
137 #include "cl_collision.h"
140 #define MAX_PARTICLES 8192 // default max # of particles at one time
141 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
145 pt_static, pt_rain, pt_bubble, pt_blood
149 #define PARTICLE_INVALID 0
150 #define PARTICLE_BILLBOARD 1
151 #define PARTICLE_BEAM 2
152 #define PARTICLE_ORIENTED_DOUBLESIDED 3
154 #define P_TEXNUM_FIRSTBIT 0
155 #define P_TEXNUM_BITS 6
156 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
157 #define P_ORIENTATION_BITS 2
158 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
159 //#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
160 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
162 typedef struct particle_s
165 unsigned int flags; // dynamically lit, orientation, additive blending, texnum
171 float alpha; // 0-255
172 float alphafade; // how much alpha reduces per second
173 float time2; // used for various things (snow fluttering, for example)
174 float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
175 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
177 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
178 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
179 float pressure; // if non-zero, apply pressure to other particles
184 static int particlepalette[256] =
186 0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
187 0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
188 0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
189 0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
190 0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
191 0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
192 0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
193 0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
194 0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
195 0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
196 0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
197 0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
198 0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
199 0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
200 0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
201 0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
202 0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
203 0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
204 0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
205 0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
206 0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
207 0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
208 0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
209 0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
210 0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
211 0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
212 0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
213 0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
214 0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
215 0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
216 0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
217 0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
220 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
222 // these must match r_part.c's textures
223 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
224 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
225 static const int tex_particle = 24;
226 static const int tex_rain = 25;
227 static const int tex_bubble = 26;
229 static int cl_maxparticles;
230 static int cl_numparticles;
231 static particle_t *particles;
232 static particle_t **freeparticles; // list used only in compacting particles array
234 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
235 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
236 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
237 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
238 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
239 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
240 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
241 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
242 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
243 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
245 #ifndef WORKINGLQUAKE
246 static mempool_t *cl_part_mempool;
249 void CL_Particles_Clear(void)
259 void CL_ReadPointFile_f (void);
260 void CL_Particles_Init (void)
264 i = COM_CheckParm ("-particles");
266 if (i && i < com_argc - 1)
268 cl_maxparticles = (int)(atoi(com_argv[i+1]));
269 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
270 cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
273 cl_maxparticles = MAX_PARTICLES;
275 Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
277 Cvar_RegisterVariable (&cl_particles);
278 Cvar_RegisterVariable (&cl_particles_size);
279 Cvar_RegisterVariable (&cl_particles_bloodshowers);
280 Cvar_RegisterVariable (&cl_particles_blood);
281 Cvar_RegisterVariable (&cl_particles_blood_size);
282 Cvar_RegisterVariable (&cl_particles_blood_alpha);
283 Cvar_RegisterVariable (&cl_particles_bulletimpacts);
284 Cvar_RegisterVariable (&cl_particles_smoke);
285 Cvar_RegisterVariable (&cl_particles_sparks);
286 Cvar_RegisterVariable (&cl_particles_bubbles);
289 particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
290 freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
292 cl_part_mempool = Mem_AllocPool("CL_Part");
293 particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
294 freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
299 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
301 if (cl_numparticles >= cl_maxparticles)\
305 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
306 unsigned int partflags;\
307 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
309 partflags |= P_ADDITIVE;\
311 /* partflags |= P_DYNLIGHT;*/\
312 tempcolor = (pcolor1);\
313 tempcolor2 = (pcolor2);\
314 cr2 = ((tempcolor2) >> 16) & 0xFF;\
315 cg2 = ((tempcolor2) >> 8) & 0xFF;\
316 cb2 = (tempcolor2) & 0xFF;\
317 if (tempcolor != tempcolor2)\
319 cr1 = ((tempcolor) >> 16) & 0xFF;\
320 cg1 = ((tempcolor) >> 8) & 0xFF;\
321 cb1 = (tempcolor) & 0xFF;\
322 tempcolor = rand() & 0xFF;\
323 cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
324 cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
325 cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
327 part = &particles[cl_numparticles++];\
328 part->type = (ptype);\
329 part->color[0] = cr2;\
330 part->color[1] = cg2;\
331 part->color[2] = cb2;\
332 part->color[3] = 0xFF;\
333 part->flags = partflags;\
334 part->scalex = (pscalex);\
335 part->scaley = (pscaley);\
336 part->alpha = (palpha);\
337 part->alphafade = (palphafade);\
338 part->die = cl.time + (ptime);\
339 part->gravity = (pgravity);\
340 part->bounce = (pbounce);\
341 part->org[0] = (px);\
342 part->org[1] = (py);\
343 part->org[2] = (pz);\
344 part->vel[0] = (pvx);\
345 part->vel[1] = (pvy);\
346 part->vel[2] = (pvz);\
347 part->time2 = (ptime2);\
348 part->vel2[0] = (pvx2);\
349 part->vel2[1] = (pvy2);\
350 part->vel2[2] = (pvz2);\
351 part->friction = (pfriction);\
352 part->pressure = (ppressure);\
361 void CL_EntityParticles (entity_t *ent)
365 float sp, sy, cp, cy;
369 static vec3_t avelocities[NUMVERTEXNORMALS];
370 if (!cl_particles.integer) return;
375 if (!avelocities[0][0])
376 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
377 avelocities[0][i] = (rand()&255) * 0.01;
379 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
381 angle = cl.time * avelocities[i][0];
384 angle = cl.time * avelocities[i][1];
393 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
395 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
401 void CL_ReadPointFile_f (void)
405 char *pointfile = NULL, *pointfilepos, *t, tchar;
407 char name[MAX_OSPATH];
409 sprintf (name,"maps/%s.pts", cl.worldmodel->name);
410 COM_FOpenFile (name, &f);
414 fseek(f, 0, SEEK_END);
415 pointfilelength = ftell(f);
416 fseek(f, 0, SEEK_SET);
417 pointfile = malloc(pointfilelength + 1);
418 fread(pointfile, 1, pointfilelength, f);
419 pointfile[pointfilelength] = 0;
423 pointfile = COM_LoadFile(va("maps/%s.pts", cl.worldmodel->name), true);
427 Con_Printf ("couldn't open %s.pts\n", cl.worldmodel->name);
431 Con_Printf ("Reading %s.pts...\n", cl.worldmodel->name);
433 pointfilepos = pointfile;
434 while (*pointfilepos)
436 while (*pointfilepos == '\n' || *pointfilepos == '\r')
441 while (*t && *t != '\n' && *t != '\r')
445 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
452 if (cl_numparticles >= cl_maxparticles)
454 Con_Printf ("Not enough free particles\n");
457 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
465 Con_Printf ("%i points read\n", c);
470 CL_ParseParticleEffect
472 Parse an effect out of the server message
475 void CL_ParseParticleEffect (void)
478 int i, count, msgcount, color;
480 for (i=0 ; i<3 ; i++)
481 org[i] = MSG_ReadCoord ();
482 for (i=0 ; i<3 ; i++)
483 dir[i] = MSG_ReadChar () * (1.0/16);
484 msgcount = MSG_ReadByte ();
485 color = MSG_ReadByte ();
492 CL_RunParticleEffect (org, dir, color, count);
501 void CL_ParticleExplosion (vec3_t org)
506 if (cl_stainmaps.integer)
507 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
509 i = Mod_PointContents(org, cl.worldmodel);
510 if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
512 for (i = 0;i < 128;i++)
514 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
520 // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
522 if (cl_particles_smoke.integer)
524 for (i = 0;i < 64;i++)
526 for (k = 0;k < 16;k++)
528 v[0] = org[0] + lhrandom(-64, 64);
529 v[1] = org[1] + lhrandom(-64, 64);
530 v[2] = org[2] + lhrandom(-8, 24);
531 if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
534 VectorSubtract(v2, org, v2);
535 VectorScale(v2, 2.0f, v2);
536 particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, true, 12, 12, 255, 512, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
541 if (cl_particles_sparks.integer)
544 for (i = 0;i < 256;i++)
546 k = particlepalette[0x68 + (rand() & 7)];
547 particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 1.5f, 0.05f, lhrandom(0, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0, 0);
552 if (cl_explosions.integer)
558 CL_ParticleExplosion2
562 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
565 if (!cl_particles.integer) return;
567 for (i = 0;i < 512;i++)
569 k = particlepalette[colorStart + (i % colorLength)];
570 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
580 void CL_BlobExplosion (vec3_t org)
582 if (cl_stainmaps.integer)
583 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
585 if (cl_explosions.integer)
595 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
601 CL_ParticleExplosion(org);
604 if (!cl_particles.integer) return;
607 k = particlepalette[color + (rand()&7)];
608 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
612 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
618 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
621 if (!cl_particles.integer) return;
623 if (cl_stainmaps.integer)
624 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
626 if (cl_particles_bulletimpacts.integer)
629 if (cl_particles_smoke.integer)
630 particle(pt_static, PARTICLE_BILLBOARD, 0x606060, 0xA0A0A0, tex_smoke[rand()&7], true, true, 4, 4, 255, 1024, 9999, -0.2, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
632 if (cl_particles_sparks.integer)
637 k = particlepalette[0x68 + (rand() & 7)];
638 particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
644 void CL_PlasmaBurn (vec3_t org)
646 if (cl_stainmaps.integer)
647 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
650 static float bloodcount = 0;
651 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
654 // bloodcount is used to accumulate counts too small to cause a blood particle
655 if (!cl_particles.integer) return;
656 if (!cl_particles_blood.integer) return;
663 r = cl_particles_blood_size.value;
664 a = cl_particles_blood_alpha.value * 255;
665 while(bloodcount > 0)
667 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
672 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
676 vec3_t diff, center, velscale;
677 if (!cl_particles.integer) return;
678 if (!cl_particles_bloodshowers.integer) return;
679 if (!cl_particles_blood.integer) return;
681 VectorSubtract(maxs, mins, diff);
682 center[0] = (mins[0] + maxs[0]) * 0.5;
683 center[1] = (mins[1] + maxs[1]) * 0.5;
684 center[2] = (mins[2] + maxs[2]) * 0.5;
685 // FIXME: change velspeed back to 2.0x after fixing mod
686 velscale[0] = velspeed * 2.0 / diff[0];
687 velscale[1] = velspeed * 2.0 / diff[1];
688 velscale[2] = velspeed * 2.0 / diff[2];
690 bloodcount += count * 5.0f;
691 r = cl_particles_blood_size.value;
692 a = cl_particles_blood_alpha.value * 255;
693 while (bloodcount > 0)
696 org[0] = lhrandom(mins[0], maxs[0]);
697 org[1] = lhrandom(mins[1], maxs[1]);
698 org[2] = lhrandom(mins[2], maxs[2]);
699 vel[0] = (org[0] - center[0]) * velscale[0];
700 vel[1] = (org[1] - center[1]) * velscale[1];
701 vel[2] = (org[2] - center[2]) * velscale[2];
703 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
707 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
711 if (!cl_particles.integer) return;
712 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
713 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
714 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
718 k = particlepalette[colorbase + (rand()&3)];
719 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
723 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
726 float t, z, minz, maxz;
727 if (!cl_particles.integer) return;
728 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
729 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
730 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
731 if (dir[2] < 0) // falling
733 t = (maxs[2] - mins[2]) / -dir[2];
738 t = (maxs[2] - mins[2]) / dir[2];
741 if (t < 0 || t > 2) // sanity check
744 minz = z - fabs(dir[2]) * 0.1;
745 maxz = z + fabs(dir[2]) * 0.1;
746 minz = bound(mins[2], minz, maxs[2]);
747 maxz = bound(mins[2], maxz, maxs[2]);
752 count *= 4; // ick, this should be in the mod or maps?
756 k = particlepalette[colorbase + (rand()&3)];
757 particle(pt_rain, PARTICLE_BEAM, k, k, tex_particle, true, true, 0.5, 0.02, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
763 k = particlepalette[colorbase + (rand()&3)];
764 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
768 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
772 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
777 if (!cl_particles.integer) return;
779 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
780 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
781 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
783 center[0] = (mins[0] + maxs[0]) * 0.5f;
784 center[1] = (mins[1] + maxs[1]) * 0.5f;
785 center[2] = (mins[2] + maxs[2]) * 0.5f;
789 k = particlepalette[224 + (rand()&15)];
790 o[0] = lhrandom(mins[0], maxs[0]);
791 o[1] = lhrandom(mins[1], maxs[1]);
792 o[2] = lhrandom(mins[2], maxs[2]);
793 VectorSubtract(o, center, v);
794 VectorNormalizeFast(v);
795 VectorScale(v, 100, v);
796 v[2] += sv_gravity.value * 0.15f;
797 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
801 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
805 if (!cl_particles.integer) return;
806 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
807 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
808 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
812 k = particlepalette[224 + (rand()&15)];
813 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
815 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
819 void CL_Flames (vec3_t org, vec3_t vel, int count)
822 if (!cl_particles.integer) return;
826 k = particlepalette[224 + (rand()&15)];
827 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
839 void CL_LavaSplash (vec3_t origin)
844 if (!cl_particles.integer) return;
846 for (i=-128 ; i<128 ; i+=16)
848 for (j=-128 ; j<128 ; j+=16)
850 dir[0] = j + lhrandom(0, 8);
851 dir[1] = i + lhrandom(0, 8);
853 org[0] = origin[0] + dir[0];
854 org[1] = origin[1] + dir[1];
855 org[2] = origin[2] + lhrandom(0, 64);
856 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
857 k = particlepalette[224 + (rand()&7)];
858 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
870 void R_TeleportSplash (vec3_t org)
873 if (!cl_particles.integer) return;
875 for (i=-16 ; i<16 ; i+=8)
876 for (j=-16 ; j<16 ; j+=8)
877 for (k=-24 ; k<32 ; k+=8)
878 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
883 void R_RocketTrail (vec3_t start, vec3_t end, int type)
885 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
888 vec3_t vec, dir, vel, pos;
889 float len, dec, speed, r;
890 int contents, smoke, blood, bubbles;
892 VectorSubtract(end, start, dir);
893 VectorNormalize(dir);
895 VectorSubtract (end, start, vec);
897 len = VectorNormalize (vec);
899 speed = 1.0f / cl.frametime;
900 VectorSubtract(end, start, vel);
902 len = VectorNormalizeLength (vec);
903 dec = -ent->persistent.trail_time;
904 ent->persistent.trail_time += len;
905 if (ent->persistent.trail_time < 0.01f)
908 // if we skip out, leave it reset
909 ent->persistent.trail_time = 0.0f;
911 speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
912 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
914 VectorScale(vel, speed, vel);
916 // advance into this frame to reach the first puff location
917 VectorMA(start, dec, vec, pos);
920 contents = Mod_PointContents(pos, cl.worldmodel);
921 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
924 smoke = cl_particles.integer && cl_particles_smoke.integer;
925 blood = cl_particles.integer && cl_particles_blood.integer;
926 bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
932 case 0: // rocket trail
936 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
937 particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
942 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
946 case 1: // grenade trail
947 // FIXME: make it gradually stop smoking
949 if (cl_particles.integer && cl_particles_smoke.integer)
951 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
957 case 4: // slight blood
958 dec = cl_particles_blood_size.value;
961 particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
965 case 3: // green tracer
969 particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
973 case 5: // flame tracer
977 particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
981 case 6: // voor trail
985 particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
989 case 7: // Nehahra smoke tracer
993 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
998 // advance to next time and position
1000 VectorMA (pos, dec, vec, pos);
1002 #ifndef WORKINGLQUAKE
1003 ent->persistent.trail_time = len;
1007 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1011 if (!cl_particles.integer) return;
1012 if (!cl_particles_smoke.integer) return;
1014 VectorCopy(start, pos);
1015 VectorSubtract (end, start, vec);
1016 #ifdef WORKINGLQUAKE
1017 len = (int) (VectorNormalize (vec) * (1.0f / 3.0f));
1019 len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
1021 VectorScale(vec, 3, vec);
1022 color = particlepalette[color];
1025 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1026 VectorAdd (pos, vec, pos);
1036 void CL_MoveParticles (void)
1039 int i, activeparticles, maxparticle, j, a, pressureused = false, content;
1040 float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
1042 // LordHavoc: early out condition
1043 if (!cl_numparticles)
1046 #ifdef WORKINGLQUAKE
1047 frametime = cl.frametime;
1049 frametime = cl.time - cl.oldtime;
1051 gravity = frametime * sv_gravity.value;
1052 dvel = 1+4*frametime;
1053 bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
1055 activeparticles = 0;
1058 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1061 VectorCopy(p->org, p->oldorg);
1062 VectorMA(p->org, frametime, p->vel, p->org);
1063 VectorCopy(p->org, org);
1064 #ifndef WORKINGLQUAKE
1067 if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, NULL) < 1)
1069 VectorCopy(v, p->org);
1072 // assume it's blood (lame, but...)
1073 if (cl_stainmaps.integer)
1074 R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
1076 freeparticles[j++] = p;
1081 dist = DotProduct(p->vel, normal) * -p->bounce;
1082 VectorMA(p->vel, dist, normal, p->vel);
1083 if (DotProduct(p->vel, p->vel) < 0.03)
1084 VectorClear(p->vel);
1089 p->vel[2] -= p->gravity * gravity;
1090 p->alpha -= p->alphafade * frametime;
1093 f = p->friction * frametime;
1095 content = Mod_PointContents(p->org, cl.worldmodel);
1096 if (content != CONTENTS_EMPTY)
1099 VectorScale(p->vel, f, p->vel);
1102 if (p->type != pt_static)
1108 content = Mod_PointContents(p->org, cl.worldmodel);
1110 if (a != CONTENTS_EMPTY)
1112 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1114 p->scalex += frametime * cl_particles_blood_size.value;
1115 p->scaley += frametime * cl_particles_blood_size.value;
1116 //p->alpha -= bloodwaterfade;
1122 p->vel[2] -= gravity;
1126 content = Mod_PointContents(p->org, cl.worldmodel);
1127 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1134 if (cl.time > p->time2)
1137 p->time2 = cl.time + (rand() & 3) * 0.1;
1138 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1139 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1140 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1143 content = Mod_PointContents(p->org, cl.worldmodel);
1145 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1149 printf("unknown particle type %i\n", p->type);
1155 // remove dead particles
1156 if (p->alpha < 1 || p->die < cl.time)
1157 freeparticles[j++] = p;
1163 pressureused = true;
1166 // fill in gaps to compact the array
1168 while (maxparticle >= activeparticles)
1170 *freeparticles[i++] = particles[maxparticle--];
1171 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1174 cl_numparticles = activeparticles;
1178 activeparticles = 0;
1179 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1181 freeparticles[activeparticles++] = p;
1183 if (activeparticles)
1185 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1187 for (j = 0;j < activeparticles;j++)
1189 if (freeparticles[j] != p)
1191 float dist, diff[3];
1192 VectorSubtract(p->org, freeparticles[j]->org, diff);
1193 dist = DotProduct(diff, diff);
1194 if (dist < 4096 && dist >= 1)
1196 dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1197 VectorMA(p->vel, dist, diff, p->vel);
1206 #define MAX_PARTICLETEXTURES 64
1207 // particletexture_t is a rectangle in the particlefonttexture
1210 float s1, t1, s2, t2;
1215 static int particlefonttexture;
1217 static rtexturepool_t *particletexturepool;
1218 static rtexture_t *particlefonttexture;
1220 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1222 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1224 static qbyte shadebubble(float dx, float dy, vec3_t light)
1228 dz = 1 - (dx*dx+dy*dy);
1229 if (dz > 0) // it does hit the sphere
1233 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1234 VectorNormalize(normal);
1235 dot = DotProduct(normal, light);
1236 if (dot > 0.5) // interior reflection
1237 f += ((dot * 2) - 1);
1238 else if (dot < -0.5) // exterior reflection
1239 f += ((dot * -2) - 1);
1241 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1242 VectorNormalize(normal);
1243 dot = DotProduct(normal, light);
1244 if (dot > 0.5) // interior reflection
1245 f += ((dot * 2) - 1);
1246 else if (dot < -0.5) // exterior reflection
1247 f += ((dot * -2) - 1);
1249 f += 16; // just to give it a haze so you can see the outline
1250 f = bound(0, f, 255);
1257 static void setuptex(int cltexnum, int rtexnum, qbyte *data, qbyte *particletexturedata)
1259 int basex, basey, y;
1260 basex = ((rtexnum >> 0) & 7) * 32;
1261 basey = ((rtexnum >> 3) & 7) * 32;
1262 particletexture[cltexnum].s1 = (basex + 1) / 256.0f;
1263 particletexture[cltexnum].t1 = (basey + 1) / 256.0f;
1264 particletexture[cltexnum].s2 = (basex + 31) / 256.0f;
1265 particletexture[cltexnum].t2 = (basey + 31) / 256.0f;
1266 for (y = 0;y < 32;y++)
1267 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1270 static void R_InitParticleTexture (void)
1273 float dx, dy, radius, f, f2;
1274 qbyte data[32][32][4], noise1[64][64], noise2[64][64];
1276 qbyte particletexturedata[256*256*4];
1278 memset(particletexturedata, 255, sizeof(particletexturedata));
1280 // the particletexture[][] array numbers must match the cl_part.c textures
1282 for (i = 0;i < 8;i++)
1286 fractalnoise(&noise1[0][0], 64, 4);
1287 fractalnoise(&noise2[0][0], 64, 8);
1289 for (y = 0;y < 32;y++)
1292 for (x = 0;x < 32;x++)
1294 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1296 d = (noise2[y][x] - 128) * 3 + 192;
1298 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1299 d = (d * noise1[y][x]) >> 7;
1300 d = bound(0, d, 255);
1301 data[y][x][3] = (qbyte) d;
1309 setuptex(i + 0, i + 0, &data[0][0][0], particletexturedata);
1313 for (i = 0;i < 16;i++)
1315 radius = i * 3.0f / 16.0f;
1316 f2 = 255.0f * ((15.0f - i) / 15.0f);
1317 for (y = 0;y < 32;y++)
1319 dy = (y - 16) * 0.25f;
1320 for (x = 0;x < 32;x++)
1322 dx = (x - 16) * 0.25f;
1323 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1324 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1325 f = bound(0.0f, f, 255.0f);
1326 data[y][x][3] = (int) f;
1329 setuptex(i + 8, i + 16, &data[0][0][0], particletexturedata);
1333 for (y = 0;y < 32;y++)
1336 for (x = 0;x < 32;x++)
1338 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1340 d = (256 - (dx*dx+dy*dy));
1341 d = bound(0, d, 255);
1342 data[y][x][3] = (qbyte) d;
1345 setuptex(24, 32, &data[0][0][0], particletexturedata);
1348 light[0] = 1;light[1] = 1;light[2] = 1;
1349 VectorNormalize(light);
1350 for (y = 0;y < 32;y++)
1352 for (x = 0;x < 32;x++)
1354 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1355 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);
1358 setuptex(25, 33, &data[0][0][0], particletexturedata);
1361 light[0] = 1;light[1] = 1;light[2] = 1;
1362 VectorNormalize(light);
1363 for (y = 0;y < 32;y++)
1365 for (x = 0;x < 32;x++)
1367 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1368 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1371 setuptex(26, 34, &data[0][0][0], particletexturedata);
1374 glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1375 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1378 particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1382 static void r_part_start(void)
1384 particletexturepool = R_AllocTexturePool();
1385 R_InitParticleTexture ();
1388 static void r_part_shutdown(void)
1390 R_FreeTexturePool(&particletexturepool);
1393 static void r_part_newmap(void)
1397 void R_Particles_Init (void)
1399 Cvar_RegisterVariable(&r_drawparticles);
1400 #ifdef WORKINGLQUAKE
1403 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1407 #ifdef WORKINGLQUAKE
1408 void R_InitParticles(void)
1410 CL_Particles_Init();
1414 float varray_vertex[16];
1417 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1419 int additive, texnum, orientation;
1420 float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1421 particletexture_t *tex;
1422 #ifndef WORKINGLQUAKE
1425 const particle_t *p = calldata1;
1427 VectorCopy(p->org, org);
1428 orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1429 texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1430 //dynlight = p->flags & P_DYNLIGHT;
1431 additive = p->flags & P_ADDITIVE;
1433 #ifdef WORKINGLQUAKE
1435 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1437 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1439 memset(&m, 0, sizeof(m));
1440 m.blendfunc1 = GL_SRC_ALPHA;
1442 m.blendfunc2 = GL_ONE;
1444 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1445 m.tex[0] = R_GetTexture(particlefonttexture);
1446 R_Mesh_Matrix(&r_identitymatrix);
1450 tex = &particletexture[texnum];
1451 cr = p->color[0] * (1.0f / 255.0f);
1452 cg = p->color[1] * (1.0f / 255.0f);
1453 cb = p->color[2] * (1.0f / 255.0f);
1454 ca = p->alpha * (1.0f / 255.0f);
1455 #ifndef WORKINGLQUAKE
1458 VectorSubtract(org, r_origin, fogvec);
1459 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1466 cr += fogcolor[0] * fog;
1467 cg += fogcolor[1] * fog;
1468 cb += fogcolor[2] * fog;
1475 varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = cr;
1476 varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = cg;
1477 varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = cb;
1478 varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = ca;
1479 varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1;
1480 varray_texcoord[0][2] = tex->s1;varray_texcoord[0][3] = tex->t1;
1481 varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t2;
1482 varray_texcoord[0][6] = tex->s2;varray_texcoord[0][7] = tex->t2;
1485 if (orientation == PARTICLE_BEAM)
1487 VectorMA(p->org, -p->scaley, p->vel, v);
1488 VectorMA(p->org, p->scaley, p->vel, up2);
1489 R_CalcBeamVerts(varray_vertex, v, up2, p->scalex);
1491 else if (orientation == PARTICLE_BILLBOARD)
1493 VectorScale(vright, p->scalex, right);
1494 VectorScale(vup, p->scaley, up);
1495 varray_vertex[ 0] = org[0] + right[0] - up[0];
1496 varray_vertex[ 1] = org[1] + right[1] - up[1];
1497 varray_vertex[ 2] = org[2] + right[2] - up[2];
1498 varray_vertex[ 4] = org[0] - right[0] - up[0];
1499 varray_vertex[ 5] = org[1] - right[1] - up[1];
1500 varray_vertex[ 6] = org[2] - right[2] - up[2];
1501 varray_vertex[ 8] = org[0] - right[0] + up[0];
1502 varray_vertex[ 9] = org[1] - right[1] + up[1];
1503 varray_vertex[10] = org[2] - right[2] + up[2];
1504 varray_vertex[12] = org[0] + right[0] + up[0];
1505 varray_vertex[13] = org[1] + right[1] + up[1];
1506 varray_vertex[14] = org[2] + right[2] + up[2];
1508 else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1511 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1513 VectorNegate(p->vel2, v);
1514 VectorVectors(v, right, up);
1517 VectorVectors(p->vel2, right, up);
1518 VectorScale(right, p->scalex, right);
1519 VectorScale(up, p->scaley, up);
1520 varray_vertex[ 0] = org[0] + right[0] - up[0];
1521 varray_vertex[ 1] = org[1] + right[1] - up[1];
1522 varray_vertex[ 2] = org[2] + right[2] - up[2];
1523 varray_vertex[ 4] = org[0] - right[0] - up[0];
1524 varray_vertex[ 5] = org[1] - right[1] - up[1];
1525 varray_vertex[ 6] = org[2] - right[2] - up[2];
1526 varray_vertex[ 8] = org[0] - right[0] + up[0];
1527 varray_vertex[ 9] = org[1] - right[1] + up[1];
1528 varray_vertex[10] = org[2] - right[2] + up[2];
1529 varray_vertex[12] = org[0] + right[0] + up[0];
1530 varray_vertex[13] = org[1] + right[1] + up[1];
1531 varray_vertex[14] = org[2] + right[2] + up[2];
1534 Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1537 glColor4f(cr, cg, cb, ca);
1538 glTexCoord2f(tex->s2, tex->t1);glVertex3f(varray_vertex[ 0], varray_vertex[ 1], varray_vertex[ 2]);
1539 glTexCoord2f(tex->s1, tex->t1);glVertex3f(varray_vertex[ 4], varray_vertex[ 5], varray_vertex[ 6]);
1540 glTexCoord2f(tex->s1, tex->t2);glVertex3f(varray_vertex[ 8], varray_vertex[ 9], varray_vertex[10]);
1541 glTexCoord2f(tex->s2, tex->t2);glVertex3f(varray_vertex[12], varray_vertex[13], varray_vertex[14]);
1544 R_Mesh_Draw(4, 2, polygonelements);
1548 void R_DrawParticles (void)
1551 float minparticledist;
1554 // LordHavoc: early out conditions
1555 if ((!cl_numparticles) || (!r_drawparticles.integer))
1558 minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1560 #ifdef WORKINGLQUAKE
1561 // helper code if anyone wants to port this to stock glquake engines
1562 glBindTexture(GL_TEXTURE_2D, particlefonttexture);
1564 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1565 // LordHavoc: only render if not too close
1566 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1567 if (DotProduct(p->org, vpn) >= minparticledist)
1568 R_DrawParticleCallback(p, 0);
1569 // helper code if anyone wants to port this to stock glquake engines
1570 glDisable(GL_BLEND);
1572 // LordHavoc: only render if not too close
1573 c_particles += cl_numparticles;
1574 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1575 if (DotProduct(p->org, vpn) >= minparticledist)
1576 R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);