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.
22 #include "cl_collision.h"
24 #define MAX_PARTICLES 16384 // default max # of particles at one time
25 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
29 pt_static, pt_grav, pt_blob, pt_blob2, pt_bulletsmoke, pt_smoke, pt_snow, pt_rain, pt_spark, pt_bubble, pt_fade, pt_steam, pt_splash, pt_splashpuff, pt_flame, pt_blood, pt_oneframe, pt_lavasplash, pt_raindropsplash, pt_underwaterspark, pt_explosionsplash, pt_stardust
33 #define P_TEXNUM_FIRSTBIT 0
34 #define P_TEXNUM_BITS 6
35 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
36 #define P_ORIENTATION_BITS 2
37 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
38 #define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
39 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
41 typedef struct particle_s
44 unsigned int flags; // dynamically lit, orientation, additive blending, texnum
51 float time2; // used for various things (snow fluttering, for example)
52 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)
54 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
55 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
56 float pressure; // if non-zero, apply pressure to other particles
61 static int particlepalette[256] =
63 0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
64 0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
65 0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
66 0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
67 0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
68 0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
69 0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
70 0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
71 0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
72 0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
73 0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
74 0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
75 0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
76 0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
77 0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
78 0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
79 0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
80 0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
81 0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
82 0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
83 0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
84 0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
85 0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
86 0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
87 0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
88 0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
89 0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
90 0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
91 0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
92 0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
93 0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
94 0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
97 static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
99 // these must match r_part.c's textures
100 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
101 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
102 static const int tex_particle = 24;
103 static const int tex_rain = 25;
104 static const int tex_bubble = 26;
106 static int cl_maxparticles;
107 static int cl_numparticles;
108 static particle_t *particles;
109 static particle_t **freeparticles; // list used only in compacting particles array
111 static cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
112 static cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
113 static cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
114 static cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
115 static cvar_t cl_particles_blood_size_min = {CVAR_SAVE, "cl_particles_blood_size_min", "5"};
116 static cvar_t cl_particles_blood_size_max = {CVAR_SAVE, "cl_particles_blood_size_max", "10"};
117 static cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
118 static cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
119 static cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
120 static cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
121 static cvar_t cl_particles_explosions = {CVAR_SAVE, "cl_particles_explosions", "0"};
123 static mempool_t *cl_part_mempool;
125 void CL_Particles_Clear(void)
135 void CL_ReadPointFile_f (void);
136 void CL_Particles_Init (void)
140 i = COM_CheckParm ("-particles");
144 cl_maxparticles = (int)(atoi(com_argv[i+1]));
145 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
146 cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
149 cl_maxparticles = MAX_PARTICLES;
151 Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
153 Cvar_RegisterVariable (&cl_particles);
154 Cvar_RegisterVariable (&cl_particles_size);
155 Cvar_RegisterVariable (&cl_particles_bloodshowers);
156 Cvar_RegisterVariable (&cl_particles_blood);
157 Cvar_RegisterVariable (&cl_particles_blood_size_min);
158 Cvar_RegisterVariable (&cl_particles_blood_size_max);
159 Cvar_RegisterVariable (&cl_particles_blood_alpha);
160 Cvar_RegisterVariable (&cl_particles_smoke);
161 Cvar_RegisterVariable (&cl_particles_sparks);
162 Cvar_RegisterVariable (&cl_particles_bubbles);
163 Cvar_RegisterVariable (&cl_particles_explosions);
165 cl_part_mempool = Mem_AllocPool("CL_Part");
166 particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
167 freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
171 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
173 if (cl_numparticles >= cl_maxparticles)\
177 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
178 unsigned int partflags;\
179 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
181 partflags |= P_ADDITIVE;\
183 partflags |= P_DYNLIGHT;\
184 tempcolor = (pcolor1);\
185 tempcolor2 = (pcolor2);\
186 cr2 = ((tempcolor2) >> 16) & 0xFF;\
187 cg2 = ((tempcolor2) >> 8) & 0xFF;\
188 cb2 = (tempcolor2) & 0xFF;\
189 if (tempcolor != tempcolor2)\
191 cr1 = ((tempcolor) >> 16) & 0xFF;\
192 cg1 = ((tempcolor) >> 8) & 0xFF;\
193 cb1 = (tempcolor) & 0xFF;\
194 tempcolor = rand() & 0xFF;\
195 cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
196 cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
197 cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
199 part = &particles[cl_numparticles++];\
200 part->type = (ptype);\
201 part->color[0] = cr2;\
202 part->color[1] = cg2;\
203 part->color[2] = cb2;\
204 part->color[3] = 0xFF;\
205 part->flags = partflags;\
206 part->scalex = (pscalex);\
207 part->scaley = (pscaley);\
208 part->alpha = (palpha);\
209 part->die = cl.time + (ptime);\
210 part->bounce = (pbounce);\
211 part->org[0] = (px);\
212 part->org[1] = (py);\
213 part->org[2] = (pz);\
214 part->vel[0] = (pvx);\
215 part->vel[1] = (pvy);\
216 part->vel[2] = (pvz);\
217 part->time2 = (ptime2);\
218 part->vel2[0] = (pvx2);\
219 part->vel2[1] = (pvy2);\
220 part->vel2[2] = (pvz2);\
221 part->friction = (pfriction);\
222 part->pressure = (ppressure);\
231 void CL_EntityParticles (entity_t *ent)
235 float sp, sy, cp, cy;
239 static vec3_t avelocities[NUMVERTEXNORMALS];
240 if (!cl_particles.integer) return;
245 if (!avelocities[0][0])
246 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
247 avelocities[0][i] = (rand()&255) * 0.01;
249 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
251 angle = cl.time * avelocities[i][0];
254 angle = cl.time * avelocities[i][1];
262 particle(pt_oneframe, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 9999, 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);
267 void CL_ReadPointFile_f (void)
271 char *pointfile, *pointfilepos, *t, tchar;
273 pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
276 Con_Printf ("couldn't open %s.pts\n", sv.name);
280 Con_Printf ("Reading %s.pts...\n", sv.name);
282 pointfilepos = pointfile;
283 while (*pointfilepos)
285 while (*pointfilepos == '\n' || *pointfilepos == '\r')
290 while (*t && *t != '\n' && *t != '\r')
294 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
301 if (cl_numparticles >= cl_maxparticles)
303 Con_Printf ("Not enough free particles\n");
306 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 99999, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
310 Con_Printf ("%i points read\n", c);
315 CL_ParseParticleEffect
317 Parse an effect out of the server message
320 void CL_ParseParticleEffect (void)
323 int i, count, msgcount, color;
325 for (i=0 ; i<3 ; i++)
326 org[i] = MSG_ReadCoord ();
327 for (i=0 ; i<3 ; i++)
328 dir[i] = MSG_ReadChar () * (1.0/16);
329 msgcount = MSG_ReadByte ();
330 color = MSG_ReadByte ();
337 CL_RunParticleEffect (org, dir, color, count);
346 void CL_ParticleExplosion (vec3_t org, int smoke)
349 R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
351 i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
352 if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
353 for (i = 0;i < 128;i++)
354 particle(pt_bubble, PARTICLE_BILLBOARD, 0x808080, 0xFFFFFF, tex_bubble, false, true, 2, 2, 255, 9999, 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, 0, 0);
356 if (cl_particles.integer && cl_particles_explosions.integer)
361 qbyte noise1[32*32], noise2[32*32];
363 VectorClear(end); // hush MSVC
364 i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
365 if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
367 ang[2] = lhrandom(0, 360);
368 fractalnoisequick(noise1, 32, 4);
369 fractalnoisequick(noise2, 32, 8);
370 for (i = 0;i < 32;i++)
372 for (j = 0;j < 32;j++)
375 VectorMA(org, 16, v, v);
376 CL_TraceLine(org, v, end, NULL, 0, true);
377 ang[0] = (j + 0.5f) * (360.0f / 32.0f);
378 ang[1] = (i + 0.5f) * (360.0f / 32.0f);
379 AngleVectors(ang, v, NULL, NULL);
380 f = noise1[j*32+i] * 1.5f;
381 VectorScale(v, f, v);
382 k = noise2[j*32+i] * 0x010101;
383 particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
384 VectorScale(v, 0.75, v);
385 k = explosparkramp[(noise2[j*32+i] >> 5)];
386 particle(pt_underwaterspark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2], 512.0f, 0, 0, 0, 2, 0);
392 ang[2] = lhrandom(0, 360);
393 fractalnoisequick(noise1, 32, 4);
394 fractalnoisequick(noise2, 32, 8);
395 for (i = 0;i < 32;i++)
397 for (j = 0;j < 32;j++)
400 VectorMA(org, 16, v, v);
401 CL_TraceLine(org, v, end, NULL, 0, true);
402 ang[0] = (j + 0.5f) * (360.0f / 32.0f);
403 ang[1] = (i + 0.5f) * (360.0f / 32.0f);
404 AngleVectors(ang, v, NULL, NULL);
405 f = noise1[j*32+i] * 1.5f;
406 VectorScale(v, f, v);
407 k = noise2[j*32+i] * 0x010101;
408 particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_smoke[rand()&7], false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
409 VectorScale(v, 0.75, v);
410 k = explosparkramp[(noise2[j*32+i] >> 5)];
411 particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 10, 10, lhrandom(128, 255), 9999, 1.5, end[0], end[1], end[2], v[0], v[1], v[2] + 160.0f, 512.0f, 0, 0, 0, 2, 0);
422 CL_ParticleExplosion2
426 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
429 if (!cl_particles.integer) return;
431 for (i = 0;i < 512;i++)
433 k = particlepalette[colorStart + (i % colorLength)];
434 particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 0.3, 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), 384, 0, 0, 0, 1, 0);
444 void CL_BlobExplosion (vec3_t org)
446 if (!cl_particles.integer) return;
448 R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
459 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
462 if (!cl_particles.integer) return;
466 CL_ParticleExplosion(org, false);
471 k = particlepalette[color + (rand()&7)];
472 particle(pt_fade, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 128, 9999, 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), 384, 0, 0, 0, 0, 0);
476 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
482 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
485 if (!cl_particles.integer) return;
487 R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
490 if (cl_particles_smoke.integer)
491 particle(pt_bulletsmoke, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_smoke[rand()&7], true, true, 2, 2, 255, 9999, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
493 if (cl_particles_sparks.integer)
498 k = particlepalette[0x68 + (rand() & 7)];
499 particle(pt_spark, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 9999, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 480, 0, 0, 0, 1, 0);
504 void CL_PlasmaBurn (vec3_t org)
506 if (!cl_particles.integer) return;
508 R_Stain(org, 48, 96, 96, 96, 48, 128, 128, 128, 48);
511 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
514 // bloodcount is used to accumulate counts too small to cause a blood particle
515 static int bloodcount = 0;
516 if (!cl_particles.integer) return;
517 if (!cl_particles_blood.integer) return;
524 while(bloodcount > 0)
526 r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
527 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -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);
532 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
536 vec3_t diff, center, velscale;
537 if (!cl_particles.integer) return;
538 if (!cl_particles_bloodshowers.integer) return;
539 if (!cl_particles_blood.integer) return;
541 VectorSubtract(maxs, mins, diff);
542 center[0] = (mins[0] + maxs[0]) * 0.5;
543 center[1] = (mins[1] + maxs[1]) * 0.5;
544 center[2] = (mins[2] + maxs[2]) * 0.5;
545 // FIXME: change velspeed back to 2.0x after fixing mod
546 velscale[0] = velspeed * 2.0 / diff[0];
547 velscale[1] = velspeed * 2.0 / diff[1];
548 velscale[2] = velspeed * 2.0 / diff[2];
554 org[0] = lhrandom(mins[0], maxs[0]);
555 org[1] = lhrandom(mins[1], maxs[1]);
556 org[2] = lhrandom(mins[2], maxs[2]);
557 vel[0] = (org[0] - center[0]) * velscale[0];
558 vel[1] = (org[1] - center[1]) * velscale[1];
559 vel[2] = (org[2] - center[2]) * velscale[2];
560 r = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
562 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, cl_particles_blood_alpha.value * 255, 9999, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
566 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
570 if (!cl_particles.integer) return;
571 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
572 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
573 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
577 k = particlepalette[colorbase + (rand()&3)];
578 particle(gravity ? pt_grav : pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, lhrandom(1, 2), 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);
582 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
586 if (!cl_particles.integer) return;
587 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
588 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
589 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
590 if (dir[2] < 0) // falling
592 t = (maxs[2] - mins[2]) / -dir[2];
597 t = (maxs[2] - mins[2]) / dir[2];
600 if (t < 0 || t > 2) // sanity check
606 count *= 4; // ick, this should be in the mod or maps?
610 k = particlepalette[colorbase + (rand()&3)];
611 particle(pt_rain, PARTICLE_UPRIGHT_FACING, k, k, tex_particle, true, true, 1, 64, 64, t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
617 k = particlepalette[colorbase + (rand()&3)];
618 particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), t, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), z, dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
622 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
626 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
631 if (!cl_particles.integer) return;
633 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
634 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
635 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
637 center[0] = (mins[0] + maxs[0]) * 0.5f;
638 center[1] = (mins[1] + maxs[1]) * 0.5f;
639 center[2] = (mins[2] + maxs[2]) * 0.5f;
643 k = particlepalette[224 + (rand()&15)];
644 o[0] = lhrandom(mins[0], maxs[0]);
645 o[1] = lhrandom(mins[1], maxs[1]);
646 o[2] = lhrandom(mins[2], maxs[2]);
647 VectorSubtract(o, center, v);
648 VectorNormalizeFast(v);
649 VectorScale(v, 100, v);
650 v[2] += sv_gravity.value * 0.15f;
651 particle(pt_stardust, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 9999, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
655 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
659 if (!cl_particles.integer) return;
660 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
661 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
662 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
666 k = particlepalette[224 + (rand()&15)];
667 particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 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);
669 particle(pt_fade, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 9999, 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), 64.0f, 0, 0, 0, 0, 0);
673 void CL_Flames (vec3_t org, vec3_t vel, int count)
676 if (!cl_particles.integer) return;
680 k = particlepalette[224 + (rand()&15)];
681 particle(pt_flame, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 9999, 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);
693 void CL_LavaSplash (vec3_t origin)
698 if (!cl_particles.integer) return;
700 for (i=-128 ; i<128 ; i+=16)
702 for (j=-128 ; j<128 ; j+=16)
704 dir[0] = j + lhrandom(0, 8);
705 dir[1] = i + lhrandom(0, 8);
707 org[0] = origin[0] + dir[0];
708 org[1] = origin[1] + dir[1];
709 org[2] = origin[2] + lhrandom(0, 64);
710 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
711 k = particlepalette[224 + (rand()&7)];
712 particle(pt_lavasplash, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 9999, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
723 void CL_TeleportSplash (vec3_t org)
726 if (!cl_particles.integer) return;
728 for (i=-16 ; i<16 ; i+=8)
729 for (j=-16 ; j<16 ; j+=8)
730 for (k=-24 ; k<32 ; k+=8)
731 particle(pt_fade, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 9999, 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), 256.0f, 0, 0, 0, 1, 0);
734 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
736 vec3_t vec, dir, vel, pos;
737 float len, dec, speed;
738 int contents, bubbles;
739 if (!cl_particles.integer) return;
741 VectorSubtract(end, start, dir);
742 VectorNormalize(dir);
744 VectorSubtract (end, start, vec);
745 len = VectorNormalizeLength (vec);
746 dec = -ent->persistent.trail_time;
747 ent->persistent.trail_time += len;
748 if (ent->persistent.trail_time < 0.01f)
751 speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
752 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
753 VectorScale(vel, speed, vel);
755 // advance into this frame to reach the first puff location
756 VectorMA(start, dec, vec, pos);
759 // if we skip out, leave it reset
760 ent->persistent.trail_time = 0.0f;
762 contents = Mod_PointInLeaf(pos, cl.worldmodel)->contents;
763 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
766 bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
772 case 0: // rocket trail
773 if (!cl_particles_smoke.integer)
776 particle(pt_fade, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 64.0f, 0, 0, 0, 0, 0);
777 particle(pt_fade, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 768.0f, 0, 0, 0, 0, 0);
778 if (bubbles && cl_particles_bubbles.integer)
780 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
784 case 1: // grenade trail
785 // FIXME: make it gradually stop smoking
786 if (!cl_particles_smoke.integer)
789 particle(pt_fade, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 96.0f, 0, 0, 0, 0, 0);
790 if (bubbles && cl_particles_bubbles.integer)
792 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, 255, 9999, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, 0, 0);
798 if (!cl_particles_blood.integer)
800 dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
801 particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -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);
804 case 4: // slight blood
805 if (!cl_particles_blood.integer)
807 dec = lhrandom(cl_particles_blood_size_min.value, cl_particles_blood_size_max.value);
808 particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, 9999, -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);
811 case 3: // green tracer
813 particle(pt_fade, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
816 case 5: // flame tracer
818 particle(pt_fade, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
821 case 6: // voor trail
823 particle(pt_fade, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 384.0f, 0, 0, 0, 0, 0);
826 case 7: // Nehahra smoke tracer
827 if (!cl_particles_smoke.integer)
830 particle(pt_smoke, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 9999, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
834 // advance to next time and position
836 VectorMA (pos, dec, vec, pos);
838 ent->persistent.trail_time = len;
841 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
845 if (!cl_particles.integer) return;
846 if (!cl_particles_smoke.integer) return;
848 VectorCopy(start, pos);
849 VectorSubtract (end, start, vec);
850 len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
851 VectorScale(vec, 3, vec);
852 color = particlepalette[color];
855 particle(pt_smoke, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 9999, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
856 VectorAdd (pos, vec, pos);
866 void CL_MoveParticles (void)
869 int i, activeparticles, maxparticle, j, a, pressureused = false, content;
870 float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3];
872 // LordHavoc: early out condition
873 if (!cl_numparticles)
876 frametime = cl.time - cl.oldtime;
878 return; // if absolutely still, don't update particles
879 gravity = frametime * sv_gravity.value;
880 dvel = 1+4*frametime;
885 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
887 if (p->die < cl.time)
889 freeparticles[j++] = p;
894 VectorCopy(p->org, p->oldorg);
895 VectorMA(p->org, frametime, p->vel, p->org);
896 VectorCopy(p->org, org);
899 if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
901 VectorCopy(v, p->org);
904 // assume it's blood (lame, but...)
905 R_Stain(v, 64, 32, 16, 16, p->alpha * p->scalex * (1.0f / 100.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 100.0f));
907 freeparticles[j++] = p;
912 dist = DotProduct(p->vel, normal) * -p->bounce;
913 VectorMA(p->vel, dist, normal, p->vel);
914 if (DotProduct(p->vel, p->vel) < 0.03)
921 f = p->friction * frametime;
923 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
924 if (content != CONTENTS_EMPTY)
927 VectorScale(p->vel, f, p->vel);
935 // LordHavoc: drop-through because of shared code
941 p->alpha -= frametime * 256;
947 p->vel[2] -= gravity;
950 p->vel[2] -= gravity * 0.05;
951 p->alpha -= frametime * 192;
956 if (cl.time > p->time2)
958 p->time2 = cl.time + (rand() & 3) * 0.1;
959 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
960 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
961 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
964 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
966 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
974 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
976 if (a != CONTENTS_EMPTY)
978 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
980 p->scalex += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
981 p->scaley += frametime * (cl_particles_blood_size_min.value + cl_particles_blood_size_max.value);
982 p->alpha -= frametime * max(cl_particles_blood_alpha.value, 0.01f) * 128.0f;
990 p->vel[2] -= gravity;
993 p->alpha -= frametime * p->time2;
994 p->vel[2] -= gravity;
1000 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1001 if (content != CONTENTS_EMPTY)
1005 case pt_explosionsplash:
1006 if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
1007 p->vel[2] -= gravity;
1010 p->scalex += frametime * 64.0f;
1011 p->scaley += frametime * 64.0f;
1012 p->alpha -= frametime * 1024.0f;
1017 p->alpha -= frametime * p->time2;
1023 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1024 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1029 p->vel[0] *= (1 - (frametime * 0.0625));
1030 p->vel[1] *= (1 - (frametime * 0.0625));
1031 p->vel[2] = (p->vel[2] + gravity * 0.25) * (1 - (frametime * 0.0625));
1032 if (cl.time > p->time2)
1034 p->time2 = cl.time + lhrandom(0, 0.5);
1035 p->vel[0] += lhrandom(-32,32);
1036 p->vel[1] += lhrandom(-32,32);
1037 p->vel[2] += lhrandom(-32,32);
1039 p->alpha -= frametime * 256;
1043 case pt_bulletsmoke:
1044 p->scalex += frametime * 16;
1045 p->scaley += frametime * 16;
1046 p->alpha -= frametime * 1024;
1047 p->vel[2] += gravity * 0.2;
1052 p->scalex += frametime * 16;
1053 p->scaley += frametime * 16;
1054 p->alpha -= frametime * 320;
1059 p->scalex += frametime * 48;
1060 p->scaley += frametime * 48;
1061 p->alpha -= frametime * 512;
1062 p->vel[2] += gravity * 0.05;
1067 p->alpha -= frametime * 1024;
1073 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
1075 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1079 p->alpha -= frametime * 384;
1080 p->vel[2] += gravity;
1090 p->alpha -= frametime * 128;
1091 p->vel[2] -= gravity;
1096 printf("unknown particle type %i\n", p->type);
1101 // LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
1102 if (p->die < cl.time)
1103 freeparticles[j++] = p;
1109 pressureused = true;
1112 // fill in gaps to compact the array
1114 while (maxparticle >= activeparticles)
1116 *freeparticles[i++] = particles[maxparticle--];
1117 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1120 cl_numparticles = activeparticles;
1124 activeparticles = 0;
1125 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1127 freeparticles[activeparticles++] = p;
1129 if (activeparticles)
1131 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1133 for (j = 0;j < activeparticles;j++)
1135 if (freeparticles[j] != p)
1137 float dist, diff[3];
1138 VectorSubtract(p->org, freeparticles[j]->org, diff);
1139 dist = DotProduct(diff, diff);
1140 if (dist < 4096 && dist >= 1)
1142 dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1143 VectorMA(p->vel, dist, diff, p->vel);
1152 static rtexturepool_t *particletexturepool;
1154 static rtexture_t *particlefonttexture;
1155 // [0] is normal, [1] is fog, they may be the same
1156 static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
1158 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1159 static cvar_t r_particles_lighting = {0, "r_particles_lighting", "0"};
1161 static qbyte shadebubble(float dx, float dy, vec3_t light)
1165 dz = 1 - (dx*dx+dy*dy);
1166 if (dz > 0) // it does hit the sphere
1170 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1171 VectorNormalize(normal);
1172 dot = DotProduct(normal, light);
1173 if (dot > 0.5) // interior reflection
1174 f += ((dot * 2) - 1);
1175 else if (dot < -0.5) // exterior reflection
1176 f += ((dot * -2) - 1);
1178 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1179 VectorNormalize(normal);
1180 dot = DotProduct(normal, light);
1181 if (dot > 0.5) // interior reflection
1182 f += ((dot * 2) - 1);
1183 else if (dot < -0.5) // exterior reflection
1184 f += ((dot * -2) - 1);
1186 f += 16; // just to give it a haze so you can see the outline
1187 f = bound(0, f, 255);
1194 static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
1196 int basex, basey, y;
1197 basex = ((rtexnum >> 0) & 7) * 32;
1198 basey = ((rtexnum >> 3) & 7) * 32;
1199 particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
1200 particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
1201 particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
1202 particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
1203 for (y = 0;y < 32;y++)
1204 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1207 static void R_InitParticleTexture (void)
1210 float dx, dy, radius, f, f2;
1211 qbyte data[32][32][4], noise1[64][64], noise2[64][64];
1213 qbyte particletexturedata[256*256*4];
1215 memset(particletexturedata, 255, sizeof(particletexturedata));
1217 // the particletexture[][] array numbers must match the cl_part.c textures
1219 for (i = 0;i < 8;i++)
1223 fractalnoise(&noise1[0][0], 64, 4);
1224 fractalnoise(&noise2[0][0], 64, 8);
1226 for (y = 0;y < 32;y++)
1229 for (x = 0;x < 32;x++)
1231 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1233 d = (noise2[y][x] - 128) * 3 + 192;
1235 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1236 d = (d * noise1[y][x]) >> 7;
1237 d = bound(0, d, 255);
1238 data[y][x][3] = (qbyte) d;
1246 setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
1247 setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
1251 for (i = 0;i < 16;i++)
1253 radius = i * 3.0f / 16.0f;
1254 f2 = 255.0f * ((15.0f - i) / 15.0f);
1255 for (y = 0;y < 32;y++)
1257 dy = (y - 16) * 0.25f;
1258 for (x = 0;x < 32;x++)
1260 dx = (x - 16) * 0.25f;
1261 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1262 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1263 f = bound(0.0f, f, 255.0f);
1264 data[y][x][3] = (int) f;
1267 setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
1268 setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
1272 for (y = 0;y < 32;y++)
1275 for (x = 0;x < 32;x++)
1277 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1279 d = (256 - (dx*dx+dy*dy));
1280 d = bound(0, d, 255);
1281 data[y][x][3] = (qbyte) d;
1284 setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
1285 setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
1288 light[0] = 1;light[1] = 1;light[2] = 1;
1289 VectorNormalize(light);
1290 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;
1295 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);
1298 setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
1299 setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
1302 light[0] = 1;light[1] = 1;light[2] = 1;
1303 VectorNormalize(light);
1304 for (y = 0;y < 32;y++)
1306 for (x = 0;x < 32;x++)
1308 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1309 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1312 setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
1313 setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
1315 particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1318 static void r_part_start(void)
1320 particletexturepool = R_AllocTexturePool();
1321 R_InitParticleTexture ();
1324 static void r_part_shutdown(void)
1326 R_FreeTexturePool(&particletexturepool);
1329 static void r_part_newmap(void)
1333 void R_Particles_Init (void)
1335 Cvar_RegisterVariable(&r_drawparticles);
1336 Cvar_RegisterVariable(&r_particles_lighting);
1337 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1340 int partindexarray[6] = {0, 1, 2, 0, 2, 3};
1342 void R_DrawParticles (void)
1344 int i, lighting, dynlight, additive, texnum, orientation;
1345 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];
1347 particletexture_t *tex, *texfog;
1351 // LordHavoc: early out conditions
1352 if ((!cl_numparticles) || (!r_drawparticles.integer))
1355 lighting = r_particles_lighting.integer;
1356 if (!r_dynamic.integer)
1359 c_particles += cl_numparticles;
1361 uprightangles[0] = 0;
1362 uprightangles[1] = r_refdef.viewangles[1];
1363 uprightangles[2] = 0;
1364 AngleVectors (uprightangles, NULL, right2, up2);
1366 minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1368 // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
1369 // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
1370 memset(&m, 0, sizeof(m));
1371 m.transparent = true;
1372 m.blendfunc1 = GL_SRC_ALPHA;
1373 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1375 m.index = partindexarray;
1377 m.vertex = &tvxyz[0][0];
1378 m.vertexstep = sizeof(float[4]);
1379 m.tex[0] = R_GetTexture(particlefonttexture);
1380 m.texcoords[0] = &tvst[0][0];
1381 m.texcoordstep[0] = sizeof(float[2]);
1383 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1385 // LordHavoc: only render if not too close
1386 if (DotProduct(p->org, vpn) < minparticledist)
1389 // LordHavoc: check if it's in a visible leaf
1390 leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
1391 if (leaf->visframe != r_framecount)
1394 VectorCopy(p->org, org);
1395 orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1396 texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1397 dynlight = p->flags & P_DYNLIGHT;
1398 additive = p->flags & P_ADDITIVE;
1399 if (orientation == PARTICLE_BILLBOARD)
1401 VectorScale(vright, p->scalex, right);
1402 VectorScale(vup, p->scaley, up);
1404 else if (orientation == PARTICLE_UPRIGHT_FACING)
1406 VectorScale(right2, p->scalex, right);
1407 VectorScale(up2, p->scaley, up);
1409 else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1412 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1414 VectorNegate(p->vel2, v);
1415 VectorVectors(v, right, up);
1418 VectorVectors(p->vel2, right, up);
1419 VectorScale(right, p->scalex, right);
1420 VectorScale(up, p->scaley, up);
1423 Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1425 m.cr = p->color[0] * (1.0f / 255.0f);
1426 m.cg = p->color[1] * (1.0f / 255.0f);
1427 m.cb = p->color[2] * (1.0f / 255.0f);
1428 m.ca = p->alpha * (1.0f / 255.0f);
1429 if (lighting >= 1 && (dynlight || lighting >= 2))
1431 R_CompleteLightPoint(v, org, true, leaf);
1437 tex = &particletexture[texnum][0];
1439 tvxyz[0][0] = org[0] - right[0] - up[0];
1440 tvxyz[0][1] = org[1] - right[1] - up[1];
1441 tvxyz[0][2] = org[2] - right[2] - up[2];
1442 tvxyz[1][0] = org[0] - right[0] + up[0];
1443 tvxyz[1][1] = org[1] - right[1] + up[1];
1444 tvxyz[1][2] = org[2] - right[2] + up[2];
1445 tvxyz[2][0] = org[0] + right[0] + up[0];
1446 tvxyz[2][1] = org[1] + right[1] + up[1];
1447 tvxyz[2][2] = org[2] + right[2] + up[2];
1448 tvxyz[3][0] = org[0] + right[0] - up[0];
1449 tvxyz[3][1] = org[1] + right[1] - up[1];
1450 tvxyz[3][2] = org[2] + right[2] - up[2];
1451 tvst[0][0] = tex->s1;
1452 tvst[0][1] = tex->t1;
1453 tvst[1][0] = tex->s1;
1454 tvst[1][1] = tex->t2;
1455 tvst[2][0] = tex->s2;
1456 tvst[2][1] = tex->t2;
1457 tvst[3][0] = tex->s2;
1458 tvst[3][1] = tex->t1;
1462 m.blendfunc2 = GL_ONE;
1466 texfog = &particletexture[texnum][1];
1467 VectorSubtract(org, r_origin, fogvec);
1468 ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
1469 if (ifog < (1.0f - (1.0f / 64.0f)))
1471 if (ifog >= (1.0f / 64.0f))
1473 // partially fogged, darken it
1488 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1492 texfog = &particletexture[texnum][1];
1493 VectorSubtract(org, r_origin, fogvec);
1494 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1495 if (fog >= (1.0f / 64.0f))
1497 if (fog >= (1.0f - (1.0f / 64.0f)))
1499 // fully fogged, just use the fog texture and render as alpha
1503 tvst[0][0] = texfog->s1;
1504 tvst[0][1] = texfog->t1;
1505 tvst[1][0] = texfog->s1;
1506 tvst[1][1] = texfog->t2;
1507 tvst[2][0] = texfog->s2;
1508 tvst[2][1] = texfog->t2;
1509 tvst[3][0] = texfog->s2;
1510 tvst[3][1] = texfog->t1;
1515 // partially fogged, darken the first pass
1520 if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
1522 // fog texture is the same as the base, just change the color
1523 m.cr += fogcolor[0] * fog;
1524 m.cg += fogcolor[1] * fog;
1525 m.cb += fogcolor[2] * fog;
1530 // render the first pass (alpha), then do additive fog
1533 m.blendfunc2 = GL_ONE;
1534 m.cr = fogcolor[0] * fog;
1535 m.cg = fogcolor[1] * fog;
1536 m.cb = fogcolor[2] * fog;
1537 tvst[0][0] = texfog->s1;
1538 tvst[0][1] = texfog->t1;
1539 tvst[1][0] = texfog->s1;
1540 tvst[1][1] = texfog->t2;
1541 tvst[2][0] = texfog->s2;
1542 tvst[2][1] = texfog->t2;
1543 tvst[3][0] = texfog->s2;
1544 tvst[3][1] = texfog->t1;