static int cl_numparticles;
static particle_t *particles;
static particle_t **freeparticles; // list used only in compacting particles array
-static renderparticle_t *cl_renderparticles;
+//static renderparticle_t *cl_renderparticles;
static cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
static cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
cl_numparticles = 0;
// FIXME: r_refdef stuff should be allocated somewhere else?
- r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
+ //r_refdef.particles = cl_renderparticles = Mem_Alloc(cl_refdef_mempool, cl_maxparticles * sizeof(renderparticle_t));
}
#define particle(ptype, porientation, pcolor, ptex, plight, padditive, pscalex, pscaley, palpha, ptime, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
void CL_MoveParticles (void)
{
particle_t *p;
- renderparticle_t *r, *rend;
+ //renderparticle_t *r, *rend;
int i, activeparticles, maxparticle, j, a, pressureused = false, content;
float gravity, dvel, frametime, f, dist, normal[3], v[3], org[3];
// LordHavoc: early out condition
if (!cl_numparticles)
{
- r_refdef.numparticles = 0;
+ //r_refdef.numparticles = 0;
return;
}
activeparticles = 0;
maxparticle = -1;
j = 0;
- for (i = 0, p = particles, r = r_refdef.particles, rend = r + cl_maxparticles;i < cl_numparticles;i++, p++)
+ for (i = 0, p = particles/*, r = r_refdef.particles, rend = r + cl_maxparticles*/;i < cl_numparticles;i++, p++)
{
if (p->die < cl.time)
{
if (p->pressure)
pressureused = true;
+ /*
// build renderparticle for renderer to use
r->orientation = p->orientation;
r->additive = p->additive;
r->color[2] = p->color[2] * (1.0f / 255.0f);
r->color[3] = p->alpha * (1.0f / 255.0f);
r++;
+ */
}
}
- r_refdef.numparticles = r - r_refdef.particles;
+ //r_refdef.numparticles = r - r_refdef.particles;
// fill in gaps to compact the array
i = 0;
while (maxparticle >= activeparticles)
}
}
}
+
+static rtexturepool_t *particletexturepool;
+
+static rtexture_t *particlefonttexture;
+// [0] is normal, [1] is fog, they may be the same
+static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
+
+static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
+static cvar_t r_particles_lighting = {0, "r_particles_lighting", "1"};
+
+static qbyte shadebubble(float dx, float dy, vec3_t light)
+{
+ float dz, f, dot;
+ vec3_t normal;
+ dz = 1 - (dx*dx+dy*dy);
+ if (dz > 0) // it does hit the sphere
+ {
+ f = 0;
+ // back side
+ normal[0] = dx;normal[1] = dy;normal[2] = dz;
+ VectorNormalize(normal);
+ dot = DotProduct(normal, light);
+ if (dot > 0.5) // interior reflection
+ f += ((dot * 2) - 1);
+ else if (dot < -0.5) // exterior reflection
+ f += ((dot * -2) - 1);
+ // front side
+ normal[0] = dx;normal[1] = dy;normal[2] = -dz;
+ VectorNormalize(normal);
+ dot = DotProduct(normal, light);
+ if (dot > 0.5) // interior reflection
+ f += ((dot * 2) - 1);
+ else if (dot < -0.5) // exterior reflection
+ f += ((dot * -2) - 1);
+ f *= 128;
+ f += 16; // just to give it a haze so you can see the outline
+ f = bound(0, f, 255);
+ return (qbyte) f;
+ }
+ else
+ return 0;
+}
+
+static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
+{
+ int basex, basey, y;
+ basex = ((rtexnum >> 0) & 7) * 32;
+ basey = ((rtexnum >> 3) & 7) * 32;
+ particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
+ particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
+ particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
+ particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
+ for (y = 0;y < 32;y++)
+ memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
+}
+
+static void R_InitParticleTexture (void)
+{
+ int x,y,d,i,m;
+ float dx, dy, radius, f, f2;
+ qbyte data[32][32][4], noise1[64][64], noise2[64][64];
+ vec3_t light;
+ qbyte particletexturedata[256*256*4];
+
+ memset(particletexturedata, 255, sizeof(particletexturedata));
+
+ // the particletexture[][] array numbers must match the cl_part.c textures
+ // smoke/blood
+ for (i = 0;i < 8;i++)
+ {
+ do
+ {
+ fractalnoise(&noise1[0][0], 64, 4);
+ fractalnoise(&noise2[0][0], 64, 8);
+ m = 0;
+ for (y = 0;y < 32;y++)
+ {
+ dy = y - 16;
+ for (x = 0;x < 32;x++)
+ {
+ d = (noise1[y][x] - 128) * 2 + 128;
+ d = bound(0, d, 255);
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
+ dx = x - 16;
+ d = (noise2[y][x] - 128) * 3 + 192;
+ if (d > 0)
+ d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
+ d = bound(0, d, 255);
+ data[y][x][3] = (qbyte) d;
+ if (m < d)
+ m = d;
+ }
+ }
+ }
+ while (m < 224);
+
+ setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
+ for (y = 0;y < 32;y++)
+ for (x = 0;x < 32;x++)
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ setuptex(i + 0, 1, i + 8, &data[0][0][0], particletexturedata);
+ }
+
+ // rain splash
+ for (i = 0;i < 16;i++)
+ {
+ radius = i * 3.0f / 16.0f;
+ f2 = 255.0f * ((15.0f - i) / 15.0f);
+ for (y = 0;y < 32;y++)
+ {
+ dy = (y - 16) * 0.25f;
+ for (x = 0;x < 32;x++)
+ {
+ dx = (x - 16) * 0.25f;
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
+ f = bound(0.0f, f, 255.0f);
+ data[y][x][3] = (int) f;
+ }
+ }
+ setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
+ setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
+ }
+
+ // normal particle
+ for (y = 0;y < 32;y++)
+ {
+ dy = y - 16;
+ for (x = 0;x < 32;x++)
+ {
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ dx = x - 16;
+ d = (256 - (dx*dx+dy*dy));
+ d = bound(0, d, 255);
+ data[y][x][3] = (qbyte) d;
+ }
+ }
+ setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
+ setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
+
+ // rain
+ light[0] = 1;light[1] = 1;light[2] = 1;
+ VectorNormalize(light);
+ for (y = 0;y < 32;y++)
+ {
+ for (x = 0;x < 32;x++)
+ {
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
+ }
+ }
+ setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
+ setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
+
+ // bubble
+ light[0] = 1;light[1] = 1;light[2] = 1;
+ VectorNormalize(light);
+ for (y = 0;y < 32;y++)
+ {
+ for (x = 0;x < 32;x++)
+ {
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
+ }
+ }
+ setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
+ setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
+
+ // rocket flare
+ for (y = 0;y < 32;y++)
+ {
+ dy = y - 16;
+ for (x = 0;x < 32;x++)
+ {
+ dx = x - 16;
+ d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
+ data[y][x][0] = bound(0, d * 1.0f, 255);
+ data[y][x][1] = bound(0, d * 0.8f, 255);
+ data[y][x][2] = bound(0, d * 0.5f, 255);
+ data[y][x][3] = bound(0, d * 1.0f, 255);
+ }
+ }
+ setuptex(27, 0, 35, &data[0][0][0], particletexturedata);
+ for (y = 0;y < 32;y++)
+ for (x = 0;x < 32;x++)
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
+ setuptex(28, 1, 36, &data[0][0][0], particletexturedata);
+
+ particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+}
+
+static void r_part_start(void)
+{
+ particletexturepool = R_AllocTexturePool();
+ R_InitParticleTexture ();
+}
+
+static void r_part_shutdown(void)
+{
+ R_FreeTexturePool(&particletexturepool);
+}
+
+static void r_part_newmap(void)
+{
+}
+
+void R_Particles_Init (void)
+{
+ Cvar_RegisterVariable(&r_drawparticles);
+ Cvar_RegisterVariable(&r_particles_lighting);
+ R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
+}
+
+int partindexarray[6] = {0, 1, 2, 0, 2, 3};
+
+void R_DrawParticles (void)
+{
+ //renderparticle_t *r;
+ int i, lighting;
+ float minparticledist, org[3], uprightangles[3], up2[3], right2[3], v[3], right[3], up[3], tvxyz[4][4], tvst[4][2], fog, ifog, fogvec[3];
+ mleaf_t *leaf;
+ particletexture_t *tex, *texfog;
+ rmeshinfo_t m;
+ particle_t *p;
+
+ // LordHavoc: early out conditions
+ //if ((!r_refdef.numparticles) || (!r_drawparticles.integer))
+ if ((!cl_numparticles) || (!r_drawparticles.integer))
+ return;
+
+ lighting = r_particles_lighting.integer;
+ if (!r_dynamic.integer)
+ lighting = 0;
+
+ c_particles += cl_numparticles; //r_refdef.numparticles;
+
+ uprightangles[0] = 0;
+ uprightangles[1] = r_refdef.viewangles[1];
+ uprightangles[2] = 0;
+ AngleVectors (uprightangles, NULL, right2, up2);
+
+ minparticledist = DotProduct(r_origin, vpn) + 16.0f;
+
+ // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
+ // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
+ memset(&m, 0, sizeof(m));
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.numtriangles = 2;
+ m.index = partindexarray;
+ m.numverts = 4;
+ m.vertex = &tvxyz[0][0];
+ m.vertexstep = sizeof(float[4]);
+ m.tex[0] = R_GetTexture(particlefonttexture);
+ m.texcoords[0] = &tvst[0][0];
+ m.texcoordstep[0] = sizeof(float[2]);
+
+ for (i = 0/*, r = r_refdef.particles*/, p = particles;i < /*r_refdef.numparticles*/cl_numparticles;i++, p++)
+ {
+ // LordHavoc: only render if not too close
+ if (DotProduct(p->org, vpn) < minparticledist)
+ continue;
+
+ // LordHavoc: check if it's in a visible leaf
+ leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
+ if (leaf->visframe != r_framecount)
+ continue;
+
+ VectorCopy(p->org, org);
+ if (p->orientation == PARTICLE_BILLBOARD)
+ {
+ VectorScale(vright, p->scalex, right);
+ VectorScale(vup, p->scaley, up);
+ }
+ else if (p->orientation == PARTICLE_UPRIGHT_FACING)
+ {
+ VectorScale(right2, p->scalex, right);
+ VectorScale(up2, p->scaley, up);
+ }
+ else if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
+ {
+ // double-sided
+ if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
+ {
+ VectorNegate(p->vel2, v);
+ VectorVectors(v, right, up);
+ }
+ else
+ VectorVectors(p->vel2, right, up);
+ VectorScale(right, p->scalex, right);
+ VectorScale(up, p->scaley, up);
+ }
+ else
+ Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
+
+ m.cr = p->color[0] * (1.0f / 255.0f);
+ m.cg = p->color[1] * (1.0f / 255.0f);
+ m.cb = p->color[2] * (1.0f / 255.0f);
+ m.ca = p->alpha * (1.0f / 255.0f);
+ if (lighting >= 1 && (p->dynlight || lighting >= 2))
+ {
+ R_CompleteLightPoint(v, org, true, leaf);
+ m.cr *= v[0];
+ m.cg *= v[1];
+ m.cb *= v[2];
+ }
+
+ tex = &particletexture[p->tex][0];
+
+ tvxyz[0][0] = org[0] - right[0] - up[0];
+ tvxyz[0][1] = org[1] - right[1] - up[1];
+ tvxyz[0][2] = org[2] - right[2] - up[2];
+ tvxyz[1][0] = org[0] - right[0] + up[0];
+ tvxyz[1][1] = org[1] - right[1] + up[1];
+ tvxyz[1][2] = org[2] - right[2] + up[2];
+ tvxyz[2][0] = org[0] + right[0] + up[0];
+ tvxyz[2][1] = org[1] + right[1] + up[1];
+ tvxyz[2][2] = org[2] + right[2] + up[2];
+ tvxyz[3][0] = org[0] + right[0] - up[0];
+ tvxyz[3][1] = org[1] + right[1] - up[1];
+ tvxyz[3][2] = org[2] + right[2] - up[2];
+ tvst[0][0] = tex->s1;
+ tvst[0][1] = tex->t1;
+ tvst[1][0] = tex->s1;
+ tvst[1][1] = tex->t2;
+ tvst[2][0] = tex->s2;
+ tvst[2][1] = tex->t2;
+ tvst[3][0] = tex->s2;
+ tvst[3][1] = tex->t1;
+
+ if (p->additive)
+ {
+ m.blendfunc2 = GL_ONE;
+ fog = 0;
+ if (fogenabled)
+ {
+ texfog = &particletexture[p->tex][1];
+ VectorSubtract(org, r_origin, fogvec);
+ ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
+ if (ifog < (1.0f - (1.0f / 64.0f)))
+ {
+ if (ifog >= (1.0f / 64.0f))
+ {
+ // partially fogged, darken it
+ m.cr *= ifog;
+ m.cg *= ifog;
+ m.cb *= ifog;
+ R_Mesh_Draw(&m);
+ }
+ }
+ else
+ R_Mesh_Draw(&m);
+ }
+ else
+ R_Mesh_Draw(&m);
+ }
+ else
+ {
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ fog = 0;
+ if (fogenabled)
+ {
+ texfog = &particletexture[p->tex][1];
+ VectorSubtract(org, r_origin, fogvec);
+ fog = exp(fogdensity/DotProduct(fogvec,fogvec));
+ if (fog >= (1.0f / 64.0f))
+ {
+ if (fog >= (1.0f - (1.0f / 64.0f)))
+ {
+ // fully fogged, just use the fog texture and render as alpha
+ m.cr = fogcolor[0];
+ m.cg = fogcolor[1];
+ m.cb = fogcolor[2];
+ tvst[0][0] = texfog->s1;
+ tvst[0][1] = texfog->t1;
+ tvst[1][0] = texfog->s1;
+ tvst[1][1] = texfog->t2;
+ tvst[2][0] = texfog->s2;
+ tvst[2][1] = texfog->t2;
+ tvst[3][0] = texfog->s2;
+ tvst[3][1] = texfog->t1;
+ R_Mesh_Draw(&m);
+ }
+ else
+ {
+ // partially fogged, darken the first pass
+ ifog = 1 - fog;
+ m.cr *= ifog;
+ m.cg *= ifog;
+ m.cb *= ifog;
+ if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
+ {
+ // fog texture is the same as the base, just change the color
+ m.cr += fogcolor[0] * fog;
+ m.cg += fogcolor[1] * fog;
+ m.cb += fogcolor[2] * fog;
+ R_Mesh_Draw(&m);
+ }
+ else
+ {
+ // render the first pass (alpha), then do additive fog
+ R_Mesh_Draw(&m);
+
+ m.blendfunc2 = GL_ONE;
+ m.cr = fogcolor[0] * fog;
+ m.cg = fogcolor[1] * fog;
+ m.cb = fogcolor[2] * fog;
+ tvst[0][0] = texfog->s1;
+ tvst[0][1] = texfog->t1;
+ tvst[1][0] = texfog->s1;
+ tvst[1][1] = texfog->t2;
+ tvst[2][0] = texfog->s2;
+ tvst[2][1] = texfog->t2;
+ tvst[3][0] = texfog->s2;
+ tvst[3][1] = texfog->t1;
+ R_Mesh_Draw(&m);
+ }
+ }
+ }
+ else
+ R_Mesh_Draw(&m);
+ }
+ else
+ R_Mesh_Draw(&m);
+ }
+ }
+}
+++ /dev/null
-/*
-Copyright (C) 1996-1997 Id Software, Inc.
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
-*/
-
-#include "quakedef.h"
-
-static rtexturepool_t *particletexturepool;
-
-static rtexture_t *particlefonttexture;
-// [0] is normal, [1] is fog, they may be the same
-static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
-
-static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
-static cvar_t r_particles_lighting = {0, "r_particles_lighting", "1"};
-
-static qbyte shadebubble(float dx, float dy, vec3_t light)
-{
- float dz, f, dot;
- vec3_t normal;
- dz = 1 - (dx*dx+dy*dy);
- if (dz > 0) // it does hit the sphere
- {
- f = 0;
- // back side
- normal[0] = dx;normal[1] = dy;normal[2] = dz;
- VectorNormalize(normal);
- dot = DotProduct(normal, light);
- if (dot > 0.5) // interior reflection
- f += ((dot * 2) - 1);
- else if (dot < -0.5) // exterior reflection
- f += ((dot * -2) - 1);
- // front side
- normal[0] = dx;normal[1] = dy;normal[2] = -dz;
- VectorNormalize(normal);
- dot = DotProduct(normal, light);
- if (dot > 0.5) // interior reflection
- f += ((dot * 2) - 1);
- else if (dot < -0.5) // exterior reflection
- f += ((dot * -2) - 1);
- f *= 128;
- f += 16; // just to give it a haze so you can see the outline
- f = bound(0, f, 255);
- return (qbyte) f;
- }
- else
- return 0;
-}
-
-static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
-{
- int basex, basey, y;
- basex = ((rtexnum >> 0) & 7) * 32;
- basey = ((rtexnum >> 3) & 7) * 32;
- particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
- particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
- particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
- particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
- for (y = 0;y < 32;y++)
- memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
-}
-
-static void R_InitParticleTexture (void)
-{
- int x,y,d,i,m;
- float dx, dy, radius, f, f2;
- qbyte data[32][32][4], noise1[64][64], noise2[64][64];
- vec3_t light;
- qbyte particletexturedata[256*256*4];
-
- memset(particletexturedata, 255, sizeof(particletexturedata));
-
- // the particletexture[][] array numbers must match the cl_part.c textures
- // smoke/blood
- for (i = 0;i < 8;i++)
- {
- do
- {
- fractalnoise(&noise1[0][0], 64, 4);
- fractalnoise(&noise2[0][0], 64, 8);
- m = 0;
- for (y = 0;y < 32;y++)
- {
- dy = y - 16;
- for (x = 0;x < 32;x++)
- {
- d = (noise1[y][x] - 128) * 2 + 128;
- d = bound(0, d, 255);
- data[y][x][0] = data[y][x][1] = data[y][x][2] = d;
- dx = x - 16;
- d = (noise2[y][x] - 128) * 3 + 192;
- if (d > 0)
- d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
- d = bound(0, d, 255);
- data[y][x][3] = (qbyte) d;
- if (m < d)
- m = d;
- }
- }
- }
- while (m < 224);
-
- setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
- for (y = 0;y < 32;y++)
- for (x = 0;x < 32;x++)
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- setuptex(i + 0, 1, i + 8, &data[0][0][0], particletexturedata);
- }
-
- // rain splash
- for (i = 0;i < 16;i++)
- {
- radius = i * 3.0f / 16.0f;
- f2 = 255.0f * ((15.0f - i) / 15.0f);
- for (y = 0;y < 32;y++)
- {
- dy = (y - 16) * 0.25f;
- for (x = 0;x < 32;x++)
- {
- dx = (x - 16) * 0.25f;
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
- f = bound(0.0f, f, 255.0f);
- data[y][x][3] = (int) f;
- }
- }
- setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
- setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
- }
-
- // normal particle
- for (y = 0;y < 32;y++)
- {
- dy = y - 16;
- for (x = 0;x < 32;x++)
- {
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- dx = x - 16;
- d = (256 - (dx*dx+dy*dy));
- d = bound(0, d, 255);
- data[y][x][3] = (qbyte) d;
- }
- }
- setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
- setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
-
- // rain
- light[0] = 1;light[1] = 1;light[2] = 1;
- VectorNormalize(light);
- for (y = 0;y < 32;y++)
- {
- for (x = 0;x < 32;x++)
- {
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
- }
- }
- setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
- setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
-
- // bubble
- light[0] = 1;light[1] = 1;light[2] = 1;
- VectorNormalize(light);
- for (y = 0;y < 32;y++)
- {
- for (x = 0;x < 32;x++)
- {
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
- }
- }
- setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
- setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
-
- // rocket flare
- for (y = 0;y < 32;y++)
- {
- dy = y - 16;
- for (x = 0;x < 32;x++)
- {
- dx = x - 16;
- d = (2048.0f / (dx*dx+dy*dy+1)) - 8.0f;
- data[y][x][0] = bound(0, d * 1.0f, 255);
- data[y][x][1] = bound(0, d * 0.8f, 255);
- data[y][x][2] = bound(0, d * 0.5f, 255);
- data[y][x][3] = bound(0, d * 1.0f, 255);
- }
- }
- setuptex(27, 0, 35, &data[0][0][0], particletexturedata);
- for (y = 0;y < 32;y++)
- for (x = 0;x < 32;x++)
- data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- setuptex(28, 1, 36, &data[0][0][0], particletexturedata);
-
- particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
-}
-
-static void r_part_start(void)
-{
- particletexturepool = R_AllocTexturePool();
- R_InitParticleTexture ();
-}
-
-static void r_part_shutdown(void)
-{
- R_FreeTexturePool(&particletexturepool);
-}
-
-static void r_part_newmap(void)
-{
-}
-
-void R_Particles_Init (void)
-{
- Cvar_RegisterVariable(&r_drawparticles);
- Cvar_RegisterVariable(&r_particles_lighting);
- R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
-}
-
-int partindexarray[6] = {0, 1, 2, 0, 2, 3};
-
-void R_DrawParticles (void)
-{
- renderparticle_t *r;
- int i, lighting;
- float minparticledist, org[3], uprightangles[3], up2[3], right2[3], v[3], right[3], up[3], tvxyz[4][4], tvst[4][2], fog, ifog, fogvec[3];
- mleaf_t *leaf;
- particletexture_t *tex, *texfog;
- rmeshinfo_t m;
-
- // LordHavoc: early out conditions
- if ((!r_refdef.numparticles) || (!r_drawparticles.integer))
- return;
-
- lighting = r_particles_lighting.integer;
- if (!r_dynamic.integer)
- lighting = 0;
-
- c_particles += r_refdef.numparticles;
-
- uprightangles[0] = 0;
- uprightangles[1] = r_refdef.viewangles[1];
- uprightangles[2] = 0;
- AngleVectors (uprightangles, NULL, right2, up2);
-
- minparticledist = DotProduct(r_origin, vpn) + 16.0f;
-
- // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
- // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
- memset(&m, 0, sizeof(m));
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.numtriangles = 2;
- m.index = partindexarray;
- m.numverts = 4;
- m.vertex = &tvxyz[0][0];
- m.vertexstep = sizeof(float[4]);
- m.tex[0] = R_GetTexture(particlefonttexture);
- m.texcoords[0] = &tvst[0][0];
- m.texcoordstep[0] = sizeof(float[2]);
-
- for (i = 0, r = r_refdef.particles;i < r_refdef.numparticles;i++, r++)
- {
- // LordHavoc: only render if not too close
- if (DotProduct(r->org, vpn) < minparticledist)
- continue;
-
- // LordHavoc: check if it's in a visible leaf
- leaf = Mod_PointInLeaf(r->org, cl.worldmodel);
- if (leaf->visframe != r_framecount)
- continue;
-
- VectorCopy(r->org, org);
- if (r->orientation == PARTICLE_BILLBOARD)
- {
- VectorScale(vright, r->scalex, right);
- VectorScale(vup, r->scaley, up);
- }
- else if (r->orientation == PARTICLE_UPRIGHT_FACING)
- {
- VectorScale(right2, r->scalex, right);
- VectorScale(up2, r->scaley, up);
- }
- else if (r->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
- {
- // double-sided
- if (DotProduct(r->dir, r_origin) > DotProduct(r->dir, org))
- {
- VectorNegate(r->dir, v);
- VectorVectors(v, right, up);
- }
- else
- VectorVectors(r->dir, right, up);
- VectorScale(right, r->scalex, right);
- VectorScale(up, r->scaley, up);
- }
- else
- Host_Error("R_DrawParticles: unknown particle orientation %i\n", r->orientation);
-
- m.cr = r->color[0];
- m.cg = r->color[1];
- m.cb = r->color[2];
- m.ca = r->color[3];
- if (lighting >= 1 && (r->dynlight || lighting >= 2))
- {
- R_CompleteLightPoint(v, org, true, leaf);
- m.cr *= v[0];
- m.cg *= v[1];
- m.cb *= v[2];
- }
-
- tex = &particletexture[r->tex][0];
-
- tvxyz[0][0] = org[0] - right[0] - up[0];
- tvxyz[0][1] = org[1] - right[1] - up[1];
- tvxyz[0][2] = org[2] - right[2] - up[2];
- tvxyz[1][0] = org[0] - right[0] + up[0];
- tvxyz[1][1] = org[1] - right[1] + up[1];
- tvxyz[1][2] = org[2] - right[2] + up[2];
- tvxyz[2][0] = org[0] + right[0] + up[0];
- tvxyz[2][1] = org[1] + right[1] + up[1];
- tvxyz[2][2] = org[2] + right[2] + up[2];
- tvxyz[3][0] = org[0] + right[0] - up[0];
- tvxyz[3][1] = org[1] + right[1] - up[1];
- tvxyz[3][2] = org[2] + right[2] - up[2];
- tvst[0][0] = tex->s1;
- tvst[0][1] = tex->t1;
- tvst[1][0] = tex->s1;
- tvst[1][1] = tex->t2;
- tvst[2][0] = tex->s2;
- tvst[2][1] = tex->t2;
- tvst[3][0] = tex->s2;
- tvst[3][1] = tex->t1;
-
- if (r->additive)
- {
- m.blendfunc2 = GL_ONE;
- fog = 0;
- if (fogenabled)
- {
- texfog = &particletexture[r->tex][1];
- VectorSubtract(org, r_origin, fogvec);
- ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
- if (ifog < (1.0f - (1.0f / 64.0f)))
- {
- if (ifog >= (1.0f / 64.0f))
- {
- // partially fogged, darken it
- m.cr *= ifog;
- m.cg *= ifog;
- m.cb *= ifog;
- R_Mesh_Draw(&m);
- }
- }
- else
- R_Mesh_Draw(&m);
- }
- else
- R_Mesh_Draw(&m);
- }
- else
- {
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- fog = 0;
- if (fogenabled)
- {
- texfog = &particletexture[r->tex][1];
- VectorSubtract(org, r_origin, fogvec);
- fog = exp(fogdensity/DotProduct(fogvec,fogvec));
- if (fog >= (1.0f / 64.0f))
- {
- if (fog >= (1.0f - (1.0f / 64.0f)))
- {
- // fully fogged, just use the fog texture and render as alpha
- m.cr = fogcolor[0];
- m.cg = fogcolor[1];
- m.cb = fogcolor[2];
- m.ca = r->color[3];
- tvst[0][0] = texfog->s1;
- tvst[0][1] = texfog->t1;
- tvst[1][0] = texfog->s1;
- tvst[1][1] = texfog->t2;
- tvst[2][0] = texfog->s2;
- tvst[2][1] = texfog->t2;
- tvst[3][0] = texfog->s2;
- tvst[3][1] = texfog->t1;
- R_Mesh_Draw(&m);
- }
- else
- {
- // partially fogged, darken the first pass
- ifog = 1 - fog;
- m.cr *= ifog;
- m.cg *= ifog;
- m.cb *= ifog;
- if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
- {
- // fog texture is the same as the base, just change the color
- m.cr += fogcolor[0] * fog;
- m.cg += fogcolor[1] * fog;
- m.cb += fogcolor[2] * fog;
- R_Mesh_Draw(&m);
- }
- else
- {
- // render the first pass (alpha), then do additive fog
- R_Mesh_Draw(&m);
-
- m.blendfunc2 = GL_ONE;
- m.cr = fogcolor[0];
- m.cg = fogcolor[1];
- m.cb = fogcolor[2];
- m.ca = r->color[3] * fog;
- tvst[0][0] = texfog->s1;
- tvst[0][1] = texfog->t1;
- tvst[1][0] = texfog->s1;
- tvst[1][1] = texfog->t2;
- tvst[2][0] = texfog->s2;
- tvst[2][1] = texfog->t2;
- tvst[3][0] = texfog->s2;
- tvst[3][1] = texfog->t1;
- R_Mesh_Draw(&m);
- }
- }
- }
- else
- R_Mesh_Draw(&m);
- }
- else
- R_Mesh_Draw(&m);
- }
- }
-}