]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
changed particle trail handling so that the TE_TEI_G3 effect can spawn particles...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 20 Apr 2006 23:55:54 +0000 (23:55 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 20 Apr 2006 23:55:54 +0000 (23:55 +0000)
cleaned up particle texture generation, no longer generates them if loading from disk, now also allows all 64 slots to be used (except the beam one) by generating generic texcoords for all of them

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6324 d7cf8633-e32d-0410-b094-e92efae38249

cl_main.c
cl_particles.c

index c8f058e8556ec27aeb0ba8560e6881d2a300facf..2fd7720dbc583d8a4ae09f3c3ef7e14cd51fade4 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -1093,8 +1093,7 @@ void CL_LinkNetworkEntity(entity_t *e)
                        if (len > 0)
                                len = 1.0f / len;
                        VectorScale(vel, len, vel);
-                       len = VectorDistance(origin, e->persistent.trail_origin);
-                       CL_ParticleEffect(trailtype, len, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
+                       CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
                }
                VectorCopy(origin, e->persistent.trail_origin);
                // tenebrae's sprites are all additive mode (weird)
index 9ab5a311ab4e34320020480530094f97e65073b2..a1842bd898e80c40c76d4cf3cf711a2b8bc5474f 100644 (file)
@@ -1014,6 +1014,8 @@ void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmin
                vec3_t traildir;
                vec3_t trailpos;
                vec3_t rvec;
+               vec_t traillen;
+               vec_t trailstep;
                qboolean underwater;
                // note this runs multiple effects with the same name, each one spawns only one kind of particle, so some effects need more than one
                VectorLerp(originmins, 0.5, originmaxs, center);
@@ -1021,6 +1023,7 @@ void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmin
                supercontents = CL_PointSuperContents(center);
                underwater = (supercontents & (SUPERCONTENTS_WATER | SUPERCONTENTS_SLIME)) != 0;
                VectorSubtract(originmaxs, originmins, traildir);
+               traillen = VectorLength(traildir);
                VectorNormalize(traildir);
                for (effectinfoindex = 0, info = particleeffectinfo;effectinfoindex < MAX_PARTICLEEFFECTINFO && info->effectnameindex;effectinfoindex++, info++)
                {
@@ -1066,8 +1069,17 @@ void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmin
                                        case pt_blood: if (!cl_particles_blood.integer) continue;break;
                                        default: break;
                                        }
-                                       info->particleaccumulator += info->countabsolute + pcount * info->countmultiplier * cl_particles_quality.value;
                                        VectorCopy(originmins, trailpos);
+                                       if (info->trailspacing > 0)
+                                       {
+                                               info->particleaccumulator += traillen / info->trailspacing * cl_particles_quality.value;
+                                               trailstep = info->trailspacing / cl_particles_quality.value;
+                                       }
+                                       else
+                                       {
+                                               info->particleaccumulator += info->countabsolute + pcount * info->countmultiplier * cl_particles_quality.value;
+                                               trailstep = 0;
+                                       }
                                        for (;info->particleaccumulator > 0;info->particleaccumulator--)
                                        {
                                                if (info->tex[1] > info->tex[0])
@@ -1075,7 +1087,7 @@ void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmin
                                                        tex = (int)lhrandom(info->tex[0], info->tex[1]);
                                                        tex = min(tex, info->tex[1] - 1);
                                                }
-                                               if (info->trailspacing <= 0)
+                                               if (!trailstep)
                                                {
                                                        trailpos[0] = lhrandom(originmins[0], originmaxs[0]);
                                                        trailpos[1] = lhrandom(originmins[1], originmaxs[1]);
@@ -1083,8 +1095,8 @@ void CL_ParticleEffect(int effectnameindex, float pcount, const vec3_t originmin
                                                }
                                                VectorRandom(rvec);
                                                particle(particletype + info->particletype, info->color[0], info->color[1], tex, lhrandom(info->size[0], info->size[1]), info->size[2], lhrandom(info->alpha[0], info->alpha[1]), info->alpha[2], info->gravity, info->bounce, trailpos[0] + info->originoffset[0] + info->originjitter[0] * rvec[0], trailpos[1] + info->originoffset[1] + info->originjitter[1] * rvec[1], trailpos[2] + info->originoffset[2] + info->originjitter[2] * rvec[2], lhrandom(velocitymins[0], velocitymaxs[0]) * info->velocitymultiplier + info->velocityoffset[0] + info->velocityjitter[0] * rvec[0], lhrandom(velocitymins[1], velocitymaxs[1]) * info->velocitymultiplier + info->velocityoffset[1] + info->velocityjitter[1] * rvec[1], lhrandom(velocitymins[2], velocitymaxs[2]) * info->velocitymultiplier + info->velocityoffset[2] + info->velocityjitter[2] * rvec[2], info->airfriction, 0, 0);
-                                               if (info->trailspacing > 0)
-                                                       VectorMA(trailpos, info->trailspacing, traildir, trailpos);
+                                               if (trailstep)
+                                                       VectorMA(trailpos, trailstep, traildir, trailpos);
                                        }
                                }
                        }
@@ -1656,10 +1668,6 @@ static void setuptex(int texnum, unsigned char *data, unsigned char *particletex
        int basex, basey, y;
        basex = ((texnum >> 0) & 7) * PARTICLETEXTURESIZE;
        basey = ((texnum >> 3) & 7) * PARTICLETEXTURESIZE;
-       particletexture[texnum].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
-       particletexture[texnum].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
-       particletexture[texnum].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
-       particletexture[texnum].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
        for (y = 0;y < PARTICLETEXTURESIZE;y++)
                memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
 }
@@ -1745,13 +1753,14 @@ static void R_InitBloodTextures (unsigned char *particletexturedata)
 
 }
 
+//uncomment this to make engine save out particle font to a tga file when run
+//#define DUMPPARTICLEFONT
+
 static void R_InitParticleTexture (void)
 {
        int x, y, d, i, k, m;
        float dx, dy, f;
-       unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4], noise3[64][64], data2[64][16][4];
        vec3_t light;
-       unsigned char *particletexturedata;
 
        // a note: decals need to modulate (multiply) the background color to
        // properly darken it (stain), and they need to be able to alpha fade,
@@ -1762,161 +1771,179 @@ static void R_InitParticleTexture (void)
        // and white on black background) so we can alpha fade it to black, then
        // we invert it again during the blendfunc to make it work...
 
-       particletexturedata = (unsigned char *)Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
-       memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
-
-       // smoke
-       for (i = 0;i < 8;i++)
+#ifndef DUMPPARTICLEFONT
+       particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+       if (!particlefonttexture)
+#endif
        {
-               memset(&data[0][0][0], 255, sizeof(data));
-               do
-               {
-                       unsigned char noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2];
+               unsigned char *particletexturedata = (unsigned char *)Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
+               unsigned char data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4];
+               memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
 
-                       fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
-                       fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
-                       m = 0;
-                       for (y = 0;y < PARTICLETEXTURESIZE;y++)
+               // smoke
+               for (i = 0;i < 8;i++)
+               {
+                       memset(&data[0][0][0], 255, sizeof(data));
+                       do
                        {
-                               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                               unsigned char noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2];
+
+                               fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
+                               fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
+                               m = 0;
+                               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                                {
-                                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                                       d = (noise2[y][x] - 128) * 3 + 192;
-                                       if (d > 0)
-                                               d = (int)(d * (1-(dx*dx+dy*dy)));
-                                       d = (d * noise1[y][x]) >> 7;
-                                       d = bound(0, d, 255);
-                                       data[y][x][3] = (unsigned char) d;
-                                       if (m < d)
-                                               m = d;
+                                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                                       {
+                                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                                               d = (noise2[y][x] - 128) * 3 + 192;
+                                               if (d > 0)
+                                                       d = (int)(d * (1-(dx*dx+dy*dy)));
+                                               d = (d * noise1[y][x]) >> 7;
+                                               d = bound(0, d, 255);
+                                               data[y][x][3] = (unsigned char) d;
+                                               if (m < d)
+                                                       m = d;
+                                       }
                                }
                        }
+                       while (m < 224);
+                       setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
                }
-               while (m < 224);
-               setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
-       }
 
-       // rain splash
-       memset(&data[0][0][0], 255, sizeof(data));
-       for (y = 0;y < PARTICLETEXTURESIZE;y++)
-       {
-               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               // rain splash
+               memset(&data[0][0][0], 255, sizeof(data));
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                       f = 255.0f * (1.0 - 4.0f * fabs(10.0f - sqrt(dx*dx+dy*dy)));
-                       data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               f = 255.0f * (1.0 - 4.0f * fabs(10.0f - sqrt(dx*dx+dy*dy)));
+                               data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
+                       }
                }
-       }
-       setuptex(tex_rainsplash, &data[0][0][0], particletexturedata);
+               setuptex(tex_rainsplash, &data[0][0][0], particletexturedata);
 
-       // normal particle
-       memset(&data[0][0][0], 255, sizeof(data));
-       for (y = 0;y < PARTICLETEXTURESIZE;y++)
-       {
-               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               // normal particle
+               memset(&data[0][0][0], 255, sizeof(data));
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                       d = (int)(256 * (1 - (dx*dx+dy*dy)));
-                       d = bound(0, d, 255);
-                       data[y][x][3] = (unsigned char) d;
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               d = (int)(256 * (1 - (dx*dx+dy*dy)));
+                               d = bound(0, d, 255);
+                               data[y][x][3] = (unsigned char) d;
+                       }
                }
-       }
-       setuptex(tex_particle, &data[0][0][0], particletexturedata);
+               setuptex(tex_particle, &data[0][0][0], particletexturedata);
 
-       // rain
-       memset(&data[0][0][0], 255, sizeof(data));
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (y = 0;y < PARTICLETEXTURESIZE;y++)
-       {
-               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-               // stretch upper half of bubble by +50% and shrink lower half by -50%
-               // (this gives an elongated teardrop shape)
-               if (dy > 0.5f)
-                       dy = (dy - 0.5f) * 2.0f;
-               else
-                       dy = (dy - 0.5f) / 1.5f;
-               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               // rain
+               memset(&data[0][0][0], 255, sizeof(data));
+               light[0] = 1;light[1] = 1;light[2] = 1;
+               VectorNormalize(light);
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                       // shrink bubble width to half
-                       dx *= 2.0f;
-                       data[y][x][3] = shadebubble(dx, dy, light);
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       // stretch upper half of bubble by +50% and shrink lower half by -50%
+                       // (this gives an elongated teardrop shape)
+                       if (dy > 0.5f)
+                               dy = (dy - 0.5f) * 2.0f;
+                       else
+                               dy = (dy - 0.5f) / 1.5f;
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               // shrink bubble width to half
+                               dx *= 2.0f;
+                               data[y][x][3] = shadebubble(dx, dy, light);
+                       }
                }
-       }
-       setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
+               setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
 
-       // bubble
-       memset(&data[0][0][0], 255, sizeof(data));
-       light[0] = 1;light[1] = 1;light[2] = 1;
-       VectorNormalize(light);
-       for (y = 0;y < PARTICLETEXTURESIZE;y++)
-       {
-               dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-               for (x = 0;x < PARTICLETEXTURESIZE;x++)
+               // bubble
+               memset(&data[0][0][0], 255, sizeof(data));
+               light[0] = 1;light[1] = 1;light[2] = 1;
+               VectorNormalize(light);
+               for (y = 0;y < PARTICLETEXTURESIZE;y++)
                {
-                       dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
-                       data[y][x][3] = shadebubble(dx, dy, light);
+                       dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                       for (x = 0;x < PARTICLETEXTURESIZE;x++)
+                       {
+                               dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
+                               data[y][x][3] = shadebubble(dx, dy, light);
+                       }
                }
-       }
-       setuptex(tex_bubble, &data[0][0][0], particletexturedata);
+               setuptex(tex_bubble, &data[0][0][0], particletexturedata);
 
-       // Blood particles and blood decals
-       R_InitBloodTextures (particletexturedata);
+               // Blood particles and blood decals
+               R_InitBloodTextures (particletexturedata);
 
-       // bullet decals
-       for (i = 0;i < 8;i++)
-       {
-               memset(&data[0][0][0], 255, sizeof(data));
-               for (k = 0;k < 12;k++)
-                       particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
-               for (k = 0;k < 3;k++)
-                       particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
-               //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
-               particletextureinvert(&data[0][0][0]);
-               setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
-       }
+               // bullet decals
+               for (i = 0;i < 8;i++)
+               {
+                       memset(&data[0][0][0], 255, sizeof(data));
+                       for (k = 0;k < 12;k++)
+                               particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
+                       for (k = 0;k < 3;k++)
+                               particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
+                       //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
+                       particletextureinvert(&data[0][0][0]);
+                       setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
+               }
 
-#if 0
-       Image_WriteTGARGBA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
+#ifdef DUMPPARTICLEFONT
+               Image_WriteTGARGBA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
 #endif
 
-       particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
-       if (!particlefonttexture)
                particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+
+               Mem_Free(particletexturedata);
+       }
        for (i = 0;i < MAX_PARTICLETEXTURES;i++)
+       {
+               int basex = ((i >> 0) & 7) * PARTICLETEXTURESIZE;
+               int basey = ((i >> 3) & 7) * PARTICLETEXTURESIZE;
                particletexture[i].texture = particlefonttexture;
+               particletexture[i].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
+               particletexture[i].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
+               particletexture[i].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
+               particletexture[i].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
+       }
 
-       // nexbeam
-       fractalnoise(&noise3[0][0], 64, 4);
-       m = 0;
-       for (y = 0;y < 64;y++)
+#ifndef DUMPPARTICLEFONT
+       particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+       if (!particletexture[tex_beam].texture)
+#endif
        {
-               dy = (y - 0.5f*64) / (64*0.5f-1);
-               for (x = 0;x < 16;x++)
+               unsigned char noise3[64][64], data2[64][16][4];
+               // nexbeam
+               fractalnoise(&noise3[0][0], 64, 4);
+               m = 0;
+               for (y = 0;y < 64;y++)
                {
-                       dx = (x - 0.5f*16) / (16*0.5f-2);
-                       d = (int)((1 - sqrt(fabs(dx))) * noise3[y][x]);
-                       data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (unsigned char) bound(0, d, 255);
-                       data2[y][x][3] = 255;
+                       dy = (y - 0.5f*64) / (64*0.5f-1);
+                       for (x = 0;x < 16;x++)
+                       {
+                               dx = (x - 0.5f*16) / (16*0.5f-2);
+                               d = (int)((1 - sqrt(fabs(dx))) * noise3[y][x]);
+                               data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (unsigned char) bound(0, d, 255);
+                               data2[y][x][3] = 255;
+                       }
                }
-       }
 
-#if 0
-       Image_WriteTGARGBA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
+#ifdef DUMPPARTICLEFONT
+               Image_WriteTGARGBA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
 #endif
-
-       particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
-       if (!particletexture[tex_beam].texture)
                particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       }
        particletexture[tex_beam].s1 = 0;
        particletexture[tex_beam].t1 = 0;
        particletexture[tex_beam].s2 = 1;
        particletexture[tex_beam].t2 = 1;
-       Mem_Free(particletexturedata);
 }
 
 static void r_part_start(void)