/* 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" #ifdef GLQUAKE #include "gl_local.h" typedef enum { pt_static, pt_grav, pt_slowgrav, pt_fire, pt_explode, pt_explode2, pt_blob, pt_blob2 } ptype_t; typedef struct particle_s { vec3_t org; float color; vec3_t vel; float ramp; float die; ptype_t type; struct particle_s *next; } particle_t; #else //software #include "d_local.h" #include "r_local.h" #endif #define DEFAULT_NUM_PARTICLES 2048 #define ABSOLUTE_MIN_PARTICLES 512 #define ABSOLUTE_MAX_PARTICLES 8192 static int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61}; static int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66}; static int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3}; static particle_t *particles, *active_particles, *free_particles; static int r_numparticles; vec3_t r_pright, r_pup, r_ppn; #if !defined(id386) && !defined(GLQUAKE) void D_DrawParticle (particle_t *pparticle) { vec3_t local, transformed; float zi; byte *pdest; short *pz; int i, izi, pix, count, u, v; // transform point VectorSubtract (pparticle->org, r_origin, local); transformed[0] = DotProduct(local, r_pright); transformed[1] = DotProduct(local, r_pup); transformed[2] = DotProduct(local, r_ppn); if (transformed[2] < PARTICLE_Z_CLIP) return; // project the point // FIXME: preadjust xcenter and ycenter zi = 1.0 / transformed[2]; u = (int) (xcenter + zi * transformed[0] + 0.5); v = (int) (ycenter - zi * transformed[1] + 0.5); if (v > d_vrectbottom_particle || u > d_vrectright_particle || v < d_vrecty || u < d_vrectx) return; pz = d_pzbuffer + (d_zwidth * v) + u; pdest = d_viewbuffer + d_scantable[v] + u; izi = (int) (zi * 0x8000); pix = izi >> d_pix_shift; pix = bound(d_pix_min, pix, d_pix_max); switch (pix) { case 1: count = 1 << d_y_aspect_shift; for ( ; count; count--, pz += d_zwidth, pdest += screenwidth) { if (pz[0] <= izi) { pz[0] = izi; pdest[0] = pparticle->color; } } break; case 2: count = 2 << d_y_aspect_shift; for ( ; count; count--, pz += d_zwidth, pdest += screenwidth) { if (pz[0] <= izi) { pz[0] = izi; pdest[0] = pparticle->color; } if (pz[1] <= izi) { pz[1] = izi; pdest[1] = pparticle->color; } } break; case 3: count = 3 << d_y_aspect_shift; for ( ; count; count--, pz += d_zwidth, pdest += screenwidth) { if (pz[0] <= izi) { pz[0] = izi; pdest[0] = pparticle->color; } if (pz[1] <= izi) { pz[1] = izi; pdest[1] = pparticle->color; } if (pz[2] <= izi) { pz[2] = izi; pdest[2] = pparticle->color; } } break; case 4: count = 4 << d_y_aspect_shift; for ( ; count; count--, pz += d_zwidth, pdest += screenwidth) { if (pz[0] <= izi) { pz[0] = izi; pdest[0] = pparticle->color; } if (pz[1] <= izi) { pz[1] = izi; pdest[1] = pparticle->color; } if (pz[2] <= izi) { pz[2] = izi; pdest[2] = pparticle->color; } if (pz[3] <= izi) { pz[3] = izi; pdest[3] = pparticle->color; } } break; default: count = pix << d_y_aspect_shift; for ( ; count; count--, pz += d_zwidth, pdest += screenwidth) { for (i = 0; i < pix; i++) { if (pz[i] <= izi) { pz[i] = izi; pdest[i] = pparticle->color; } } } break; } } #endif // !id386 #ifdef GLQUAKE static void Classic_LoadParticleTexures (void) { int i, x, y; unsigned int data[32][32]; particletexture = texture_extension_number++; GL_Bind(particletexture); // clear to transparent white for (i = 0; i < 32 * 32; i++) ((unsigned *) data)[i] = 0x00FFFFFF; // draw a circle in the top left corner for (x = 0; x < 16; x++) { for (y = 0; y < 16; y++) { if ((x - 7.5) * (x - 7.5) + (y - 7.5) * (y - 7.5) <= 8 * 8) data[y][x] = 0xFFFFFFFF; // solid white } } glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); GL_Upload32 ((unsigned *) data, 32, 32, TEX_MIPMAP | TEX_ALPHA); } #endif void Classic_InitParticles (void) { int i; if ((i = COM_CheckParm ("-particles")) && i + 1 < com_argc) { r_numparticles = (int) (Q_atoi(com_argv[i + 1])); r_numparticles = bound(ABSOLUTE_MIN_PARTICLES, r_numparticles, ABSOLUTE_MAX_PARTICLES); } else { r_numparticles = DEFAULT_NUM_PARTICLES; } particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "classic:particles"); #ifdef GLQUAKE Classic_LoadParticleTexures(); #endif } void Classic_ClearParticles (void) { int i; free_particles = &particles[0]; active_particles = NULL; for (i = 0;i < r_numparticles; i++) particles[i].next = &particles[i+1]; particles[r_numparticles - 1].next = NULL; } #ifndef CLIENTONLY void R_ReadPointFile_f (void) { FILE *f; vec3_t org; int r, c; particle_t *p; char name[MAX_OSPATH]; if (!com_serveractive) return; Q_snprintfz (name, sizeof(name), "maps/%s.pts", mapname.string); if (FS_FOpenFile (name, &f) == -1) { Com_Printf ("couldn't open %s\n", name); return; } Com_Printf ("Reading %s...\n", name); c = 0; while (1) { r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]); if (r != 3) break; c++; if (!free_particles) { Com_Printf ("Not enough free particles\n"); break; } p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->die = 99999; p->color = (-c)&15; p->type = pt_static; VectorClear (p->vel); VectorCopy (org, p->org); } fclose (f); Com_Printf ("%i points read\n", c); } #endif void Classic_ParticleExplosion (vec3_t org) { int i, j; particle_t *p; CL_ExplosionSprite(org); if (r_explosiontype.value == 1) return; for (i = 0; i < 1024; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->die = cl.time + 5; p->color = ramp1[0]; p->ramp = rand() & 3; if (i & 1) { p->type = pt_explode; for (j = 0; j < 3; j++) { p->org[j] = org[j] + ((rand() % 32) - 16); p->vel[j] = (rand() % 512) - 256; } } else { p->type = pt_explode2; for (j = 0; j < 3; j++) { p->org[j] = org[j] + ((rand() % 32) - 16); p->vel[j] = (rand()%512) - 256; } } } } void Classic_BlobExplosion (vec3_t org) { int i, j; particle_t *p; for (i = 0; i < 1024; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->die = cl.time + 1 + (rand() & 8) * 0.05; if (i & 1) { p->type = pt_blob; p->color = 66 + rand() % 6; for (j = 0; j < 3; j++) { p->org[j] = org[j] + ((rand() % 32) - 16); p->vel[j] = (rand() % 512) - 256; } } else { p->type = pt_blob2; p->color = 150 + rand() % 6; for (j = 0; j < 3; j++) { p->org[j] = org[j] + ((rand() % 32) - 16); p->vel[j] = (rand() % 512) - 256; } } } } void Classic_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) { int i, j, scale; particle_t *p; scale = (count > 130) ? 3 : (count > 20) ? 2 : 1; for (i = 0; i < count; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->die = cl.time + 0.1 * (rand() % 5); p->color = (color & ~7) + (rand() & 7); p->type = pt_grav; for (j = 0; j < 3; j++) { p->org[j] = org[j] + scale * ((rand() & 15) - 8); p->vel[j] = dir[j] * 15; } } } void Classic_LavaSplash (vec3_t org) { int i, j, k; particle_t *p; float vel; vec3_t dir; for (i = -16; i < 16; i++) { for (j = -16; j < 16; j++) { for (k = 0; k < 1; k++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->die = cl.time + 2 + (rand() & 31) * 0.02; p->color = 224 + (rand() & 7); p->type = pt_grav; dir[0] = j * 8 + (rand() & 7); dir[1] = i * 8 + (rand() & 7); dir[2] = 256; p->org[0] = org[0] + dir[0]; p->org[1] = org[1] + dir[1]; p->org[2] = org[2] + (rand() & 63); VectorNormalizeFast (dir); vel = 50 + (rand() & 63); VectorScale (dir, vel, p->vel); } } } } void Classic_TeleportSplash (vec3_t org) { int i, j, k; particle_t *p; float vel; vec3_t dir; for (i = -16; i < 16; i += 4) { for (j = -16; j < 16; j += 4) { for (k = -24; k < 32; k += 4) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->die = cl.time + 0.2 + (rand() & 7) * 0.02; p->color = 7 + (rand() & 7); p->type = pt_grav; dir[0] = j * 8; dir[1] = i * 8; dir[2] = k * 8; p->org[0] = org[0] + i + (rand() & 3); p->org[1] = org[1] + j + (rand() & 3); p->org[2] = org[2] + k + (rand() & 3); VectorNormalizeFast (dir); vel = 50 + (rand() & 63); VectorScale (dir, vel, p->vel); } } } } void Classic_ParticleTrail (vec3_t start, vec3_t end, vec3_t *trail_origin, trail_type_t type) { vec3_t point, delta, dir; float len; int i, j, num_particles; particle_t *p; static int tracercount; VectorCopy (start, point); VectorSubtract (end, start, delta); if (!(len = VectorLength (delta))) goto done; VectorScale(delta, 1 / len, dir); //unit vector in direction of trail switch (type) { case ALT_ROCKET_TRAIL: len /= 1.5; break; case BLOOD_TRAIL: len /= 6; break; default: len /= 3; break; } if (!(num_particles = (int) len)) goto done; VectorScale (delta, 1.0 / num_particles, delta); for (i = 0; i < num_particles && free_particles; i++) { p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorClear (p->vel); p->die = cl.time + 2; switch(type) { case GRENADE_TRAIL: p->ramp = (rand() & 3) + 2; p->color = ramp3[(int) p->ramp]; p->type = pt_fire; for (j = 0; j < 3; j++) p->org[j] = point[j] + ((rand() % 6) - 3); break; case BLOOD_TRAIL: p->type = pt_slowgrav; p->color = 67 + (rand() & 3); for (j = 0; j < 3; j++) p->org[j] = point[j] + ((rand() % 6) - 3); break; case BIG_BLOOD_TRAIL: p->type = pt_slowgrav; p->color = 67 + (rand() & 3); for (j = 0; j < 3; j++) p->org[j] = point[j] + ((rand() % 6) - 3); break; case TRACER1_TRAIL: case TRACER2_TRAIL: p->die = cl.time + 0.5; p->type = pt_static; if (type == TRACER1_TRAIL) p->color = 52 + ((tracercount & 4) << 1); else p->color = 230 + ((tracercount & 4) << 1); tracercount++; VectorCopy (point, p->org); if (tracercount & 1) { p->vel[0] = 90 * dir[1]; p->vel[1] = 90 * -dir[0]; } else { p->vel[0] = 90 * -dir[1]; p->vel[1] = 90 * dir[0]; } break; case VOOR_TRAIL: p->color = 9 * 16 + 8 + (rand() & 3); p->type = pt_static; p->die = cl.time + 0.3; for (j = 0; j < 3; j++) p->org[j] = point[j] + ((rand() & 15) - 8); break; case ALT_ROCKET_TRAIL: p->ramp = (rand() & 3); p->color = ramp3[(int) p->ramp]; p->type = pt_fire; for (j = 0; j < 3; j++) p->org[j] = point[j] + ((rand() % 6) - 3); break; case ROCKET_TRAIL: default: p->ramp = (rand() & 3); p->color = ramp3[(int) p->ramp]; p->type = pt_fire; for (j = 0; j < 3; j++) p->org[j] = point[j] + ((rand() % 6) - 3); break; } VectorAdd (point, delta, point); } done: VectorCopy(point, *trail_origin); } void Classic_DrawParticles (void) { particle_t *p, *kill; int i; float time2, time3, time1, dvel, frametime, grav; #ifdef GLQUAKE unsigned char *at, theAlpha; vec3_t up, right; float dist, scale, r_partscale; #endif if (!active_particles) return; #ifdef GLQUAKE r_partscale = 0.004 * tan (r_refdef.fov_x * (M_PI / 180) * 0.5f); GL_Bind(particletexture); glEnable (GL_BLEND); if (!gl_solidparticles.value) glDepthMask (GL_FALSE); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin (GL_TRIANGLES); VectorScale (vup, 1.5, up); VectorScale (vright, 1.5, right); #else VectorScale (vright, xscaleshrink, r_pright); VectorScale (vup, yscaleshrink, r_pup); VectorCopy (vpn, r_ppn); #endif frametime = cls.frametime; if (cl.paused) frametime = 0; time3 = frametime * 15; time2 = frametime * 10; // 15; time1 = frametime * 5; grav = frametime * 800 * 0.05; dvel = 4 * frametime; while(1) { kill = active_particles; if (kill && kill->die < cl.time) { active_particles = kill->next; kill->next = free_particles; free_particles = kill; continue; } break; } for (p = active_particles; p ; p = p->next) { while (1) { kill = p->next; if (kill && kill->die < cl.time) { p->next = kill->next; kill->next = free_particles; free_particles = kill; continue; } break; } #ifdef GLQUAKE // hack a scale up to keep particles from disapearing dist = (p->org[0] - r_origin[0]) * vpn[0] + (p->org[1] - r_origin[1]) * vpn[1] + (p->org[2] - r_origin[2]) * vpn[2]; scale = 1 + dist * r_partscale; at = (byte *) &d_8to24table[(int)p->color]; if (p->type == pt_fire) theAlpha = 255 * (6 - p->ramp) / 6; else theAlpha = 255; glColor4ub (*at, *(at + 1), *(at + 2), theAlpha); glTexCoord2f (0, 0); glVertex3fv (p->org); glTexCoord2f (1, 0); glVertex3f (p->org[0] + up[0] * scale, p->org[1] + up[1] * scale, p->org[2] + up[2] * scale); glTexCoord2f (0, 1); glVertex3f (p->org[0] + right[0] * scale, p->org[1] + right[1] * scale, p->org[2] + right[2] * scale); #else D_DrawParticle (p); #endif p->org[0] += p->vel[0] * frametime; p->org[1] += p->vel[1] * frametime; p->org[2] += p->vel[2] * frametime; switch (p->type) { case pt_static: break; case pt_fire: p->ramp += time1; if (p->ramp >= 6) p->die = -1; else p->color = ramp3[(int) p->ramp]; p->vel[2] += grav; break; case pt_explode: p->ramp += time2; if (p->ramp >=8) p->die = -1; else p->color = ramp1[(int) p->ramp]; for (i = 0; i < 3; i++) p->vel[i] += p->vel[i] * dvel; p->vel[2] -= grav * 30; break; case pt_explode2: p->ramp += time3; if (p->ramp >=8) p->die = -1; else p->color = ramp2[(int) p->ramp]; for (i = 0; i < 3; i++) p->vel[i] -= p->vel[i] * frametime; p->vel[2] -= grav * 30; break; case pt_blob: for (i = 0; i < 3; i++) p->vel[i] += p->vel[i] * dvel; p->vel[2] -= grav; break; case pt_blob2: for (i = 0; i < 2; i++) p->vel[i] -= p->vel[i] * dvel; p->vel[2] -= grav; break; case pt_slowgrav: case pt_grav: p->vel[2] -= grav; break; } } #ifdef GLQUAKE glEnd (); glDisable (GL_BLEND); glDepthMask (GL_TRUE); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor3ubv (color_white); #endif } void R_InitParticles(void) { Classic_InitParticles(); #ifdef GLQUAKE QMB_InitParticles(); #endif } void R_ClearParticles(void) { Classic_ClearParticles(); #ifdef GLQUAKE QMB_ClearParticles(); #endif } void R_DrawParticles(void) { Classic_DrawParticles(); #ifdef GLQUAKE QMB_DrawParticles(); #endif } #define RunParticleEffect(var, org, dir, color, count) \ if (qmb_initialized && gl_part_##var.value) \ QMB_RunParticleEffect(org, dir, color, count); \ else \ Classic_RunParticleEffect(org, dir, color, count); void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) { #ifndef GLQUAKE Classic_RunParticleEffect(org, dir, color, count); #else if (color == 73 || color == 225) { RunParticleEffect(blood, org, dir, color, count); return; } switch (count) { case 10: case 20: case 30: RunParticleEffect(spikes, org, dir, color, count); break; default: RunParticleEffect(gunshots, org, dir, color, count); } #endif } void R_ParticleTrail (vec3_t start, vec3_t end, vec3_t *trail_origin, trail_type_t type) { #ifdef GLQUAKE if (qmb_initialized && gl_part_trails.value) QMB_ParticleTrail(start, end, trail_origin, type); else #endif Classic_ParticleTrail(start, end, trail_origin, type); } #ifdef GLQUAKE #define ParticleFunction(var, name) \ void R_##name (vec3_t org) { \ if (qmb_initialized && gl_part_##var.value) \ QMB_##name(org); \ else \ Classic_##name(org); \ } #else #define ParticleFunction(var, name) \ void R_##name (vec3_t org) { \ Classic_##name(org); \ } #endif ParticleFunction(explosions, ParticleExplosion); ParticleFunction(blobs, BlobExplosion); ParticleFunction(lavasplash, LavaSplash); ParticleFunction(telesplash, TeleportSplash);