/* 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" #include "neh.h" // #define MAX_PARTICLES 8192 #define MAX_PARTICLES 1024 #define ABSOLUTE_MIN_PARTICLES 512 int lighthalf = 0; // This right? float smokealpha = 0.75; // Colour Ramp int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61}; int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66}; int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3}; // Texture places int particle_tex, smoke_tex, flare_tex, rain_tex, blood_tex, bubble_tex; // Particle lists and such particle_t *active_particles, *free_particles, *particles; int r_numparticles; // Current active particles cvar_t r_particles = {"r_particles","1"}; extern cvar_t neh_rsmoke; extern byte *targa_rgba; void R_Smoke (vec3_t org, int color) {;} // Removed void CreateParticleTexture(void) { int x,y,d; float dx, dy, dz; byte data[64][64][4]; // Was 64 // We are now creating the default particle texture. // Arn't you lucky? particle_tex = texture_extension_number++; glBindTexture(GL_TEXTURE_2D, particle_tex); for (x=0 ; x<64; x++) { for (y=0 ; y<64 ; y++) { data[y][x][0] = data[y][x][1] = data[y][x][2] = 255; dx = x - 16; dy = y - 16; d = (255 - (dx*dx+dy*dy)); if (d < 0) d = 0; data[y][x][3] = (byte) d; } } glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } void CreateBloodTexture(void) { int x,y,d; float dx, dy, dz; byte data[64][64][4]; // We are now creating the default blood texture. for (x=0 ; x<34 ; x+=2) for (y=0 ; y<34 ; y+=2) data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%64)+64; for (x=0 ; x<32 ; x+=2) for (y=0 ; y<32 ; y+=2) { data[y][x+1][0] = data[y][x+1][1] = data[y][x+1][2] = (int) (data[y][x][0] + data[y][x+2][0]) >> 1; data[y+1][x][0] = data[y+1][x][1] = data[y+1][x][2] = (int) (data[y][x][0] + data[y+2][x][0]) >> 1; data[y+1][x+1][0] = data[y+1][x+1][1] = data[y+1][x+1][2] = (int) (data[y][x][0] + data[y][x+2][0] + data[y+2][x][0] + data[y+2][x+2][0]) >> 2; } for (x=0 ; x<64 ; x++) { for (y=0 ; y<64 ; y++) { data[y][x][1] = data[y][x][2] = 0; dx = x - 16; dy = y - 16; d = (255 - (dx*dx+dy*dy)); if (d < 0) d = 0; data[y][x][3] = (byte) d; } } blood_tex = texture_extension_number++; glBindTexture(GL_TEXTURE_2D, blood_tex); glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } void CreateFlareTexture(void) { int x,y,d; float dx, dy, dz; byte data[64][64][4]; flare_tex = texture_extension_number++; glBindTexture(GL_TEXTURE_2D, flare_tex); for (x=0 ; x<64 ; x++) { for (y=0 ; y<64 ; y++) { data[y][x][0] = data[y][x][1] = data[y][x][2] = 255; dx = x - 16; dy = y - 16; d = 2048 / (dx*dx+dy*dy+1) - 32; d = bound(0, d, 255); data[y][x][3] = (byte) d; } } glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } void CreateRainTexture(void) { int x,y,d; float dx, dy, dz; byte data[64][64][4]; rain_tex = texture_extension_number++; glBindTexture(GL_TEXTURE_2D, rain_tex); for (x=0 ; x<64 ; x++) { for (y=0 ; y<64 ; y++) { data[y][x][0] = data[y][x][1] = data[y][x][2] = 255; if (y < 24) { // Stretch the upper half dx = (x - 16)*2; dy = (y - 24)*2/3; d = (255 - (dx*dx+dy*dy))/2; } else { dx = (x - 16)*2; dy = (y - 24)*2; d = (255 - (dx*dx+dy*dy))/2; } if (d < 0) d = 0; data[y][x][3] = (byte) d; } } glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } void CreateBubbleTexture(void) { int x,y,d = 0; float dx, dy, dz, dot, f; byte data[64][64][4]; vec3_t normal, light; bubble_tex = texture_extension_number++; glBindTexture(GL_TEXTURE_2D, bubble_tex); light[0] = 1;light[1] = 1;light[2] = 1; VectorNormalize(light); for (x=0 ; x<64 ; x++) { for (y=0 ; y<64 ; y++) { data[y][x][0] = data[y][x][1] = data[y][x][2] = 255; dx = x * (1.0 / 16.0) - 1.0; dy = y * (1.0 / 16.0) - 1.0; if (dx*dx+dy*dy < 1) { // Sphere contact dz = 1 - (dx*dx+dy*dy); f = 0; // Rump. Not ramp. rump. :) 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 *= 255; f = bound(0, f, 255); data[y][x][3] = (byte) d; } else { data[y][x][3] = 0; } } } glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } void LoadSmokeTexture(void) { FILE *f; COM_FOpenFile ("sprites/smoke2.tga", &f); if (!f) Sys_Error ("Couldn't load %s\n", "sprites/smoke2.tga"); LoadTGA (f); smoke_tex = texture_extension_number++; glBindTexture(GL_TEXTURE_2D, smoke_tex); glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, targa_rgba); free (targa_rgba); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } // Create and Bind particle textures void R_InitParticleTexture (void) { CreateParticleTexture(); // Create the default particle texture CreateBloodTexture(); // Create the default blood texture CreateFlareTexture(); // Create the flare texture CreateBubbleTexture(); // Yeah, yeah.. LoadSmokeTexture(); // Hehe, now for something completely different.. } /* =============== R_InitParticles =============== */ // Setup and allocate the whole particle stuff void R_InitParticles (void) { r_numparticles = MAX_PARTICLES; particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles"); R_InitParticleTexture (); Cvar_RegisterVariable (&r_particles); } /* =============== R_EntityParticles =============== */ #define NUMVERTEXNORMALS 162 extern float r_avertexnormals[NUMVERTEXNORMALS][3]; vec3_t avelocities[NUMVERTEXNORMALS]; float beamlength = 16; vec3_t avelocity = {23, 7, 3}; float partstep = 0.01; float timescale = 0.01; void R_EntityParticles (entity_t *ent) { int count; int i; particle_t *p; float angle; float sr, sp, sy, cr, cp, cy; vec3_t forward; float dist; dist = 64; count = 50; if (!avelocities[0][0]) { for (i=0 ; inext; p->next = active_particles; active_particles = p; p->texnum = flare_tex; p->scale = 2; p->alpha = 255; p->die = cl.time + 0.01; p->color = 0x6f; p->type = pt_explode; p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength; p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength; p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength; } } /* =============== R_ClearParticles =============== */ void R_ClearParticles (void) { int i; free_particles = &particles[0]; active_particles = NULL; for (i=0 ;inext; p->next = active_particles; active_particles = p; p->texnum = particle_tex; p->scale = 2; p->alpha = 255; p->die = 99999; p->color = (-c)&15; p->type = pt_static; VectorCopy (vec3_origin, p->vel); VectorCopy (org, p->org); } fclose (f); Con_Printf ("%i points read\n", c); } /* =============== R_ParseParticleEffect Parse an effect out of the server message =============== */ void R_ParseParticleEffect (void) { vec3_t org, dir; int i, count, msgcount, color; for (i=0 ; i<3 ; i++) org[i] = MSG_ReadCoord (); for (i=0 ; i<3 ; i++) dir[i] = MSG_ReadChar () * (1.0/16); msgcount = MSG_ReadByte (); color = MSG_ReadByte (); if (msgcount == 255) count = 1024; else count = msgcount; R_RunParticleEffect (org, dir, color, count); } /* =============== R_ParticleExplosion =============== */ void R_ParticleExplosion (vec3_t org, int smoke) { int i, j, k; particle_t *p; // for (i=0 ; i<1024 ; i++) for (i=0 ; i<512 ; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->texnum = flare_tex; p->scale = 4+(rand()&7); // 4 was 12 p->alpha = 192 + (rand()&63); p->die = cl.time + 5; p->color = ramp1[rand()&3]; p->type = pt_fallfadespark; for (j=0 ; j<3 ; j++) { // p->org[j] = org[j] + ((rand()&31)-16); p->org[j] = org[j] + ((rand()&63)-32); p->vel[j] = (rand()&511)-256; } p->vel[j] += 120; } if (smoke) { for (i=0 ; i<32 ; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->texnum = smoke_tex; p->scale = 24; p->alpha = 255; // * r_smokealpha.value; p->die = cl.time + 2; p->type = pt_smoke; p->color = (rand()&7) + 8; for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()%48)-24); p->vel[j] = (rand()&63)-32; } } } } /* =============== R_ParticleExplosion2 =============== */ void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength) { int i, j; particle_t *p; int colorMod = 0; for (i=0; i<512; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->texnum = flare_tex; p->scale = 8; p->alpha = 255; p->die = cl.time + 0.3; p->color = colorStart + (colorMod % colorLength); colorMod++; p->type = pt_blob; for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()%32)-16); p->vel[j] = (rand()%512)-256; } } } /* =============== R_BlobExplosion =============== */ void R_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->texnum = flare_tex; p->scale = 8; p->alpha = 255; 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; } } } } /* =============== R_RunParticleEffect =============== */ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count) { int i, j; particle_t *p; for (i=0 ; inext; p->next = active_particles; active_particles = p; if (count == 1024) { // rocket explosion p->texnum = flare_tex; p->scale = 8; p->alpha = 255; 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; } } } else { p->texnum = flare_tex; p->scale = 8; p->alpha = 255; p->die = cl.time + 0.1*(rand()%5); p->color = (color&~7) + (rand()&7); p->type = pt_static; //slowgrav; for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()&15)-8); p->vel[j] = dir[j]*15;// + (rand()%300)-150; } } } } // LordHavoc: added this for spawning sparks/dust (which have strong gravity) /* =============== R_SparkShower =============== */ void R_SparkShower (vec3_t org, vec3_t dir, int count, int type) { int i, j; particle_t *p; if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; if (type == 0) // sparks { p->texnum = smoke_tex; p->scale = 20; p->alpha = 255; p->color = (rand()&3)+12; p->type = pt_bulletpuff; p->die = cl.time + 1; VectorCopy(org, p->org); p->vel[0] = p->vel[1] = p->vel[2] = 0; } else // blood { p->texnum = blood_tex; p->scale = 24; p->alpha = 255; p->color = (rand()&3)+12; p->type = pt_bloodcloud; p->die = cl.time + 0.5; VectorCopy(org, p->org); p->vel[0] = p->vel[1] = p->vel[2] = 0; return; } for (i=0 ; inext; p->next = active_particles; active_particles = p; p->texnum = flare_tex; p->scale = 5; p->alpha = 255; p->die = cl.time + 0.0625 * (rand()&15); p->type = pt_dust; p->ramp = (rand()&3); p->color = ramp1[(int)p->ramp]; for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()&7)-4); p->vel[j] = dir[j] + (rand()%192)-96; } } } void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count) { int i, j; particle_t *p; vec3_t diff; vec3_t center; vec3_t velscale; VectorSubtract(maxs, mins, diff); center[0] = (mins[0] + maxs[0]) * 0.5; center[1] = (mins[1] + maxs[1]) * 0.5; center[2] = (mins[2] + maxs[2]) * 0.5; velscale[0] = velspeed * 2.0 / diff[0]; velscale[1] = velspeed * 2.0 / diff[1]; velscale[2] = velspeed * 2.0 / diff[2]; for (i=0 ; inext; p->next = active_particles; active_particles = p; p->texnum = blood_tex; p->scale = 24; p->alpha = 128 + (rand()&127); p->die = cl.time + 2; //0.015625 * (rand()%128); p->type = pt_fadespark; p->color = (rand()&3)+12; // p->color = 67 + (rand()&3); for (j=0 ; j<3 ; j++) { p->org[j] = diff[j] * (float) (rand()%1024) * (1.0 / 1024.0) + mins[j]; p->vel[j] = (p->org[j] - center[j]) * velscale[j]; } } } void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel) { int i, j; particle_t *p; vec3_t diff; float t; if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;} if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;} if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;} VectorSubtract(maxs, mins, diff); for (i=0 ; inext; p->next = active_particles; active_particles = p; p->texnum = flare_tex; p->scale = 12; p->alpha = 255; p->die = cl.time + 1 + (rand()&15)*0.0625; if (gravity) p->type = pt_grav; else p->type = pt_static; p->color = colorbase + (rand()&3); for (j=0 ; j<3 ; j++) { p->org[j] = diff[j] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[j]; if (randomvel) p->vel[j] = dir[j] + (rand()%randomvel)-(randomvel*0.5); else p->vel[j] = 0; } } } void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type) { int i, j; particle_t *p; vec3_t diff; vec3_t org; vec3_t adjust; vec3_t vel; float t, z; if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;} if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;} if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;} if (dir[2] < 0) // falling { t = (maxs[2] - mins[2]) / -dir[2]; z = maxs[2]; } else // rising?? { t = (maxs[2] - mins[2]) / dir[2]; z = mins[2]; } if (t < 0 || t > 2) // sanity check t = 2; t += cl.time; VectorSubtract(maxs, mins, diff); for (i=0 ; inext; p->next = active_particles; active_particles = p; vel[0] = dir[0] + (rand()&31) - 16; vel[1] = dir[1] + (rand()&31) - 16; vel[2] = dir[2] + (rand()&63) - 32; org[0] = diff[0] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[0]; org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1]; org[2] = z; p->scale = 6; p->alpha = 255; p->die = t; if (type == 1) { p->texnum = particle_tex; p->type = pt_snow; } else // 0 { p->texnum = rain_tex; p->type = pt_static; } p->color = colorbase + (rand()&3); VectorCopy(org, p->org); VectorCopy(vel, p->vel); } } /* =============== R_LavaSplash =============== */ void R_LavaSplash (vec3_t org) { int i, j, k; particle_t *p; float vel; vec3_t dir; for (i=-16 ; i<16 ; i+=2) for (j=-16 ; j<16 ; j+=2) 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->texnum = flare_tex; p->scale = 24; p->alpha = 255; p->die = cl.time + 2 + (rand()&31) * 0.02; p->color = 224 + (rand()&7); p->type = pt_slowgrav; 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); VectorNormalize (dir); vel = 50 + (rand()&63); VectorScale (dir, vel, p->vel); } } /* =============== R_TeleportSplash =============== */ void R_TeleportSplash (vec3_t org) { int i, j, k, a; particle_t *p; float vel; vec3_t dir; for (i=-24 ; i<24 ; i+=8) for (j=-24 ; j<24 ; j+=8) for (k=-24 ; k<32 ; k+=8) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->texnum = flare_tex; p->scale = 8; a = 1 + rand()&7; p->alpha = a * 32; p->die = cl.time + a * 0.125; p->color = 254; //8 + (rand()&7); p->type = pt_fadespark; p->org[0] = org[0] + i + (rand()&7); p->org[1] = org[1] + j + (rand()&7); p->org[2] = org[2] + k + (rand()&7); p->vel[0] = i*2 + (rand()%25) - 12; p->vel[1] = j*2 + (rand()%25) - 12; p->vel[2] = k*2 + (rand()%25) - 12 + 40; } } #if 1 // Why was this disabled before? void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent) { vec3_t vec; float len; int j, contents, bubbles; particle_t *p; int dec; static int tracercount; if (!gl_rsmoke.value) return; contents = Mod_PointInLeaf(start, cl.worldmodel)->contents; //if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA) // return; VectorSubtract (end, start, vec); len = VectorNormalize(vec); if (type < 128) dec = 3; else { dec = 1; type -= 128; } bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME); while (len > 0) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->vel[0] = p->vel[1] = p->vel[2] = 0; p->die = cl.time + 2; switch (type) { case 0: // rocket trail case 1: // grenade trail if (bubbles) { dec = 4+(rand()&7); p->texnum = bubble_tex; p->scale = 6+(rand()&3); p->alpha = 255; /* if (neh_rsmoke.value) p->color = neh_rsmoke.value; else*/ p->color = (rand()&3)+12; p->type = pt_bubble; p->die = cl.time + 2; for (j=0 ; j<3 ; j++) { p->vel[j] = (rand()&31)-16; p->org[j] = start[j] + ((rand()&3)-2); } } else { dec = 16; // sparse trail p->texnum = smoke_tex; p->scale = 12+(rand()&7); p->alpha = 192 + (rand()&63); /* if (neh_rsmoke.value) p->color = neh_rsmoke.value; else*/ p->color = (rand()&3)+12; p->type = pt_smoke; p->die = cl.time + 2; VectorCopy(start, p->org); } break; case 2: // blood dec = 16; // sparse trail p->texnum = blood_tex; p->scale = 12+(rand()&7); p->alpha = 255; // p->color = (rand()&3)+12; p->color = 67 + (rand()&3); p->type = pt_bloodcloud; p->die = cl.time + 2; for (j=0 ; j<3 ; j++) { p->vel[j] = (rand()&15)-8; p->org[j] = start[j] + ((rand()&3)-2); } break; case 3: case 5: // tracer dec = 6; // LordHavoc: sparser trail p->texnum = flare_tex; p->scale = 6; p->alpha = 255; p->die = cl.time + 0.2; //5; p->type = pt_static; if (type == 3) p->color = 52 + ((tracercount&4)<<1); else p->color = 230 + ((tracercount&4)<<1); tracercount++; VectorCopy (start, p->org); if (tracercount & 1) { p->vel[0] = 30*vec[1]; p->vel[1] = 30*-vec[0]; } else { p->vel[0] = 30*-vec[1]; p->vel[1] = 30*vec[0]; } break; case 4: // slight blood dec = 16; // sparse trail p->texnum = blood_tex; p->scale = 12+(rand()&7); p->alpha = 255; p->color = (rand()&3)+12; p->type = pt_fadespark2; p->die = cl.time + 2; for (j=0 ; j<3 ; j++) { p->vel[j] = (rand()&15)-8; p->org[j] = start[j] + ((rand()&3)-2); } break; case 6: // voor trail dec = 16; // sparse trail p->texnum = flare_tex; p->scale = 12+(rand()&7); p->alpha = 255; p->color = 9*16 + 8 + (rand()&3); p->type = pt_fadespark2; p->die = cl.time + 2; for (j=0 ; j<3 ; j++) { p->vel[j] = (rand()&15)-8; p->org[j] = start[j] + ((rand()&3)-2); } break; case 7: // Nehahra smoke tracer dec = 1000000; // only one puff p->texnum = smoke_tex; p->scale = 12+(rand()&7); p->alpha = 255; //96; p->color = (rand()&3)+12; p->type = pt_smoke; p->die = cl.time + 1; for (j=0 ; j<3 ; j++) p->org[j] = start[j] + ((rand()&3)-2); break; } VectorMA (start, dec, vec, start); len -= dec; } } void R_RocketTrail2 (vec3_t start, vec3_t end, int color) { vec3_t vec; float len; int j; particle_t *p; int dec; static int tracercount; VectorSubtract (end, start, vec); len = VectorNormalize (vec); while (len > 0) { len -= 3; if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorCopy (vec3_origin, p->vel); p->texnum = flare_tex; p->scale = 16; p->alpha = 192; p->color = color; p->type = pt_smoke; p->die = cl.time + 1; VectorCopy(start, p->org); // for (j=0 ; j<3 ; j++) // p->org[j] = start[j] + ((rand()&15)-8); VectorAdd (start, vec, start); } } #else void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent) { vec3_t vec; float len, dec, t, nt, speed; int j, contents, bubbles; particle_t *p; static int tracercount; // if (!r_particles.value) return; // LordHavoc: particles are optional t = cl.oldtime; nt = cl.time; if (ent->trail_leftover < 0) ent->trail_leftover = 0; t += ent->trail_leftover; ent->trail_leftover -= (cl.time - cl.oldtime); if (t >= cl.time) return; contents = Mod_PointInLeaf(start, cl.worldmodel)->contents; if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA) return; VectorSubtract (end, start, vec); len = VectorNormalize (vec); if (len <= 0.01f) return; speed = len / (nt - t); bubbles = (contents == CONTENTS_WATER || contents == CONTENTS_SLIME); while (t < nt) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->vel[0] = p->vel[1] = p->vel[2] = 0; p->die = cl.time + 2; switch (type) { case 0: // rocket trail case 1: // grenade trail if (bubbles) { dec = 0.01f; p->texnum = bubble_tex; p->scale = 6+(rand()&3); p->alpha = 255; p->color = (rand()&3)+12; p->type = pt_bubble; p->die = cl.time + 2; for (j=0 ; j<3 ; j++) { p->vel[j] = (rand()&31)-16; p->org[j] = start[j] + ((rand()&3)-2); } } else { dec = 0.03f; p->texnum = smoke_tex; p->scale = 12+(rand()&7); p->alpha = 64 + (rand()&31); p->color = (rand()&3)+12; p->type = pt_smoke; p->die = cl.time + 2; VectorCopy(start, p->org); } break; case 2: // blood dec = 0.03f; p->texnum = blood_tex; p->scale = 20+(rand()&7); p->alpha = 255; p->color = (rand()&3)+68; p->type = pt_bloodcloud; p->die = cl.time + 2; for (j=0 ; j<3 ; j++) { p->vel[j] = (rand()&15)-8; p->org[j] = start[j] + ((rand()&3)-2); } break; case 3: case 5: // tracer dec = 0.01f; p->texnum = flare_tex; p->scale = 4; p->alpha = 255; p->die = cl.time + 0.2; //5; p->type = pt_static; if (type == 3) p->color = 52 + ((tracercount&4)<<1); else p->color = 230 + ((tracercount&4)<<1); tracercount++; VectorCopy (start, p->org); if (tracercount & 1) { p->vel[0] = 30*vec[1]; p->vel[1] = 30*-vec[0]; } else { p->vel[0] = 30*-vec[1]; p->vel[1] = 30*vec[0]; } break; case 4: // slight blood dec = 0.03f; // sparse trail p->texnum = blood_tex; p->scale = 20+(rand()&7); p->alpha = 255; p->color = (rand()&3)+68; p->type = pt_fadespark2; p->die = cl.time + 2; for (j=0 ; j<3 ; j++) { p->vel[j] = (rand()&15)-8; p->org[j] = start[j] + ((rand()&3)-2); } break; case 6: // voor trail dec = 0.05f; // sparse trail p->texnum = flare_tex; p->scale = 20+(rand()&7); p->alpha = 255; p->color = 9*16 + 8 + (rand()&3); p->type = pt_fadespark2; p->die = cl.time + 2; for (j=0 ; j<3 ; j++) { p->vel[j] = (rand()&15)-8; p->org[j] = start[j] + ((rand()&3)-2); } break; case 7: // Nehahra smoke tracer dec = 0.14f; p->texnum = smoke_tex; p->scale = 12+(rand()&7); p->alpha = 64; p->color = (rand()&3)+12; p->type = pt_smoke; p->die = cl.time + 1; for (j=0 ; j<3 ; j++) p->org[j] = start[j] + ((rand()&3)-2); break; } t += dec; dec *= speed; VectorMA (start, dec, vec, start); } ent->trail_leftover = t - cl.time; } void R_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent) { vec3_t vec; float len; particle_t *p; static int tracercount; VectorSubtract (end, start, vec); len = VectorNormalize (vec); while (len > 0) { len -= 3; if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; VectorCopy (vec3_origin, p->vel); p->texnum = flare_tex; p->scale = 16; p->alpha = 192; p->color = color; p->type = pt_smoke; p->die = cl.time + 1; VectorCopy(start, p->org); VectorAdd (start, vec, start); } } #endif /* =============== R_DrawParticles =============== */ extern cvar_t sv_gravity; void R_DrawParticles (void) { particle_t *p, *kill; int i, texnum, j = 0; float grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2; byte *color24; vec3_t up, right, uprightangles, forward2, up2, right2; vec3_t v; if (!r_particles.value) return; // LordHavoc: early out condition if (!active_particles) return; texnum = particle_tex; glBindTexture(GL_TEXTURE_2D, texnum); glEnable (GL_BLEND); // Ender: FIXME! Assume we have a lame card that doesn't support per-pixel // alpha.. Speed problem here.. // if (isG200 || isRagePro) // glEnable(GL_ALPHA_TEST); // else glDisable(GL_ALPHA_TEST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(0); // disable zbuffer updates glShadeModel(GL_FLAT); glBegin (GL_TRIANGLES); VectorScale (vup, 1.5, up); VectorScale (vright, 1.5, right); uprightangles[0] = 0; uprightangles[1] = r_refdef.viewangles[1]; uprightangles[2] = 0; AngleVectors (uprightangles, forward2, right2, up2); frametime = cl.time - cl.oldtime; time3 = frametime * 15; time2 = frametime * 10; // 15; time1 = frametime * 5; grav = (grav1 = frametime * sv_gravity.value) * 0.05; dvel = 4*frametime; for ( ;; ) { 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) { for ( ;; ) { kill = p->next; if (kill && kill->die < cl.time) { p->next = kill->next; kill->next = free_particles; free_particles = kill; continue; } break; } // LordHavoc: 'removed last in list' condition if (!p) break; // Improve sound when many particles if (++j % 8192 == 0) S_ExtraUpdateTime (); // Ender: Speedup? :) VectorSubtract(p->org, r_refdef.vieworg, v); if (DotProduct(v, v) >= 1024.0f) // 16.0f { scale = p->scale * -0.25;scale2 = p->scale * 0.75; if (p->texnum != texnum) { texnum = p->texnum; glEnd(); glBindTexture(GL_TEXTURE_2D, texnum); glBegin(GL_TRIANGLES); } if (lighthalf) { color24 = (byte *)&d_8to24table[(int)p->color]; if (p->texnum == smoke_tex) glColor4ub((byte) (color24[0] >> 1), (byte) (color24[1] >> 1), (byte) (color24[2] >> 1), (byte) (p->alpha*smokealpha)); else glColor4ub((byte) (color24[0] >> 1), (byte) (color24[1] >> 1), (byte) (color24[2] >> 1), (byte) p->alpha); } else { color24 = (byte *) &d_8to24table[(int)p->color]; if (p->texnum == smoke_tex) glColor4ub(color24[0], color24[1], color24[2], (byte) (p->alpha*smokealpha)); else glColor4ub(color24[0], color24[1], color24[2], (byte) p->alpha); } if (p->texnum == rain_tex) // rain streak { glTexCoord2f (0,0); glVertex3f (p->org[0] + right2[0]*scale , p->org[1] + right2[1]*scale , p->org[2] + right2[2]*scale ); glTexCoord2f (1,0); glVertex3f (p->org[0] + right2[0]*scale , p->org[1] + right2[1]*scale , p->org[2] + right2[2]*scale ); glTexCoord2f (0,1); glVertex3f (p->org[0] + right2[0]*scale2, p->org[1] + right2[1]*scale2, p->org[2] + right2[2]*scale2); } else { glTexCoord2f (0,0); // LordHavoc: centered particle sprites glVertex3f (p->org[0] + up[0]*scale + right[0]*scale , p->org[1] + up[1]*scale + right[1]*scale , p->org[2] + up[2]*scale + right[2]*scale ); glTexCoord2f (1,0); glVertex3f (p->org[0] + up[0]*scale2 + right[0]*scale , p->org[1] + up[1]*scale2 + right[1]*scale , p->org[2] + up[2]*scale2 + right[2]*scale ); glTexCoord2f (0,1); glVertex3f (p->org[0] + up[0]*scale + right[0]*scale2, p->org[1] + up[1]*scale + right[1]*scale2, p->org[2] + up[2]*scale + right[2]*scale2); } } 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; 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; 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_grav: p->vel[2] -= grav1; break; case pt_slowgrav: p->vel[2] -= grav; break; // LordHavoc: gunshot spark showers case pt_dust: p->ramp += time1; p->scale -= frametime * 4; if (p->ramp >= 8 || p->scale <= 0) p->die = -1; else p->color = ramp3[(int)p->ramp]; p->vel[2] -= grav1; break; // LordHavoc: for smoke trails case pt_smoke: p->scale += frametime * 16; p->alpha -= frametime * 384; p->vel[2] += grav; if (p->alpha < 1) p->die = -1; break; case pt_snow: if (cl.time > p->time2) { p->time2 = cl.time + 0.4; p->vel[0] = (rand()&63)-32; p->vel[1] = (rand()&63)-32; } break; case pt_bulletpuff: p->scale -= frametime * 64; p->alpha -= frametime * 1024; p->vel[2] -= grav; if (p->alpha < 1 || p->scale < 1) p->die = -1; break; case pt_bloodcloud: p->scale -= frametime * 48; p->alpha -= frametime * 512; p->vel[2] -= grav; if (p->alpha < 1 || p->scale < 1) p->die = -1; break; case pt_fadespark: p->alpha -= frametime * 256; p->vel[2] -= grav; if (p->alpha < 1) p->die = -1; break; case pt_fadespark2: p->alpha -= frametime * 512; p->vel[2] -= grav; if (p->alpha < 1) p->die = -1; break; case pt_fallfadespark: p->alpha -= frametime * 256; p->vel[2] -= grav1; if (p->alpha < 1) p->die = -1; break; case pt_fallfadespark2: p->alpha -= frametime * 512; p->vel[2] -= grav1; if (p->alpha < 1) p->die = -1; break; case pt_bubble: p->vel[2] += grav1; if (p->vel[2] >= 100) p->vel[2] = 68+rand()&31; if (cl.time > p->time2) { p->time2 = cl.time + (rand()&7)*0.0625; p->vel[0] = (rand()&63)-32; p->vel[1] = (rand()&63)-32; } p->alpha -= frametime * 32; if (p->alpha < 1) p->die = -1; break; } } glEnd (); glShadeModel(GL_SMOOTH); glDepthMask(1); // enable zbuffer updates glDisable (GL_BLEND); }