2008-11-09 22:29:28 +00:00
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#include "quakedef.h"
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#include "glquake.h"
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#include "particles.h"
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2009-11-04 21:16:50 +00:00
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#include "renderque.h"
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2008-11-09 22:29:28 +00:00
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2013-05-03 04:28:08 +00:00
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//returns a valid effect if its existance is known.
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2008-11-09 22:29:28 +00:00
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static int PNULL_FindParticleType(char *name)
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{
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2013-11-21 23:02:28 +00:00
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// Con_DPrintf("P_FindParticleType %s\n", name);
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2008-11-09 22:29:28 +00:00
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return P_INVALID;
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}
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static int PNULL_RunParticleEffectTypeString (vec3_t org, vec3_t dir, float count, char *name){return 1;}
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2011-10-27 15:46:36 +00:00
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static int PNULL_ParticleTrail (vec3_t startpos, vec3_t end, int type, int dlkey, trailstate_t **tsk){return 1;}
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2008-11-09 22:29:28 +00:00
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static int PNULL_RunParticleEffectState (vec3_t org, vec3_t dir, float count, int typenum, trailstate_t **tsk){return 1;}
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static void PNULL_RunParticleWeather(vec3_t minb, vec3_t maxb, vec3_t dir, float count, int colour, char *efname){}
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2013-12-29 22:48:28 +00:00
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static void PNULL_RunParticleCube(int typenum, vec3_t minb, vec3_t maxb, vec3_t dir_min, vec3_t dir_max, float count, int colour, qboolean gravity, float jitter){}
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2008-11-09 22:29:28 +00:00
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static void PNULL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count){}
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static void PNULL_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count){}
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static void PNULL_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count){}
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static void PNULL_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count){}
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static void PNULL_ParticleTrailIndex (vec3_t start, vec3_t end, int color, int crnd, trailstate_t **tsk){}
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2010-12-18 17:02:47 +00:00
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static void PNULL_EmitSkyEffectTris(model_t *mod, msurface_t *fa, int ptype){}
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2008-11-09 22:29:28 +00:00
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3572 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-08-11 03:36:31 +00:00
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static qboolean PNULL_InitParticles (void)
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2008-11-09 22:29:28 +00:00
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{
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2010-07-13 09:49:38 +00:00
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return true;
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2008-11-09 22:29:28 +00:00
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}
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static void PNULL_ShutdownParticles(void)
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{
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}
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2011-06-18 13:05:14 +00:00
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static void PNULL_DelinkTrailstate(trailstate_t **tsk)
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{
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*tsk = NULL;
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}
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2008-11-09 22:29:28 +00:00
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static void PNULL_ClearParticles (void){}
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static void PNULL_DrawParticles(void)
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{
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RSpeedLocals();
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RSpeedRemark();
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2010-07-11 02:22:39 +00:00
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RQ_RenderBatchClear();
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2008-11-09 22:29:28 +00:00
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RSpeedEnd(RSPEED_PARTICLESDRAW);
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}
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particleengine_t pe_null =
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{
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"null",
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"none",
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PNULL_FindParticleType,
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2012-01-17 07:57:46 +00:00
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NULL,
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2008-11-09 22:29:28 +00:00
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PNULL_RunParticleEffectTypeString,
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PNULL_ParticleTrail,
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PNULL_RunParticleEffectState,
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PNULL_RunParticleWeather,
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PNULL_RunParticleCube,
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PNULL_RunParticleEffect,
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PNULL_RunParticleEffect2,
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PNULL_RunParticleEffect3,
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PNULL_RunParticleEffect4,
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PNULL_ParticleTrailIndex,
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PNULL_EmitSkyEffectTris,
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PNULL_InitParticles,
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PNULL_ShutdownParticles,
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PNULL_DelinkTrailstate,
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PNULL_ClearParticles,
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2009-11-04 21:16:50 +00:00
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PNULL_DrawParticles
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2009-10-06 00:23:21 +00:00
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};
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