fteqw/engine/client/r_part.c

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/*
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 SWQUAKE
#include "r_local.h"
#endif
#ifdef RGLQUAKE
#include "glquake.h"//hack
#endif
#include "renderque.h"
#include "r_partset.h"
int pt_explosion,
pt_emp,
pt_pointfile,
pt_entityparticles,
pt_darkfield,
pt_blob,
pt_blood,
pt_lightningblood,
pt_gunshot,
pt_wizspike,
pt_knightspike,
pt_spike,
pt_superspike,
pt_lavasplash,
pt_teleportsplash,
pt_blasterparticles,
pt_superbullet,
pt_bullet,
pt_spark,
pt_plasma;
int pe_default,
pe_size2,
pe_size3;
int rt_blastertrail,
rt_railtrail,
rt_bubbletrail,
rt_rocket,
rt_lightning1,
rt_lightning2,
rt_lightning3;
//triangle fan sparks use these.
static double sint[7] = {0.000000, 0.781832, 0.974928, 0.433884, -0.433884, -0.974928, -0.781832};
static double cost[7] = {1.000000, 0.623490, -0.222521, -0.900969, -0.900969, -0.222521, 0.623490};
void R_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count);
void R_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count);
void R_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count);
int R_RunParticleEffectType (vec3_t org, vec3_t dir, float count, int typenum);
#define crand() (rand()%32767/16383.5f-1)
void D_DrawParticleTrans (particle_t *pparticle);
void D_DrawSparkTrans (particle_t *pparticle);
#define MAX_BEAMS 2048 // default max # of beam segments
#define MAX_PARTICLES 32768 // default max # of particles at one
// time
//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, 2, 1};
particle_t *free_particles;
particle_t *particles; //contains the initial list of alloced particles.
int r_numparticles;
beamseg_t *free_beams;
beamseg_t *beams;
int r_numbeams;
vec3_t r_pright, r_pup, r_ppn;
extern cvar_t r_bouncysparks;
extern cvar_t r_part_rain;
extern cvar_t gl_part_explosionheart, gl_part_emp;
extern cvar_t gl_part_trifansparks;
extern cvar_t r_bloodstains;
cvar_t r_particlesdesc = {"r_particlesdesc", "spikeset", NULL, CVAR_LATCH|CVAR_SEMICHEAT};
cvar_t r_part_rain_quantity = {"r_part_rain_quantity", "1"};
cvar_t gl_part_trifansparks = {"gl_part_trifansparks", "0"};
cvar_t r_particle_tracelimit = {"r_particle_tracelimit", "250"};
static float particletime;
typedef struct skytris_s {
struct skytris_s *next;
vec3_t org;
vec3_t x;
vec3_t y;
float area;
float nexttime;
msurface_t *face;
} skytris_t;
//these could be deltas or absolutes depending on ramping mode.
typedef struct {
vec3_t rgb;
float alpha;
float scale;
float rotation;
} ramp_t;
typedef struct part_type_s {
char name[MAX_QPATH];
char texname[MAX_QPATH];
vec3_t rgb;
vec3_t rgbchange;
vec3_t rgbrand;
int colorindex;
int colorrand;
qboolean citracer;
float rgbchangetime;
vec3_t rgbrandsync;
float scale, alpha;
float alphachange;
float die, randdie;
float randomvel, veladd;
float offsetspread;
float offsetspreadvert;
float randomvelvert;
float randscale;
qboolean isbeam;
enum {BM_MERGE, BM_ADD, BM_SUBTRACT} blendmode;
float rotationstartmin, rotationstartrand;
float rotationmin, rotationrand;
float scaledelta;
float count;
int texturenum;
int assoc;
int cliptype;
float clipcount;
int emit;
float emittime;
float emitrand;
float emitstart;
float areaspread;
float areaspreadvert;
float scalefactor;
float invscalefactor;
float offsetup; // make this into a vec3_t later with dir, possibly for mdls
enum {SM_BOX, SM_CIRCLE, SM_BALL, SM_SPIRAL, SM_TRACER, SM_TELEBOX, SM_LAVASPLASH, SM_UNICIRCLE, SM_FIELD} spawnmode;
//box = even spread within the area
//circle = around edge of a circle
//ball = filled sphere
//spiral = spiral trail
//tracer = tracer trail
//telebox = q1-style telebox
//lavasplash = q1-style lavasplash
//unicircle = uniform circle
//field = synced field (brightfield, etc)
float gravity;
vec3_t friction;
float clipbounce;
int stains;
enum {RAMP_NONE, RAMP_DELTA, RAMP_ABSOLUTE} rampmode;
int rampindexes;
ramp_t *ramp;
int loaded;
particle_t *particles;
beamseg_t *beams;
skytris_t *skytris;
} part_type_t;
int numparticletypes;
part_type_t *part_type;
part_type_t *GetParticleType(char *name)
{
int i;
part_type_t *ptype;
for (i = 0; i < numparticletypes; i++)
{
ptype = &part_type[i];
if (!strcmp(ptype->name, name))
return ptype;
}
part_type = BZ_Realloc(part_type, sizeof(part_type_t)*(numparticletypes+1));
ptype = &part_type[numparticletypes++];
strcpy(ptype->name, name);
ptype->assoc=-1;
ptype->cliptype = -1;
ptype->emit = -1;
ptype->loaded = 0;
ptype->ramp = NULL;
return ptype;
}
int AllocateParticleType(char *name)
{
return GetParticleType(name) - part_type;
}
int ParticleTypeForName(char *name)
{
int to;
to = GetParticleType(name) - part_type;
if (to < 0 || to >= numparticletypes)
{
return -1;
}
return to;
}
int FindParticleType(char *name)
{
int i;
for (i = 0; i < numparticletypes; i++)
{
if (!strcmp(part_type[i].name, name))
return i;
}
return -1;
}
static void R_Part_Modified(void)
{
if (Cmd_FromServer())
return; //server stuffed particle descriptions don't count.
f_modified_particles = true;
if (care_f_modified)
{
care_f_modified = false;
Cbuf_AddText("say particles description has changed\n", RESTRICT_LOCAL);
}
}
int CheckAssosiation(char *name, int from)
{
int to, orig;
orig = to = FindParticleType(name);
if (to < 0)
{
return -1;
}
while(to != -1)
{
if (to == from)
{
Con_Printf("Assosiation would cause infinate loop\n");
return -1;
}
to = part_type[to].assoc;
}
return orig;
}
void R_ParticleEffect_f(void)
{
char *var, *value;
char *buf;
particle_t *parts;
beamseg_t *beamsegs;
skytris_t *st;
part_type_t *ptype;
int pnum, assoc;
if (Cmd_Argc()!=2)
{
Con_Printf("No name for particle effect\n");
return;
}
buf = Cbuf_GetNext(Cmd_ExecLevel);
while (*buf && *buf <= ' ')
buf++; //no whitespace please.
if (*buf != '{')
{
Cbuf_InsertText(buf, Cmd_ExecLevel);
Con_Printf("This is a multiline command and should be used within config files\n");
return;
}
ptype = GetParticleType(Cmd_Argv(1));
if (!ptype)
{
Con_Printf("Bad name\n");
return;
}
R_Part_Modified();
pnum = ptype-part_type;
parts = ptype->particles;
beamsegs = ptype->beams;
st = ptype->skytris;
if (ptype->ramp)
BZ_Free(ptype->ramp);
memset(ptype, 0, sizeof(*ptype));
ptype->particles = parts;
ptype->beams = beamsegs;
ptype->skytris = st;
strcpy(ptype->name, Cmd_Argv(1));
ptype->assoc=-1;
ptype->cliptype = -1;
ptype->emit = -1;
ptype->alpha = 1;
ptype->alphachange = 1;
ptype->clipbounce = 0.8;
ptype->colorindex = -1;
ptype->rotationstartmin = -M_PI; //start with a random angle
ptype->rotationstartrand = M_PI-ptype->rotationstartmin;
ptype->rotationmin = 0; //but don't spin
ptype->rotationrand = 0;
while(1)
{
buf = Cbuf_GetNext(Cmd_ExecLevel);
while (*buf && *buf <= ' ')
buf++; //no whitespace please.
if (*buf == '}')
break;
if (!*buf)
{
Con_Printf("Unexpected End Of Buffer\n");
return;
}
Cmd_TokenizeString(buf, true, true);
var = Cmd_Argv(0);
value = Cmd_Argv(1);
if (!strcmp(var, "texture"))
Q_strncpyz(ptype->texname, value, sizeof(ptype->texname));
else if (!strcmp(var, "rotationstart"))
{
ptype->rotationstartmin = atof(value)*M_PI/180;
if (Cmd_Argc()>2)
ptype->rotationstartrand = atof(Cmd_Argv(2))*M_PI/180-ptype->rotationstartmin;
else
ptype->rotationstartrand = 0;
}
else if (!strcmp(var, "rotationspeed"))
{
ptype->rotationmin = atof(value)*M_PI/180;
if (Cmd_Argc()>2)
ptype->rotationrand = atof(Cmd_Argv(2))*M_PI/180-ptype->rotationmin;
else
ptype->rotationrand = 0;
}
else if (!strcmp(var, "scale"))
ptype->scale = atof(value);
else if (!strcmp(var, "scalerand"))
ptype->randscale = atof(value);
else if (!strcmp(var, "scalefactor"))
ptype->scalefactor = atof(value);
else if (!strcmp(var, "scaledelta"))
ptype->scaledelta = atof(value);
else if (!strcmp(var, "step"))
ptype->count = 1/atof(value);
else if (!strcmp(var, "count"))
ptype->count = atof(value);
else if (!strcmp(var, "alpha"))
ptype->alpha = atof(value);
else if (!strcmp(var, "alphachange"))
ptype->alphachange = atof(value);
else if (!strcmp(var, "die"))
ptype->die = atof(value);
else if (!strcmp(var, "diesubrand"))
ptype->randdie = atof(value);
else if (!strcmp(var, "randomvel"))
{
ptype->randomvel = atof(value);
if (Cmd_Argc()>2)
ptype->randomvelvert = atof(Cmd_Argv(2));
else
ptype->randomvelvert = ptype->randomvel;
}
else if (!strcmp(var, "veladd"))
ptype->veladd = atof(value);
else if (!strcmp(var, "friction"))
{
ptype->friction[2] = ptype->friction[1] = ptype->friction[0] = atof(value);
if (Cmd_Argc()>3)
{
ptype->friction[2] = atof(Cmd_Argv(3));
ptype->friction[1] = atof(Cmd_Argv(2));
}
else if (Cmd_Argc()>2)
{
ptype->friction[2] = atof(Cmd_Argv(2));
}
}
else if (!strcmp(var, "gravity"))
ptype->gravity = atof(value);
else if (!strcmp(var, "clipbounce"))
ptype->clipbounce = atof(value);
else if (!strcmp(var, "assoc"))
{
assoc = CheckAssosiation(value, pnum); //careful - this can realloc all the particle types
ptype = &part_type[pnum];
ptype->assoc = assoc;
}
else if (!strcmp(var, "colorindex"))
ptype->colorindex = atoi(value);
else if (!strcmp(var, "colorrand"))
ptype->colorrand = atoi(value);
else if (!strcmp(var, "citracer"))
ptype->citracer = true;
else if (!strcmp(var, "red"))
ptype->rgb[0] = atof(value)/255;
else if (!strcmp(var, "green"))
ptype->rgb[1] = atof(value)/255;
else if (!strcmp(var, "blue"))
ptype->rgb[2] = atof(value)/255;
else if (!strcmp(var, "reddelta"))
{
ptype->rgbchange[0] = atof(value)/255;
if (!ptype->rgbchangetime)
ptype->rgbchangetime = ptype->die;
}
else if (!strcmp(var, "greendelta"))
{
ptype->rgbchange[1] = atof(value)/255;
if (!ptype->rgbchangetime)
ptype->rgbchangetime = ptype->die;
}
else if (!strcmp(var, "bluedelta"))
{
ptype->rgbchange[2] = atof(value)/255;
if (!ptype->rgbchangetime)
ptype->rgbchangetime = ptype->die;
}
else if (!strcmp(var, "rgbdeltatime"))
ptype->rgbchangetime = atof(value);
else if (!strcmp(var, "redrand"))
ptype->rgbrand[0] = atof(value)/255;
else if (!strcmp(var, "greenrand"))
ptype->rgbrand[1] = atof(value)/255;
else if (!strcmp(var, "bluerand"))
ptype->rgbrand[2] = atof(value)/255;
else if (!strcmp(var, "rgbrandsync"))
ptype->rgbrandsync[0] = ptype->rgbrandsync[1] = ptype->rgbrandsync[2] = atof(value);
else if (!strcmp(var, "redrandsync"))
ptype->rgbrandsync[0] = atof(value);
else if (!strcmp(var, "greenrandsync"))
ptype->rgbrandsync[1] = atof(value);
else if (!strcmp(var, "bluerandsync"))
ptype->rgbrandsync[2] = atof(value);
else if (!strcmp(var, "stains"))
ptype->stains = atoi(value);
else if (!strcmp(var, "blend"))
{
if (!strcmp(value, "add"))
ptype->blendmode = BM_ADD;
else if (!strcmp(value, "subtract"))
ptype->blendmode = BM_SUBTRACT;
else
ptype->blendmode = BM_MERGE;
}
else if (!strcmp(var, "spawnmode"))
{
if (!strcmp(value, "circle"))
ptype->spawnmode = SM_CIRCLE;
else if (!strcmp(value, "ball"))
ptype->spawnmode = SM_BALL;
else if (!strcmp(value, "spiral"))
ptype->spawnmode = SM_SPIRAL;
else if (!strcmp(value, "tracer"))
ptype->spawnmode = SM_TRACER;
else if (!strcmp(value, "telebox"))
ptype->spawnmode = SM_TELEBOX;
else if (!strcmp(value, "lavasplash"))
ptype->spawnmode = SM_LAVASPLASH;
else if (!strcmp(value, "uniformcircle"))
ptype->spawnmode = SM_UNICIRCLE;
else if (!strcmp(value, "syncfield"))
ptype->spawnmode = SM_FIELD;
else
ptype->spawnmode = SM_BOX;
}
else if (!strcmp(var, "isbeam"))
ptype->isbeam = true;
else if (!strcmp(var, "cliptype"))
{
assoc = ParticleTypeForName(value);//careful - this can realloc all the particle types
ptype = &part_type[pnum];
ptype->cliptype = assoc;
}
else if (!strcmp(var, "clipcount"))
ptype->clipcount = atof(value);
else if (!strcmp(var, "emit"))
{
assoc = ParticleTypeForName(value);//careful - this can realloc all the particle types
ptype = &part_type[pnum];
ptype->emit = assoc;
}
else if (!strcmp(var, "emitinterval"))
ptype->emittime = atof(value);
else if (!strcmp(var, "emitintervalrand"))
ptype->emitrand = atof(value);
else if (!strcmp(var, "emitstart"))
ptype->emitstart = atof(value);
else if (!strcmp(var, "areaspread"))
ptype->areaspread = atof(value);
else if (!strcmp(var, "areaspreadvert"))
ptype->areaspreadvert = atof(value);
else if (!strcmp(var, "offsetspread"))
ptype->offsetspread = atof(value);
else if (!strcmp(var, "offsetspreadvert"))
ptype->offsetspreadvert = atof(value);
else if (!strcmp(var, "up"))
ptype->offsetup = atof(value);
else if (!strcmp(var, "rampmode"))
{
if (!strcmp(value, "none"))
ptype->rampmode = RAMP_NONE;
else if (!strcmp(value, "absolute"))
ptype->rampmode = RAMP_ABSOLUTE;
else //if (!strcmp(value, "delta"))
ptype->rampmode = RAMP_DELTA;
}
else if (!strcmp(var, "rampindexlist"))
{ // better not use this with delta ramps...
int cidx, i;
i = 1;
while (i <= Cmd_Argc())
{
ptype->ramp = BZ_Realloc(ptype->ramp, sizeof(ramp_t)*(ptype->rampindexes+1));
cidx = atoi(Cmd_Argv(i));
ptype->ramp[ptype->rampindexes].alpha = cidx > 255 ? 0.5 : 1;
cidx = d_8to24rgbtable[cidx];
ptype->ramp[ptype->rampindexes].rgb[0] = (cidx & 0xff) * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[1] = (cidx >> 8 & 0xff) * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[2] = (cidx >> 16 & 0xff) * (1/255.0);
ptype->ramp[ptype->rampindexes].scale = ptype->scale;
ptype->rampindexes++;
i++;
}
}
else if (!strcmp(var, "rampindex"))
{
int cidx;
ptype->ramp = BZ_Realloc(ptype->ramp, sizeof(ramp_t)*(ptype->rampindexes+1));
cidx = atoi(value);
ptype->ramp[ptype->rampindexes].alpha = cidx > 255 ? 0.5 : 1;
if (Cmd_Argc() > 2) // they gave alpha
ptype->ramp[ptype->rampindexes].alpha *= atof(Cmd_Argv(2));
cidx = d_8to24rgbtable[cidx];
ptype->ramp[ptype->rampindexes].rgb[0] = (cidx & 0xff) * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[1] = (cidx >> 8 & 0xff) * (1/255.0);
ptype->ramp[ptype->rampindexes].rgb[2] = (cidx >> 16 & 0xff) * (1/255.0);
if (Cmd_Argc() > 3) // they gave scale
ptype->ramp[ptype->rampindexes].scale = atof(Cmd_Argv(3));
else
ptype->ramp[ptype->rampindexes].scale = ptype->scale;
ptype->rampindexes++;
}
else if (!strcmp(var, "ramp"))
{
ptype->ramp = BZ_Realloc(ptype->ramp, sizeof(ramp_t)*(ptype->rampindexes+1));
ptype->ramp[ptype->rampindexes].rgb[0] = atof(value)/255;
if (Cmd_Argc()>3) //seperate rgb
{
ptype->ramp[ptype->rampindexes].rgb[1] = atof(Cmd_Argv(2))/255;
ptype->ramp[ptype->rampindexes].rgb[2] = atof(Cmd_Argv(3))/255;
if (Cmd_Argc()>4) //have we alpha and scale changes?
{
ptype->ramp[ptype->rampindexes].alpha = atof(Cmd_Argv(4));
if (Cmd_Argc()>4) //have we scale changes?
ptype->ramp[ptype->rampindexes].scale = atof(Cmd_Argv(5));
else
ptype->ramp[ptype->rampindexes].scale = ptype->scaledelta;
}
else
{
ptype->ramp[ptype->rampindexes].alpha = ptype->alpha;
ptype->ramp[ptype->rampindexes].scale = ptype->scaledelta;
}
}
else //they only gave one value
{
ptype->ramp[ptype->rampindexes].rgb[1] = ptype->ramp[ptype->rampindexes].rgb[0];
ptype->ramp[ptype->rampindexes].rgb[2] = ptype->ramp[ptype->rampindexes].rgb[0];
ptype->ramp[ptype->rampindexes].alpha = ptype->alpha;
ptype->ramp[ptype->rampindexes].scale = ptype->scaledelta;
}
ptype->rampindexes++;
}
else
Con_DPrintf("%s is not a recognised particle type field\n", var);
}
ptype->invscalefactor = 1-ptype->scalefactor;
ptype->loaded = 1;
if (ptype->rampmode && !ptype->ramp)
{
ptype->rampmode = RAMP_NONE;
Con_Printf("Particle type %s has a ramp mode but no ramp\n", ptype->name);
}
else if (ptype->ramp && !ptype->rampmode)
{
Con_Printf("Particle type %s has a ramp but no ramp mode\n", ptype->name);
}
#ifdef RGLQUAKE
if (qrenderer == QR_OPENGL)
{
ptype->texturenum = Mod_LoadHiResTexture(ptype->texname, true, true, true);
if (!ptype->texturenum)
ptype->texturenum = explosiontexture;
}
#endif
}
void R_AssosiateEffect_f (void)
{
char *modelname = Cmd_Argv(1);
char *effectname = Cmd_Argv(2);
int effectnum;
model_t *model;
if ( strstr(modelname, "player") ||
strstr(modelname, "eyes") ||
strstr(modelname, "flag") ||
strstr(modelname, "tf_stan") ||
strstr(modelname, ".bsp") ||
strstr(modelname, "turr"))
{
Con_Printf("Sorry: Not allowed to attach effects to model \"%s\"\n", modelname);
return;
}
model = Mod_FindName(modelname);
if (model->flags & EF_ROTATE)
{
Con_Printf("Sorry: You may not assosiate effects with item model \"%s\"\n", modelname);
return;
}
effectnum = AllocateParticleType(effectname);
model->particleeffect = effectnum;
model->particleengulphs = atoi(Cmd_Argv(3));
R_Part_Modified();
}
void R_AssosiateTrail_f (void)
{
char *modelname = Cmd_Argv(1);
char *effectname = Cmd_Argv(2);
int effectnum;
model_t *model;
if ( strstr(modelname, "player") ||
strstr(modelname, "eyes") ||
strstr(modelname, "flag") ||
strstr(modelname, "tf_stan"))
{
Con_Printf("Sorry, you can't assosiate trails with model \"%s\"\n", modelname);
return;
}
model = Mod_FindName(modelname);
effectnum = AllocateParticleType(effectname);
model->particletrail = effectnum;
model->nodefaulttrail = true; //we could have assigned the trail to a model that wasn't loaded.
R_Part_Modified();
}
void R_DefaultTrail (model_t *model)
{
if (model->nodefaulttrail == true)
return;
if (model->flags & EF_ROCKET)
model->particletrail = rt_rocket;//q2 models do this without flags.
else if (model->flags & EF_GRENADE)
model->particletrail = AllocateParticleType("t_grenade");
else if (model->flags & EF_GIB)
model->particletrail = AllocateParticleType("t_gib");
else if (model->flags & EF_TRACER)
model->particletrail = AllocateParticleType("t_tracer");
else if (model->flags & EF_ZOMGIB)
model->particletrail = AllocateParticleType("t_zomgib");
else if (model->flags & EF_TRACER2)
model->particletrail = AllocateParticleType("t_tracer2");
else if (model->flags & EF_TRACER3)
model->particletrail = AllocateParticleType("t_tracer3");
else if (model->flags & EF_BLOODSHOT)
model->particletrail = AllocateParticleType("t_bloodshot");
else if (model->flags & EF_FIREBALL)
model->particletrail = AllocateParticleType("t_fireball");
else if (model->flags & EF_ACIDBALL)
model->particletrail = AllocateParticleType("t_acidball");
else if (model->flags & EF_ICE)
model->particletrail = AllocateParticleType("t_ice");
else if (model->flags & EF_SPIT)
model->particletrail = AllocateParticleType("t_spit");
else if (model->flags & EF_SPELL)
model->particletrail = AllocateParticleType("t_spell");
else if (model->flags & EF_VORP_MISSILE)
model->particletrail = AllocateParticleType("t_vorpmissile");
else if (model->flags & EF_SET_STAFF)
model->particletrail = AllocateParticleType("t_setstaff");
else if (model->flags & EF_MAGICMISSILE)
model->particletrail = AllocateParticleType("t_magicmissile");
else if (model->flags & EF_BONESHARD)
model->particletrail = AllocateParticleType("t_boneshard");
else if (model->flags & EF_SCARAB)
model->particletrail = AllocateParticleType("t_scarab");
else
model->particletrail = -1;
}
#if _DEBUG
// R_BeamInfo_f - debug junk
void R_BeamInfo_f (void)
{
beamseg_t *bs;
int i, j, k, l, m;
i = 0;
for (bs = free_beams; bs; bs = bs->next)
i++;
Con_Printf("%i free beams\n", i);
for (i = 0; i < numparticletypes; i++)
{
m = l = k = j = 0;
for (bs = part_type[i].beams; bs; bs = bs->next)
{
if (!bs->p)
k++;
if (bs->flags & BS_DEAD)
l++;
if (bs->flags & BS_LASTSEG)
m++;
j++;
}
if (j)
Con_Printf("Type %i = %i NULL p, %i DEAD, %i LASTSEG, %i total\n", i, k, l, m, j);
}
}
void R_PartInfo_f (void)
{
particle_t *p;
int i, j;
i = 0;
for (p = free_particles; p; p = p->next)
i++;
Con_Printf("%i free particles\n", i);
for (i = 0; i < numparticletypes; i++)
{
j = 0;
for (p = part_type[i].particles; p; p = p->next)
j++;
if (j)
Con_Printf("Type %i = %i total\n", i, j);
}
}
#endif
/*
===============
R_InitParticles
===============
*/
void R_InitParticles (void)
{
char *particlecvargroupname = "Particle effects";
int i;
if (r_numparticles) //already inited
return;
i = COM_CheckParm ("-particles");
if (i)
{
r_numparticles = (int)(Q_atoi(com_argv[i+1]));
}
else
{
r_numparticles = MAX_PARTICLES;
}
r_numbeams = MAX_BEAMS;
particles = (particle_t *)
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
beams = (beamseg_t *)
Hunk_AllocName (r_numbeams * sizeof(beamseg_t), "beams");
Cmd_AddCommand("r_part", R_ParticleEffect_f);
Cmd_AddCommand("r_effect", R_AssosiateEffect_f);
Cmd_AddCommand("r_trail", R_AssosiateTrail_f);
#if _DEBUG
Cmd_AddCommand("r_partinfo", R_PartInfo_f);
Cmd_AddCommand("r_beaminfo", R_BeamInfo_f);
#endif
//particles
Cvar_Register(&r_particlesdesc, particlecvargroupname);
Cvar_Register(&r_bouncysparks, particlecvargroupname);
Cvar_Register(&r_part_rain, particlecvargroupname);
Cvar_Register(&r_part_rain_quantity, particlecvargroupname);
Cvar_Register(&gl_part_trifansparks, particlecvargroupname);
Cvar_Register(&r_particle_tracelimit, particlecvargroupname);
pt_explosion = AllocateParticleType("te_explosion");
pt_emp = AllocateParticleType("te_emp");
pt_pointfile = AllocateParticleType("te_pointfile");
pt_entityparticles = AllocateParticleType("ef_entityparticles");
pt_darkfield = AllocateParticleType("ef_darkfield");
pt_blob = AllocateParticleType("te_blob");
pt_blood = AllocateParticleType("te_blood");
pt_lightningblood = AllocateParticleType("te_lightningblood");
pt_gunshot = AllocateParticleType("te_gunshot");
pt_lavasplash = AllocateParticleType("te_lavasplash");
pt_teleportsplash = AllocateParticleType("te_teleportsplash");
rt_blastertrail = AllocateParticleType("t_blastertrail");
pt_blasterparticles = AllocateParticleType("te_blasterparticles");
pt_wizspike = AllocateParticleType("te_wizspike");
pt_knightspike = AllocateParticleType("te_knightspike");
pt_spike = AllocateParticleType("te_spike");
pt_superspike = AllocateParticleType("te_superspike");
rt_railtrail = AllocateParticleType("t_railtrail");
rt_bubbletrail = AllocateParticleType("t_bubbletrail");
rt_rocket = AllocateParticleType("t_rocket");
rt_lightning1 = AllocateParticleType("t_lightning1");
rt_lightning2 = AllocateParticleType("t_lightning2");
rt_lightning3 = AllocateParticleType("t_lightning3");
pt_superbullet = AllocateParticleType("te_superbullet");
pt_bullet = AllocateParticleType("te_bullet");
pe_default = AllocateParticleType("pe_default");
pe_size2 = AllocateParticleType("pe_size2");
pe_size3 = AllocateParticleType("pe_size3");
pt_spark = AllocateParticleType("pe_spark");
pt_plasma = AllocateParticleType("pe_plasma");
}
/*
===============
R_ClearParticles
===============
*/
void R_ClearParticles (void)
{
int i;
free_particles = &particles[0];
for (i=0 ;i<r_numparticles ; i++)
particles[i].next = &particles[i+1];
particles[r_numparticles-1].next = NULL;
free_beams = &beams[0];
for (i=0 ;i<r_numbeams ; i++)
{
beams[i].p = NULL;
beams[i].flags = BS_DEAD;
beams[i].next = &beams[i+1];
}
beams[r_numbeams-1].next = NULL;
particletime = cl.time;
#ifdef RGLQUAKE
if (qrenderer == QR_OPENGL)
{
for (i = 0; i < numparticletypes; i++)
{
if (*part_type[i].texname)
{
part_type[i].texturenum = Mod_LoadHiResTexture(part_type[i].texname, true, true, true);
if (!part_type[i].texturenum)
part_type[i].texturenum = explosiontexture;
}
}
}
#endif
for (i = 0; i < numparticletypes; i++)
{
part_type[i].particles = NULL;
part_type[i].beams = NULL;
part_type[i].skytris = NULL;
}
}
void R_Part_NewServer(void)
{
extern model_t mod_known[];
extern int mod_numknown;
model_t *mod;
int i;
for (i = 0; i < numparticletypes; i++)
{
*part_type[i].texname = '\0';
part_type[i].scale = 0;
part_type[i].loaded = 0;
if (part_type->ramp)
BZ_Free(part_type->ramp);
part_type->ramp = NULL;
}
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
mod->particleeffect = -1;
mod->particletrail = -1;
mod->nodefaulttrail = false;
R_DefaultTrail(mod);
}
f_modified_particles = false;
//particle descriptions submitted by the server are deemed to not be cheats but game configs.
if (!stricmp(r_particlesdesc.string, "none"))
return;
else if (!stricmp(r_particlesdesc.string, "faithful") || !*r_particlesdesc.string)
Cbuf_AddText(particle_set_faithful, RESTRICT_SERVER);
else if (!stricmp(r_particlesdesc.string, "spikeset"))
Cbuf_AddText(particle_set_spikeset, RESTRICT_SERVER);
else if (!stricmp(r_particlesdesc.string, "highfps"))
Cbuf_AddText(particle_set_highfps, RESTRICT_SERVER);
else
{
Cbuf_AddText(va("exec %s.cfg\n", r_particlesdesc.string), RESTRICT_LOCAL);
/*#if defined(_DEBUG) && defined(WIN32) //expand the particles cfg into a C style quoted string, and copy to clipboard so I can paste it in.
{
char *TL_ExpandToCString(char *in);
extern HWND mainwindow;
char *file = COM_LoadTempFile(va("%s.cfg", r_particlesdesc.string));
char *lptstrCopy, *buf, temp;
int len;
HANDLE hglbCopy = GlobalAlloc(GMEM_MOVEABLE,
com_filesize*2);
lptstrCopy = GlobalLock(hglbCopy);
while(file && *file)
{
len = strlen(file)+1;
if (len > 1024)
len = 1024;
temp = file[len-1];
file[len-1] = '\0';
buf = TL_ExpandToCString(file);
file[len-1] = temp;
len-=1;
com_filesize -= len;
file+=len;
len = strlen(buf);
memcpy(lptstrCopy, buf, len);
lptstrCopy+=len;
}
*lptstrCopy = '\0';
GlobalUnlock(hglbCopy);
if (!OpenClipboard(mainwindow))
return;
EmptyClipboard();
SetClipboardData(CF_TEXT, hglbCopy);
CloseClipboard();
}
#endif*/
}
}
void R_ReadPointFile_f (void)
{
FILE *f;
vec3_t org;
int r;
int c;
char name[MAX_OSPATH];
COM_StripExtension(cl.worldmodel->name, name);
strcat(name, ".pts");
COM_FOpenFile (name, &f);
if (!f)
{
Con_Printf ("couldn't open %s\n", name);
return;
}
R_ClearParticles();
Con_Printf ("Reading %s...\n", name);
c = 0;
for ( ;; )
{
r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
if (r != 3)
break;
c++;
if (c%8)
continue;
if (!free_particles)
{
Con_Printf ("Not enough free particles\n");
break;
}
R_RunParticleEffectType(org, NULL, 1, pt_pointfile);
}
fclose (f);
Con_Printf ("%i points read\n", c);
}
void R_AddRainParticles(void)
{
float x;
float y;
static float skipped;
static float lastrendered;
int ptype;
vec3_t org, vdist;
skytris_t *st;
if (!r_part_rain.value || !r_part_rain_quantity.value)
{
skipped = true;
return;
}
if (lastrendered < particletime - 0.5)
skipped = true; //we've gone for half a sec without any new rain. This would cause some strange effects, so reset times.
if (skipped)
{
for (ptype = 0; ptype<numparticletypes; ptype++)
{
for (st = part_type[ptype].skytris; st; st = st->next)
{
st->nexttime = particletime;
}
}
}
skipped = false;
lastrendered = particletime;
/*
{
int i;
glDisable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDisable(GL_DEPTH_TEST);
glBegin(GL_TRIANGLES);
st = skytris;
for (i = 0; i < r_part_rain_quantity.value; i++)
st = st->next;
glVertex3f(st->org[0], st->org[1], st->org[2]);
glVertex3f(st->org[0]+st->x[0], st->org[1]+st->x[1], st->org[2]+st->x[2]);
glVertex3f(st->org[0]+st->y[0], st->org[1]+st->y[1], st->org[2]+st->y[2]);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBegin(GL_POINTS);
for (i = 0; i < 1000; i++)
{
x = frandom()*frandom();
y = frandom() * (1-x);
VectorMA(st->org, x, st->x, org);
VectorMA(org, y, st->y, org);
glVertex3f(org[0], org[1], org[2]);
}
glEnd();
glEnable(GL_DEPTH_TEST);
}
*/
for (ptype = 0; ptype<numparticletypes; ptype++)
{
if (!part_type[ptype].loaded) //woo, batch skipping.
continue;
for (st = part_type[ptype].skytris; st; st = st->next)
{
// if (st->face->visframe != r_framecount)
// continue;
while (st->nexttime < particletime)
{
if (!free_particles)
return;
st->nexttime += 10000/(st->area*r_part_rain_quantity.value);
x = frandom()*frandom();
y = frandom() * (1-x);
VectorMA(st->org, x, st->x, org);
VectorMA(org, y, st->y, org);
VectorSubtract(org, r_refdef.vieworg, vdist);
if (Length(vdist) > (1024+512)*frandom())
continue;
if (!(cl.worldmodel->hulls->funcs.HullPointContents(cl.worldmodel->hulls, org) & FTECONTENTS_SOLID))
{
if (st->face->flags & SURF_PLANEBACK)
{
vdist[0] = -st->face->plane->normal[0];
vdist[1] = -st->face->plane->normal[1];
vdist[2] = -st->face->plane->normal[2];
R_RunParticleEffectType(org, vdist, 1, ptype);
}
else
R_RunParticleEffectType(org, st->face->plane->normal, 1, ptype);
}
}
}
}
}
void R_Part_SkyTri(float *v1, float *v2, float *v3, msurface_t *surf)
{
float dot;
float xm;
float ym;
float theta;
vec3_t xd;
vec3_t yd;
skytris_t *st;
st = Hunk_Alloc(sizeof(skytris_t));
st->next = part_type[surf->texinfo->texture->parttype].skytris;
VectorCopy(v1, st->org);
VectorSubtract(v2, st->org, st->x);
VectorSubtract(v3, st->org, st->y);
VectorCopy(st->x, xd);
VectorCopy(st->y, yd);
/*
xd[2] = 0; //prevent area from being valid on vertical surfaces
yd[2] = 0;
*/
xm = Length(xd);
ym = Length(yd);
dot = DotProduct(xd, yd);
theta = acos(dot/(xm*ym));
st->area = sin(theta)*xm*ym;
st->nexttime = particletime;
st->face = surf;
if (st->area<=0)
return;//bummer.
part_type[surf->texinfo->texture->parttype].skytris = st;
}
void R_EmitSkyEffectTris(model_t *mod, msurface_t *fa)
{
vec3_t verts[64];
int v1;
int v2;
int v3;
int numverts;
int i, lindex;
float *vec;
//
// convert edges back to a normal polygon
//
numverts = 0;
for (i=0 ; i<fa->numedges ; i++)
{
lindex = mod->surfedges[fa->firstedge + i];
if (lindex > 0)
vec = mod->vertexes[mod->edges[lindex].v[0]].position;
else
vec = mod->vertexes[mod->edges[-lindex].v[1]].position;
VectorCopy (vec, verts[numverts]);
numverts++;
if (numverts>=64)
{
Con_Printf("Too many verts on sky surface\n");
return;
}
}
v1 = 0;
v2 = 1;
for (v3 = 2; v3 < numverts; v3++)
{
R_Part_SkyTri(verts[v1], verts[v2], verts[v3], fa);
v2 = v3;
}
}
void R_DarkFieldParticles (float *org, qbyte colour)
{
int i, j, k;
vec3_t dir, norg;
for (i=-16 ; i<16 ; i+=8)
for (j=-16 ; j<16 ; j+=8)
for (k=0 ; k<32 ; k+=8)
{
if (!free_particles)
return;
norg[0] = org[0] + i + (rand()&3);
norg[1] = org[1] + j + (rand()&3);
norg[2] = org[2] + k + (rand()&3);
dir[0] = j;
dir[1] = i;
dir[2] = k;
R_RunParticleEffectType(norg, dir, 1, pt_darkfield);
}
}
/*
===============
R_EntityParticles
===============
*/
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
vec2_t avelocities[NUMVERTEXNORMALS];
#define BEAMLENGTH 16
// vec3_t avelocity = {23, 7, 3};
// float partstep = 0.01;
// float timescale = 0.01;
void R_EntityParticles (float *org, qbyte colour, float *radius)
{
part_type[pt_entityparticles].areaspread = radius[0]*0.5 + radius[1]*0.5;
part_type[pt_entityparticles].areaspreadvert = radius[2];
part_type[pt_entityparticles].colorindex = colour;
R_RunParticleEffectType(org, NULL, 1, pt_entityparticles);
}
/*
===============
R_ParticleExplosion
===============
*/
void R_ParticleExplosion (vec3_t org)
{
// int i, j;
// particle_t *p;
R_RunParticleEffectType(org, NULL, 1, pt_explosion);
R_AddStain(org, -1, -1, -1, 100);
/*
for (i=0 ; i<r_particles_in_explosion.value ; i++)
{
if (!free_particles)
return;
if ((rand()&3)==3)
{
p = free_particles;
free_particles = p->next;
p->next = active_sparks;
active_sparks = p;
p->scale = 1;
p->alpha = 0.8 + (rand()&15)/(15.0*5);
p->die = particletime + 7;
p->color = ramp1[0];
p->ramp = rand()&3;
if (i & 1)
{
p->type = st_shrapnal;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j];// + ((rand()%32)-16);
p->vel[j] = ((rand()%512)-256)*r_particle_explosion_speed.value;
}
}
else
{
p->type = pt_grav;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j];// + ((rand()%32)-16);
p->vel[j] = ((rand()%512)-256)*r_particle_explosion_speed.value;
}
}
}
else
{
p = free_particles;
free_particles = p->next;
p->next = active_sparks;
active_sparks = p;
p->scale = 1;
p->alpha = 0.8;
p->die = particletime + 7;
p->color = ramp1[0];
p->ramp = rand()&3;
if (i & 1)
{
p->type = st_shrapnal;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j];// + ((rand()%32)-16);
p->vel[j] = ((rand()%512)-256)*r_particle_explosion_speed.value;
}
}
else
{
p->type = st_shrapnal;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j];// + ((rand()%32)-16);
p->vel[j] = ((rand()%512)-256)*r_particle_explosion_speed.value;
}
}
}
}*/
}
/*
===============
R_BlobExplosion
===============
*/
void R_BlobExplosion (vec3_t org)
{
R_RunParticleEffectType(org, NULL, 1, pt_blob);
}
int R_RunParticleEffectType (vec3_t org, vec3_t dir, float count, int typenum)
{
part_type_t *ptype = &part_type[typenum];
int i, j, k, l;
float m;
particle_t *p;
beamseg_t *b, *bfirst;
vec3_t ofsvec, arsvec; // offsetspread vec, areaspread vec
if (typenum < 0)
return 1;
if (!ptype->loaded)
return 1;
// get msvc to shut up
j = k = l = 0;
m = 0;
while(ptype)
{
// init spawn specific variables
b = bfirst = NULL;
switch (ptype->spawnmode)
{
case SM_UNICIRCLE:
m = (count*ptype->count);
if (ptype->isbeam)
m--;
if (m < 1)
m = 0;
else
m = (M_PI*2)/m;
break;
case SM_TELEBOX:
l = -ptype->areaspreadvert;
case SM_LAVASPLASH:
j = k = -ptype->areaspread;
break;
case SM_FIELD:
if (!avelocities[0][0])
{
for (j=0 ; j<NUMVERTEXNORMALS*2 ; j++)
avelocities[0][j] = (rand()&255) * 0.01;
}
j = 0;
m = 0;
break;
}
// particle spawning loop
for (i = 0; i < count*ptype->count; i++)
{
if (!free_particles)
break;
p = free_particles;
if (ptype->isbeam)
{
if (!free_beams)
break;
if (b)
{
b = b->next = free_beams;
free_beams = free_beams->next;
}
else
{
b = bfirst = free_beams;
free_beams = free_beams->next;
}
b->texture_s = i; // TODO: FIX THIS NUMBER
b->flags = 0;
b->p = p;
VectorClear(b->dir);
}
free_particles = p->next;
p->next = ptype->particles;
ptype->particles = p;
p->die = ptype->randdie*frandom();
p->scale = ptype->scale+ptype->randscale*frandom();
if (ptype->die)
p->alpha = ptype->alpha-p->die*(ptype->alpha/ptype->die)*ptype->alphachange;
else
p->alpha = ptype->alpha;
p->color = 0;
p->nextemit = particletime + ptype->emitstart - p->die;
p->rotationspeed = ptype->rotationmin + frandom()*ptype->rotationrand;
p->angle = ptype->rotationstartmin + frandom()*ptype->rotationstartrand;
if (ptype->colorindex >= 0)
{
int cidx;
cidx = ptype->colorrand > 0 ? rand() % ptype->colorrand : 0;
cidx = ptype->colorindex + cidx;
if (cidx > 255)
p->alpha = p->alpha / 2; // Hexen 2 style transparency
cidx = d_8to24rgbtable[cidx & 0xff];
p->rgb[0] = (cidx & 0xff) * (1/255.0);
p->rgb[1] = (cidx >> 8 & 0xff) * (1/255.0);
p->rgb[2] = (cidx >> 16 & 0xff) * (1/255.0);
}
else
VectorCopy(ptype->rgb, p->rgb);
// use org temporarily for rgbsync
p->org[2] = frandom();
p->org[0] = p->org[2]*ptype->rgbrandsync[0] + frandom()*(1-ptype->rgbrandsync[0]);
p->org[1] = p->org[2]*ptype->rgbrandsync[1] + frandom()*(1-ptype->rgbrandsync[1]);
p->org[2] = p->org[2]*ptype->rgbrandsync[2] + frandom()*(1-ptype->rgbrandsync[2]);
p->rgb[0] += p->org[0]*ptype->rgbrand[0] + ptype->rgbchange[0]*p->die;
p->rgb[1] += p->org[1]*ptype->rgbrand[1] + ptype->rgbchange[1]*p->die;
p->rgb[2] += p->org[2]*ptype->rgbrand[2] + ptype->rgbchange[2]*p->die;
// randomvel
p->vel[0] = crandom()*ptype->randomvel;
p->vel[1] = crandom()*ptype->randomvel;
p->vel[2] = crandom()*ptype->randomvelvert;
// handle spawn modes (org/vel)
switch (ptype->spawnmode)
{
case SM_BOX:
ofsvec[0] = crandom();
ofsvec[1] = crandom();
ofsvec[2] = crandom();
arsvec[0] = ofsvec[0]*ptype->areaspread;
arsvec[1] = ofsvec[1]*ptype->areaspread;
arsvec[2] = ofsvec[2]*ptype->areaspreadvert;
break;
case SM_TELEBOX:
ofsvec[0] = k;
ofsvec[1] = j;
ofsvec[2] = l+4;
VectorNormalize(ofsvec);
VectorScale(ofsvec, 1.0-(frandom())*0.55752, ofsvec);
// org is just like the original
arsvec[0] = j + (rand()&3);
arsvec[1] = k + (rand()&3);
arsvec[2] = l + (rand()&3);
// advance telebox loop
j += 4;
if (j >= ptype->areaspread)
{
j = -ptype->areaspread;
k += 4;
if (k >= ptype->areaspread)
{
k = -ptype->areaspread;
l += 4;
if (l >= ptype->areaspreadvert)
l = -ptype->areaspreadvert;
}
}
break;
case SM_LAVASPLASH:
// calc directions, org with temp vector
ofsvec[0] = k*8 + (rand()&7);
ofsvec[1] = j*8 + (rand()&7);
ofsvec[2] = 256;
arsvec[0] = ofsvec[0];
arsvec[1] = ofsvec[1];
arsvec[2] = frandom()*ptype->areaspreadvert;
VectorNormalize(ofsvec);
VectorScale(ofsvec, 1.0-(frandom())*0.55752, ofsvec);
// advance splash loop
j++;
if (j >= ptype->areaspread)
{
j = -ptype->areaspread;
k++;
if (k >= ptype->areaspread)
k = -ptype->areaspread;
}
break;
case SM_UNICIRCLE:
ofsvec[0] = cos(m*i);
ofsvec[1] = sin(m*i);
ofsvec[2] = 0;
VectorScale(ofsvec, ptype->areaspread, arsvec);
break;
case SM_FIELD:
arsvec[0] = cl.time * (avelocities[i][0] + m);
arsvec[1] = cl.time * (avelocities[i][1] + m);
arsvec[2] = cos(arsvec[1]);
ofsvec[0] = arsvec[2]*cos(arsvec[0]);
ofsvec[1] = arsvec[2]*sin(arsvec[0]);
ofsvec[2] = -sin(arsvec[1]);
arsvec[0] = r_avertexnormals[j][0]*ptype->areaspread + ofsvec[0]*BEAMLENGTH;
arsvec[1] = r_avertexnormals[j][1]*ptype->areaspread + ofsvec[1]*BEAMLENGTH;
arsvec[2] = r_avertexnormals[j][2]*ptype->areaspreadvert + ofsvec[2]*BEAMLENGTH;
VectorNormalize(ofsvec);
j++;
if (j >= NUMVERTEXNORMALS)
{
j = 0;
m += 0.1762891; // some BS number to try to "randomize" things
}
break;
default: // SM_BALL, SM_CIRCLE
ofsvec[0] = hrandom();
ofsvec[1] = hrandom();
if (ptype->areaspreadvert)
ofsvec[2] = hrandom();
else
ofsvec[2] = 0;
VectorNormalize(ofsvec);
if (ptype->spawnmode != SM_CIRCLE)
VectorScale(ofsvec, frandom(), ofsvec);
arsvec[0] = ofsvec[0]*ptype->areaspread;
arsvec[1] = ofsvec[1]*ptype->areaspread;
arsvec[2] = ofsvec[2]*ptype->areaspreadvert;
break;
}
// apply arsvec+ofsvec
if (dir)
{
p->vel[0] += dir[0]*ptype->veladd+ofsvec[0]*ptype->offsetspread;
p->vel[1] += dir[1]*ptype->veladd+ofsvec[1]*ptype->offsetspread;
p->vel[2] += dir[2]*ptype->veladd+ofsvec[2]*ptype->offsetspreadvert;
}
else
{
p->vel[0] += ofsvec[0]*ptype->offsetspread;
p->vel[1] += ofsvec[1]*ptype->offsetspread;
p->vel[2] += ofsvec[2]*ptype->offsetspreadvert - ptype->veladd;
}
p->org[0] = org[0] + arsvec[0];
p->org[1] = org[1] + arsvec[1];
p->org[2] = org[2] + arsvec[2] + ptype->offsetup;
p->die = particletime + ptype->die - p->die;
}
// update beam list
if (ptype->isbeam)
{
if (b)
{
// update dir for bfirst for certain modes since it will never get updated
switch (ptype->spawnmode)
{
case SM_UNICIRCLE:
// kinda hackish here, assuming ofsvec contains the point at i-1
arsvec[0] = cos(m*(i-2));
arsvec[1] = sin(m*(i-2));
arsvec[2] = 0;
VectorSubtract(ofsvec, arsvec, bfirst->dir);
VectorNormalize(bfirst->dir);
break;
}
b->flags |= BS_NODRAW;
b->next = ptype->beams;
ptype->beams = bfirst;
}
}
// go to next associated effect
if (ptype->assoc < 0)
break;
ptype = &part_type[ptype->assoc];
}
return 0;
}
/*
===============
R_RunParticleEffect
===============
*/
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
int ptype;
#if 0
if (color == 73)
{ //blood
R_RunParticleEffectType(org, dir, count, pt_blood);
return;
}
if (color == 225)
{ //lightning blood //a brighter red...
R_RunParticleEffectType(org, dir, count, pt_lightningblood);
return;
}
if (color == 0)
{ //lightning blood
R_RunParticleEffectType(org, dir, count, pt_gunshot);
return;
}
#endif
ptype = FindParticleType(va("pe_%i", color));
if (R_RunParticleEffectType(org, dir, count, ptype))
{
if (count > 130 && part_type[pe_size3].loaded)
{
part_type[pe_size3].colorindex = color & ~0x7;
part_type[pe_size3].colorrand = 8;
R_RunParticleEffectType(org, dir, count, pe_size3);
return;
}
if (count > 20 && part_type[pe_size2].loaded)
{
part_type[pe_size2].colorindex = color & ~0x7;
part_type[pe_size2].colorrand = 8;
R_RunParticleEffectType(org, dir, count, pe_size2);
return;
}
part_type[pe_default].colorindex = color & ~0x7;
part_type[pe_default].colorrand = 8;
R_RunParticleEffectType(org, dir, count, pe_default);
return;
}
}
//h2 stylie
void R_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count)
{
int i, j;
float num;
float invcount;
vec3_t nvel;
int ptype = FindParticleType(va("pe2_%i_%i", effect, color));
if (ptype < 0)
{
ptype = FindParticleType(va("pe2_%i", effect));
if (ptype < 0)
ptype = pe_default;
part_type[ptype].colorindex = color;
}
invcount = 1/part_type[ptype].count; // using this to get R_RPET to always spawn 1
count = count * part_type[ptype].count;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
for (j=0 ; j<3 ; j++)
{
num = rand() / (float)RAND_MAX;
nvel[j] = dmin[j] + ((dmax[j] - dmin[j]) * num);
}
R_RunParticleEffectType(org, nvel, invcount, ptype);
}
}
/*
===============
R_RunParticleEffect3
===============
*/
//h2 stylie
void R_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count)
{
int i, j;
vec3_t nvel;
float num;
float invcount;
int ptype = FindParticleType(va("pe3_%i_%i", effect, color));
if (ptype < 0)
{
ptype = FindParticleType(va("pe3_%i", effect));
if (ptype < 0)
ptype = pe_default;
part_type[ptype].colorindex = color;
}
invcount = 1/part_type[ptype].count; // using this to get R_RPET to always spawn 1
count = count * part_type[ptype].count;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
for (j=0 ; j<3 ; j++)
{
num = rand() / (float)RAND_MAX;
nvel[j] = (box[j] * num * 2) - box[j];
}
R_RunParticleEffectType(org, nvel, invcount, ptype);
}
}
/*
===============
R_RunParticleEffect4
===============
*/
//h2 stylie
void R_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count)
{
int i, j;
vec3_t nvel;
float num;
float invcount;
int ptype = FindParticleType(va("pe4_%i_%i", effect, color));
if (ptype < 0)
{
ptype = FindParticleType(va("pe4_%i", effect));
if (ptype < 0)
ptype = pe_default;
part_type[ptype].colorindex = color;
}
invcount = 1/part_type[ptype].count; // using this to get R_RPET to always spawn 1
count = count * part_type[ptype].count;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
for (j=0 ; j<3 ; j++)
{
num = rand() / (float)RAND_MAX;
nvel[j] = (radius * num * 2) - radius;
}
R_RunParticleEffectType(org, nvel, invcount, ptype);
}
}
/*
===============
R_LavaSplash
===============
*/
void R_LavaSplash (vec3_t org)
{
R_RunParticleEffectType(org, NULL, 1, pt_lavasplash);
}
/*
===============
R_TeleportSplash
===============
*/
void R_TeleportSplash (vec3_t org)
{
R_RunParticleEffectType(org, NULL, 1, pt_teleportsplash);
}
void CLQ2_BlasterTrail (vec3_t start, vec3_t end)
{
R_RocketTrail(start, end, rt_blastertrail, NULL);
}
void R_BlasterParticles (vec3_t start, vec3_t dir)
{
R_RunParticleEffectType(start, dir, 1, pt_blasterparticles);
}
void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
{
float d;
// this rotate and negat guarantees a vector
// not colinear with the original
right[1] = -forward[0];
right[2] = forward[1];
right[0] = forward[2];
d = DotProduct (right, forward);
VectorMA (right, -d, forward, right);
VectorNormalize (right);
CrossProduct (right, forward, up);
}
void CLQ2_RailTrail (vec3_t start, vec3_t end)
{
R_RocketTrail(start, end, rt_railtrail, NULL);
}
int R_RocketTrail (vec3_t start, vec3_t end, int type, trailstate_t *ts)
{
vec3_t vec, right, up;
float len;
int tcount;
particle_t *p;
part_type_t *ptype = &part_type[type];
beamseg_t *b;
beamseg_t *bfirst;
float veladd = -ptype->veladd;
float randvel = ptype->randomvel;
float step;
float stop;
if (!ptype->loaded)
return 1;
if (ptype->assoc>=0)
{
VectorCopy(start, vec);
if (ts)
{
trailstate_t nts;
memcpy(&nts, ts, sizeof(nts));
R_RocketTrail(vec, end, ptype->assoc, &nts);
}
else
R_RocketTrail(vec, end, ptype->assoc, NULL);
}
else if (!ptype->die)
ts = NULL;
step = 1/ptype->count;
if (step < 0.01)
step = 0.01;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
// add offset
start[2] += ptype->offsetup;
if (ptype->spawnmode == SM_SPIRAL)
{
VectorVectors(vec, right, up);
//nice idea, stops areaspread/offsetspread being so seperate.
// VectorScale(right, ptype->offsetspread, right);
// VectorScale(up, ptype->offsetspread, up);
}
if (ts)
{
stop = ts->lastdist + len; //when to stop
len = ts->lastdist;
}
else
{
stop = len;
len = 0;
}
// len = ts->lastdist/step;
// len = (len - (int)len)*step;
// VectorMA (start, -len, vec, start);
b = bfirst = NULL;
while (len < stop)
{
len += step;
if (!free_particles)
{
len = stop;
break;
}
p = free_particles;
if (ptype->isbeam)
{
if (!free_beams)
{
len = stop;
break;
}
if (b)
{
b = b->next = free_beams;
free_beams = free_beams->next;
}
else
{
b = bfirst = free_beams;
free_beams = free_beams->next;
}
b->texture_s = len; // not sure how to calc this
b->flags = 0;
b->p = p;
VectorCopy(vec, b->dir);
}
free_particles = p->next;
p->next = ptype->particles;
ptype->particles = p;
p->die = ptype->randdie*frandom();
p->scale = ptype->scale+ptype->randscale*frandom();
if (ptype->die)
p->alpha = ptype->alpha-p->die*(ptype->alpha/ptype->die)*ptype->alphachange;
else
p->alpha = ptype->alpha;
p->color = 0;
// if (ptype->spawnmode == SM_TRACER)
tcount = (int)(len * ptype->count);
if (ptype->colorindex >= 0)
{
int cidx;
cidx = ptype->colorrand > 0 ? rand() % ptype->colorrand : 0;
if (ptype->citracer) // colorindex behavior as per tracers in std Q1
cidx += ((tcount & 4) << 1);
cidx = ptype->colorindex + cidx;
if (cidx > 255)
p->alpha = p->alpha / 2;
cidx = d_8to24rgbtable[cidx & 0xff];
p->rgb[0] = (cidx & 0xff) * (1/255.0);
p->rgb[1] = (cidx >> 8 & 0xff) * (1/255.0);
p->rgb[2] = (cidx >> 16 & 0xff) * (1/255.0);
}
else
VectorCopy(ptype->rgb, p->rgb);
// use org temporarily for rgbsync
p->org[2] = frandom();
p->org[0] = p->org[2]*ptype->rgbrandsync[0] + frandom()*(1-ptype->rgbrandsync[0]);
p->org[1] = p->org[2]*ptype->rgbrandsync[1] + frandom()*(1-ptype->rgbrandsync[1]);
p->org[2] = p->org[2]*ptype->rgbrandsync[2] + frandom()*(1-ptype->rgbrandsync[2]);
p->rgb[0] += p->org[0]*ptype->rgbrand[0] + ptype->rgbchange[0]*p->die;
p->rgb[1] += p->org[1]*ptype->rgbrand[1] + ptype->rgbchange[1]*p->die;
p->rgb[2] += p->org[2]*ptype->rgbrand[2] + ptype->rgbchange[2]*p->die;
VectorCopy (vec3_origin, p->vel);
p->nextemit = particletime + ptype->emitstart - p->die;
p->rotationspeed = ptype->rotationmin + frandom()*ptype->rotationrand;
p->angle = ptype->rotationstartmin + frandom()*ptype->rotationstartrand;
switch(ptype->spawnmode)
{
case SM_TRACER:
if (tcount & 1)
{
p->vel[0] = vec[1]*ptype->offsetspread;
p->vel[1] = -vec[0]*ptype->offsetspread;
p->org[0] = vec[1]*ptype->areaspread;
p->org[1] = -vec[0]*ptype->areaspread;
}
else
{
p->vel[0] = -vec[1]*ptype->offsetspread;
p->vel[1] = vec[0]*ptype->offsetspread;
p->org[0] = -vec[1]*ptype->areaspread;
p->org[1] = vec[0]*ptype->areaspread;
}
p->vel[0] += vec[0]*veladd+crandom()*randvel;
p->vel[1] += vec[1]*veladd+crandom()*randvel;
p->vel[2] = vec[2]*veladd+crandom()*randvel;
p->org[0] += start[0];
p->org[1] += start[1];
p->org[2] = start[2];
break;
case SM_SPIRAL:
{
float tsin, tcos;
tcos = cos(len/50)*ptype->areaspread;
tsin = sin(len/50)*ptype->areaspread;
p->org[0] = start[0] + right[0]*tcos + up[0]*tsin;
p->org[1] = start[1] + right[1]*tcos + up[1]*tsin;
p->org[2] = start[2] + right[2]*tcos + up[2]*tsin;
tcos = cos(len/50)*ptype->offsetspread;
tsin = sin(len/50)*ptype->offsetspread;
p->vel[0] = vec[0]*veladd+crandom()*randvel + right[0]*tcos + up[0]*tsin;
p->vel[1] = vec[1]*veladd+crandom()*randvel + right[1]*tcos + up[1]*tsin;
p->vel[2] = vec[2]*veladd+crandom()*randvel + right[2]*tcos + up[2]*tsin;
}
break;
default:
p->org[0] = crandom();
p->org[1] = crandom();
p->org[2] = crandom();
p->vel[0] = vec[0]*veladd+crandom()*randvel + p->org[0]*ptype->offsetspread;
p->vel[1] = vec[1]*veladd+crandom()*randvel + p->org[1]*ptype->offsetspread;
p->vel[2] = vec[2]*veladd+crandom()*randvel + p->org[2]*ptype->offsetspreadvert;
p->org[0] = p->org[0]*ptype->areaspread + start[0];
p->org[1] = p->org[1]*ptype->areaspread + start[1];
p->org[2] = p->org[2]*ptype->areaspreadvert + start[2];
break;
}
VectorMA (start, step, vec, start);
p->die = particletime + ptype->die - p->die;
}
if (ts)
{
ts->lastdist = len;
// update beamseg list
if (ptype->isbeam)
{
if (b)
{
if (ptype->beams)
{
if (ts->lastbeam)
{
b->next = ts->lastbeam->next;
ts->lastbeam->next = bfirst;
ts->lastbeam->flags &= ~BS_LASTSEG;
}
else
{
b->next = ptype->beams;
ptype->beams = bfirst;
}
}
else
{
ptype->beams = bfirst;
b->next = NULL;
}
b->flags |= BS_LASTSEG;
ts->lastbeam = b;
}
if ((!free_particles || !free_beams) && ts->lastbeam)
{
ts->lastbeam->flags &= ~BS_LASTSEG;
ts->lastbeam->flags |= BS_NODRAW;
ts->lastbeam = NULL;
}
}
}
else if (ptype->isbeam)
{
if (b)
{
b->flags |= BS_NODRAW;
b->next = ptype->beams;
ptype->beams = bfirst;
}
}
return 0;
}
void R_TorchEffect (vec3_t pos, int type)
{
#ifdef SIDEVIEWS
if (r_secondaryview) //this is called when the models are actually drawn.
return;
#endif
if (cl.paused)
return;
R_RunParticleEffectType(pos, NULL, host_frametime, type);
}
void CLQ2_BubbleTrail (vec3_t start, vec3_t end)
{
R_RocketTrail(start, end, rt_bubbletrail, NULL);
}
#ifdef Q2BSPS
qboolean Q2TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
vec3_t nul = {0,0,0};
trace_t trace = CM_BoxTrace(start, end, nul, nul, pmove.physents[0].model->hulls[0].firstclipnode, MASK_SOLID);
if (trace.fraction < 1)
{
VectorCopy (trace.plane.normal, normal);
VectorCopy (trace.endpos, impact);
return true;
}
return false;
}
#endif
qboolean DoomTraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
return false;
}
#if 1 //extra code to make em bounce of doors.
qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
trace_t trace;
float len, bestlen;
int i;
vec3_t delta, ts, te;
physent_t *pe;
hull_t *hull;
qboolean clipped=false;
memset (&trace, 0, sizeof(trace));
VectorSubtract(end, start, delta);
bestlen = Length(delta);
VectorCopy (end, impact);
for (i=0 ; i< pmove.numphysent ; i++)
{
pe = &pmove.physents[i];
if (pe->model)
{
hull = &pe->model->hulls[0];
memset (&trace, 0, sizeof(trace));
VectorSubtract(start, pe->origin, ts);
VectorSubtract(end, pe->origin, te);
if (!hull->funcs.RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, ts, te, &trace))
{
VectorSubtract(trace.endpos, ts, delta);
len = Length(delta);
if (len < bestlen)
{
bestlen = len;
VectorCopy (trace.plane.normal, normal);
VectorAdd (pe->origin, trace.endpos, impact);
}
clipped=true;
}
if (trace.startsolid)
{
VectorNormalize(delta);
normal[0] = -delta[0];
normal[1] = -delta[1];
normal[2] = -delta[2];
VectorCopy (start, impact);
return true;
}
}
}
if (clipped)
{
return true;
}
else
{
return false;
}
}
#else //basic (faster)
qboolean TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal)
{
pmtrace_t trace;
memset (&trace, 0, sizeof(trace));
trace.fraction = 1;
if (cl.worldmodel->hulls->funcs.RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace))
return false;
if (trace.startsolid)
return true;
VectorCopy (trace.endpos, impact);
VectorCopy (trace.plane.normal, normal);
return true;
}
#endif
part_type_t *lasttype;
static vec3_t pright, pup;
float pframetime;
#ifdef RGLQUAKE
void GL_DrawTexturedParticle(particle_t *p, part_type_t *type)
{
float x,y;
float scale;
if (lasttype != type)
{
if (type-part_type>=numparticletypes||type-part_type<0) //FIXME:! Work out why this is needed...
{
Con_Printf("Serious bug alert\n");
return;
}
lasttype = type;
glEnd();
glEnable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
if (type->blendmode == BM_ADD) //addative
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_FLAT);
glBegin(GL_QUADS);
}
scale = (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 = (scale*p->scale)*(type->invscalefactor) + p->scale * (type->scalefactor*250);
if (scale < 20)
scale = 0.25;
else
scale = 0.25 + scale * 0.001;
glColor4f ( p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
if (p->angle)
{
x = sin(p->angle)*scale;
y = cos(p->angle)*scale;
}
else
{
x = 0;
y = scale;
}
glTexCoord2f(0,0);
glVertex3f (p->org[0] - x*pright[0] - y*pup[0], p->org[1] - x*pright[1] - y*pup[1], p->org[2] - x*pright[2] - y*pup[2]);
glTexCoord2f(0,1);
glVertex3f (p->org[0] - y*pright[0] + x*pup[0], p->org[1] - y*pright[1] + x*pup[1], p->org[2] - y*pright[2] + x*pup[2]);
glTexCoord2f(1,1);
glVertex3f (p->org[0] + x*pright[0] + y*pup[0], p->org[1] + x*pright[1] + y*pup[1], p->org[2] + x*pright[2] + y*pup[2]);
glTexCoord2f(1,0);
glVertex3f (p->org[0] + y*pright[0] - x*pup[0], p->org[1] + y*pright[1] - x*pup[1], p->org[2] + y*pright[2] - x*pup[2]);
}
void GL_DrawTrifanParticle(particle_t *p, part_type_t *type)
{
int i;
vec3_t v;
float scale;
glEnd();
if (lasttype != type)
{
lasttype = type;
glDisable(GL_TEXTURE_2D);
if (type->blendmode == BM_ADD) //addative
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
}
scale = (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 = (scale*p->scale)*(type->invscalefactor) + p->scale * (type->scalefactor*250);
if (scale < 20)
scale = 0.05;
else
scale = 0.05 + scale * 0.0002;
/*
if ((p->vel[0]*p->vel[0]+p->vel[1]*p->vel[1]+p->vel[2]*p->vel[2])*2*scale > 30*30)
scale = 1+1/30/Length(p->vel)*2;*/
glBegin (GL_TRIANGLE_FAN);
glColor4f ( p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
glVertex3fv (p->org);
glColor4f ( p->rgb[0]/2,
p->rgb[1]/2,
p->rgb[2]/2,
0);
for (i=7 ; i>=0 ; i--)
{
v[0] = p->org[0] - p->vel[0]*scale + vright[0]*cost[i%7]*p->scale + vup[0]*sint[i%7]*p->scale;
v[1] = p->org[1] - p->vel[1]*scale + vright[1]*cost[i%7]*p->scale + vup[1]*sint[i%7]*p->scale;
v[2] = p->org[2] - p->vel[2]*scale + vright[2]*cost[i%7]*p->scale + vup[2]*sint[i%7]*p->scale;
glVertex3fv (v);
}
glEnd ();
glBegin (GL_LINES);
}
void GL_DrawSparkedParticle(particle_t *p, part_type_t *type)
{
if (lasttype != type)
{
lasttype = type;
glEnd();
glDisable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
if (type->blendmode == BM_ADD) //addative
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
}
glColor4f ( p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
glVertex3f (p->org[0], p->org[1], p->org[2]);
glColor4f ( p->rgb[0],
p->rgb[1],
p->rgb[2],
0);
glVertex3f (p->org[0]-p->vel[0]/10, p->org[1]-p->vel[1]/10, p->org[2]-p->vel[2]/10);
}
void GL_DrawParticleBeam_Textured(beamseg_t *b, part_type_t *type)
{
vec3_t v, point;
vec3_t cr;
beamseg_t *c;
particle_t *p;
particle_t *q;
float ts;
// if (!b->next)
// return;
c = b->next;
q = c->p;
// if (!q)
// return;
p = b->p;
// if (!p)
// return;
if (lasttype != type)
{
lasttype = type;
glEnd();
glEnable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
if (type->blendmode == BM_ADD) //addative
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
}
glColor4f(q->rgb[0],
q->rgb[1],
q->rgb[2],
q->alpha);
// glBegin(GL_LINE_LOOP);
VectorSubtract(r_refdef.vieworg, q->org, v);
VectorNormalize(v);
CrossProduct(c->dir, v, cr);
ts = (c->texture_s*type->rotationstartmin + particletime*type->rotationmin)/754;
VectorMA(q->org, -q->scale, cr, point);
glTexCoord2f(ts, 0);
glVertex3fv(point);
VectorMA(q->org, q->scale, cr, point);
glTexCoord2f(ts, 1);
glVertex3fv(point);
glColor4f(p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
VectorSubtract(r_refdef.vieworg, p->org, v);
VectorNormalize(v);
CrossProduct(b->dir, v, cr); // replace with old p->dir?
ts = (b->texture_s*type->rotationstartmin + particletime*type->rotationmin)/754;
VectorMA(p->org, p->scale, cr, point);
glTexCoord2f(ts, 1);
glVertex3fv(point);
VectorMA(p->org, -p->scale, cr, point);
glTexCoord2f(ts, 0);
glVertex3fv(point);
// glEnd();
}
void GL_DrawParticleBeam_Untextured(beamseg_t *b, part_type_t *type)
{
vec3_t v;
vec3_t cr;
beamseg_t *c;
particle_t *p;
particle_t *q;
vec3_t point[4];
// if (!b->next)
// return;
c = b->next;
q = c->p;
// if (!q)
// return;
p = b->p;
// if (!p)
// return;
if (lasttype != type)
{
lasttype = type;
glEnd();
glDisable(GL_TEXTURE_2D);
GL_Bind(type->texturenum);
if (type->blendmode == BM_ADD) //addative
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
// else if (type->blendmode == BM_SUBTRACT) //subtractive
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
}
// glBegin(GL_LINE_LOOP);
VectorSubtract(r_refdef.vieworg, q->org, v);
VectorNormalize(v);
CrossProduct(c->dir, v, cr);
VectorMA(q->org, -q->scale, cr, point[0]);
VectorMA(q->org, q->scale, cr, point[1]);
VectorSubtract(r_refdef.vieworg, p->org, v);
VectorNormalize(v);
CrossProduct(b->dir, v, cr); // replace with old p->dir?
VectorMA(p->org, p->scale, cr, point[2]);
VectorMA(p->org, -p->scale, cr, point[3]);
//one half
//back out
//back in
//front in
//front out
glColor4f(q->rgb[0],
q->rgb[1],
q->rgb[2],
0);
glVertex3fv(point[0]);
glColor4f(q->rgb[0],
q->rgb[1],
q->rgb[2],
q->alpha);
glVertex3fv(q->org);
glColor4f(p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
glVertex3fv(p->org);
glColor4f(p->rgb[0],
p->rgb[1],
p->rgb[2],
0);
glVertex3fv(point[3]);
//front out
//front in
//back in
//back out
glColor4f(p->rgb[0],
p->rgb[1],
p->rgb[2],
0);
glVertex3fv(point[2]);
glColor4f(p->rgb[0],
p->rgb[1],
p->rgb[2],
p->alpha);
glVertex3fv(p->org);
glColor4f(q->rgb[0],
q->rgb[1],
q->rgb[2],
q->alpha);
glVertex3fv(q->org);
glColor4f(q->rgb[0],
q->rgb[1],
q->rgb[2],
0);
glVertex3fv(point[1]);
// glEnd();
}
#endif
#ifdef SWQUAKE
void SWD_DrawParticleSpark(particle_t *p, part_type_t *type)
{
int r,g,b; //if you have a cpu with mmx, good for you...
r = p->rgb[0]*255;
if (r < 0)
r = 0;
else if (r > 255)
r = 255;
g = p->rgb[1]*255;
if (g < 0)
g = 0;
else if (g > 255)
g = 255;
b = p->rgb[2]*255;
if (b < 0)
b = 0;
else if (b > 255)
b = 255;
p->color = GetPalette(r, g, b);
D_DrawSparkTrans(p);
}
void SWD_DrawParticleBlob(particle_t *p, part_type_t *type)
{
int r,g,b; //This really shouldn't be like this. Pitty the 32 bit renderer...
r = p->rgb[0]*255;
if (r < 0)
r = 0;
else if (r > 255)
r = 255;
g = p->rgb[1]*255;
if (g < 0)
g = 0;
else if (g > 255)
g = 255;
b = p->rgb[2]*255;
if (b < 0)
b = 0;
else if (b > 255)
b = 255;
p->color = GetPalette(r, g, b);
D_DrawParticleTrans(p);
}
#endif
void DrawParticleTypes (void texturedparticles(particle_t *,part_type_t*), void sparkparticles(particle_t*,part_type_t*), void beamparticlest(beamseg_t*,part_type_t*), void beamparticlesut(beamseg_t*,part_type_t*))
{
qboolean (*tr) (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
int i;
vec3_t oldorg;
vec3_t stop, normal;
part_type_t *type;
particle_t *p, *kill;
ramp_t *ramp;
float grav;
vec3_t friction;
float dist;
particle_t *kill_list, *kill_first;
beamseg_t *b, *bkill;
int traces=r_particle_tracelimit.value;
lasttype = NULL;
pframetime = host_frametime;
if (cl.paused || r_secondaryview)
pframetime = 0;
VectorScale (vup, 1.5, pup);
VectorScale (vright, 1.5, pright);
#ifdef SWQUAKE
VectorScale (vright, xscaleshrink, r_pright);
VectorScale (vup, yscaleshrink, r_pup);
VectorCopy (vpn, r_ppn);
#endif
#ifdef Q2BSPS
if (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)
tr = Q2TraceLineN;
else
#endif
tr = TraceLineN;
kill_list = kill_first = NULL;
for (i = 0; i < numparticletypes; i++)
{
type = &part_type[i];
if (!type->die)
{
while ((p=type->particles))
{
if (!type->isbeam)
{
if (*type->texname)
RQ_AddDistReorder((void*)texturedparticles, p, type, p->org);
else
RQ_AddDistReorder((void*)sparkparticles, p, type, p->org);
}
type->particles = p->next;
// p->next = free_particles;
// free_particles = p;
p->next = kill_list;
kill_list = p;
if (!kill_first) // branch here is probably faster than list traversal later
kill_first = p;
}
if (type->beams)
{
b = type->beams;
}
while ((b=type->beams) && (b->flags & BS_DEAD))
{
type->beams = b->next;
b->next = free_beams;
free_beams = b;
}
while (b)
{
if (!(b->flags & BS_NODRAW))
{
// no BS_NODRAW implies b->next != NULL
// BS_NODRAW should imply b->next == NULL or b->next->flags & BS_DEAD
VectorCopy(b->next->p->org, stop);
VectorCopy(b->p->org, oldorg);
VectorSubtract(stop, oldorg, b->next->dir);
VectorNormalize(b->next->dir);
VectorAdd(stop, oldorg, stop);
VectorScale(stop, 0.5, stop);
if (*type->texname)
RQ_AddDistReorder((void*)beamparticlest, b, type, stop);
else
RQ_AddDistReorder((void*)beamparticlesut, b, type, stop);
}
// clean up dead entries ahead of current
for ( ;; )
{
bkill = b->next;
if (bkill && (bkill->flags & BS_DEAD))
{
b->next = bkill->next;
bkill->next = free_beams;
free_beams = bkill;
continue;
}
break;
}
b->flags |= BS_DEAD;
b = b->next;
}
continue;
}
//kill off early ones.
for ( ;; )
{
kill = type->particles;
if (kill && kill->die < particletime)
{
type->particles = kill->next;
// kill->next = free_particles;
// free_particles = kill;
kill->next = kill_list;
kill_list = kill;
if (!kill_first)
kill_first = kill;
continue;
}
break;
}
grav = type->gravity*pframetime;
VectorScale(type->friction, pframetime, friction);
for (p=type->particles ; p ; p=p->next)
{
for ( ;; )
{
kill = p->next;
if (kill && kill->die < particletime)
{
p->next = kill->next;
// kill->next = free_particles;
// free_particles = kill;
kill->next = kill_list;
kill_list = kill;
if (!kill_first)
kill_first = kill;
continue;
}
break;
}
VectorCopy(p->org, oldorg);
p->org[0] += p->vel[0]*pframetime;
p->org[1] += p->vel[1]*pframetime;
p->org[2] += p->vel[2]*pframetime;
p->vel[0] -= friction[0]*p->vel[0];
p->vel[1] -= friction[1]*p->vel[1];
p->vel[2] -= friction[2]*p->vel[2];
p->vel[2] -= grav;
p->angle += p->rotationspeed*pframetime;
switch (type->rampmode)
{
case RAMP_ABSOLUTE:
ramp = type->ramp + (int)(type->rampindexes * (type->die - (p->die - particletime)) / type->die);
VectorCopy(ramp->rgb, p->rgb);
p->alpha = ramp->alpha;
p->scale = ramp->scale;
break;
case RAMP_DELTA: //particle ramps
ramp = type->ramp + (int)(type->rampindexes * (type->die - (p->die - particletime)) / type->die);
VectorMA(p->rgb, pframetime, ramp->rgb, p->rgb);
p->alpha -= pframetime*ramp->alpha;
p->scale += pframetime*ramp->scale;
break;
case RAMP_NONE: //particle changes acording to it's preset properties.
if (particletime < (p->die-type->die+type->rgbchangetime))
{
p->rgb[0] += pframetime*type->rgbchange[0];
p->rgb[1] += pframetime*type->rgbchange[1];
p->rgb[2] += pframetime*type->rgbchange[2];
}
p->alpha -= pframetime*(type->alpha/type->die)*type->alphachange;
p->scale += pframetime*type->scaledelta;
}
if (type->emit >= 0)
{
if (type->emittime < 0)
R_RocketTrail(oldorg, p->org, type->emit, NULL);
else if (p->nextemit < particletime)
{
p->nextemit = particletime + type->emittime + frandom()*type->emitrand;
R_RunParticleEffectType(p->org, p->vel, 1, type->emit);
}
}
if (type->cliptype>=0 && r_bouncysparks.value)
{
if (traces-->0&&tr(oldorg, p->org, stop, normal))
{
if (type->stains && r_bloodstains.value)
R_AddStain(stop, p->rgb[1]*-10+p->rgb[2]*-10,
p->rgb[0]*-10+p->rgb[2]*-10,
p->rgb[0]*-10+p->rgb[1]*-10,
30*p->alpha);
if (type->cliptype == i)
{ //bounce
dist = DotProduct(p->vel, normal) * (-1-(rand()/(float)0x7fff)/2);
VectorMA(p->vel, dist, normal, p->vel);
VectorCopy(stop, p->org);
p->vel[0] *= type->clipbounce;
p->vel[1] *= type->clipbounce;
p->vel[2] *= type->clipbounce;
if (!*type->texname && Length(p->vel)<1000*pframetime && !type->isbeam)
p->die = -1;
}
else
{
p->die = -1;
VectorNormalize(p->vel);
R_RunParticleEffectType(stop, p->vel, type->clipcount/part_type[type->cliptype].count, type->cliptype);
}
continue;
}
}
else if (type->stains && r_bloodstains.value)
{
if (traces-->0&&tr(oldorg, p->org, stop, normal))
{
R_AddStain(stop, p->rgb[1]*-10+p->rgb[2]*-10,
p->rgb[0]*-10+p->rgb[2]*-10,
p->rgb[0]*-10+p->rgb[1]*-10,
30*p->alpha);
p->die = -1;
continue;
}
}
if (!type->isbeam)
{
if (*type->texname)
RQ_AddDistReorder((void*)texturedparticles, p, type, p->org);
else
RQ_AddDistReorder((void*)sparkparticles, p, type, p->org);
}
}
// beams are dealt with here
// kill early entries
for ( ;; )
{
bkill = type->beams;
if (bkill && (bkill->flags & BS_DEAD || bkill->p->die < particletime) && !(bkill->flags & BS_LASTSEG))
{
type->beams = bkill->next;
bkill->next = free_beams;
free_beams = bkill;
continue;
}
break;
}
b = type->beams;
if (!b)
continue;
for ( ;; )
{
if (b->next)
{
// mark dead entries
if (b->flags & (BS_LASTSEG|BS_DEAD|BS_NODRAW))
{
// kill some more dead entries
for ( ;; )
{
bkill = b->next;
if (bkill && (bkill->flags & BS_DEAD) && !(bkill->flags & BS_LASTSEG))
{
b->next = bkill->next;
bkill->next = free_beams;
free_beams = bkill;
continue;
}
break;
}
if (!bkill) // have to check so we don't hit NULL->next
continue;
}
else
{
if (!(b->next->flags & BS_DEAD))
{
VectorCopy(b->next->p->org, stop);
VectorCopy(b->p->org, oldorg);
VectorSubtract(stop, oldorg, b->next->dir);
VectorNormalize(b->next->dir);
VectorAdd(stop, oldorg, stop);
VectorScale(stop, 0.5, stop);
if (*type->texname)
RQ_AddDistReorder((void*)beamparticlest, b, type, stop);
else
RQ_AddDistReorder((void*)beamparticlesut, b, type, stop);
}
// if (b->p->die < particletime)
// b->flags |= BS_DEAD;
}
}
else
{
if (b->p->die < particletime) // end of the list check
b->flags |= BS_DEAD;
break;
}
if (b->p->die < particletime)
b->flags |= BS_DEAD;
b = b->next;
}
}
RQ_RenderDistAndClear();
// lazy delete for particles is done here
if (kill_list)
{
kill_first->next = free_particles;
free_particles = kill_list;
}
particletime += pframetime;
}
/*
===============
R_DrawParticles
===============
*/
void R_DrawParticles (void)
{
R_AddRainParticles();
#if defined(RGLQUAKE)
if (qrenderer == QR_OPENGL)
{
glDepthMask(0);
glDisable(GL_ALPHA_TEST);
glEnable (GL_BLEND);
GL_TexEnv(GL_MODULATE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
if (gl_part_trifansparks.value)
DrawParticleTypes(GL_DrawTexturedParticle, GL_DrawTrifanParticle, GL_DrawParticleBeam_Textured, GL_DrawParticleBeam_Untextured);
else
DrawParticleTypes(GL_DrawTexturedParticle, GL_DrawSparkedParticle, GL_DrawParticleBeam_Textured, GL_DrawParticleBeam_Untextured);
glEnd();
glEnable(GL_TEXTURE_2D);
glDepthMask(1);
return;
}
#endif
#ifdef SWQUAKE
if (qrenderer == QR_SOFTWARE)
{
D_StartParticles();
DrawParticleTypes(SWD_DrawParticleBlob, SWD_DrawParticleSpark, NULL, NULL);//SWD_DrawParticleBeam);
D_EndParticles();
return;
}
#endif
}