quakespasm/source/gl_rpart.c

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No EOL
61 KiB
C

/*
Copyright (C) 2002-2003, Dr Labman, A. Nourai
Copyright (C) 2009, Crow_bar psp port
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.
*/
// gl_rpart.c
#include "quakedef.h"
#define ABSOLUTE_MIN_PARTICLES 64
#define ABSOLUTE_MAX_PARTICLES 12288
typedef byte col_t[4];
typedef enum
{
p_spark,
p_rayspark,
p_raysmoke,
p_smoke,
p_fire,
p_fire2,
p_gunblast,
p_chunk,
p_shockwave,
p_inferno_flame,
p_inferno_trail,
p_sparkray,
p_trailpart,
p_dpsmoke,
p_dpfire,
p_blood1,
p_blood2,
p_blood3,
p_bloodcloud,
p_q3blood,
p_flame,
p_lavatrail,
p_rain,
p_streak,
p_streaktrail,
p_streakwave,
p_lightningbeam,
p_glow,
p_alphatrail,//R00k
p_torch_flame,
p_flare,
p_dot,
p_muzzleflash,
p_muzzleflash2,
p_muzzleflash3,
p_q3blood_trail,
p_q3blood_decal,
p_q3rocketsmoke,
p_q3grenadesmoke,
p_q3explosion,
p_q3flame,
p_q3gunshot,
p_q3teleport,
num_particletypes
} part_type_t;
typedef enum
{
pm_static,
pm_normal,
pm_bounce,
pm_die,
pm_nophysics,
pm_float,
pm_rain,
pm_streak,
pm_streakwave,
} part_move_t;
typedef enum
{
ptex_none,
ptex_smoke,
ptex_generic,
ptex_dpsmoke,
ptex_lava,
ptex_blood1,
ptex_blood2,
ptex_blood3,
ptex_lightning,
ptex_flame,
ptex_muzzleflash,
ptex_muzzleflash2,
ptex_muzzleflash3,
ptex_bloodcloud,
ptex_q3blood,
ptex_q3blood_trail,
ptex_q3smoke,
ptex_q3explosion,
ptex_q3flame,
num_particletextures
} part_tex_t;
typedef enum
{
pd_spark,
pd_sparkray,
pd_billboard,
pd_billboard_vel,
pd_hide,
pd_beam,
pd_q3flame,
pd_q3gunshot,
pd_q3teleport
} part_draw_t;
typedef struct particle_type_s
{
particle_t *start;
part_type_t id;
part_draw_t drawtype;
int SrcBlend;
int DstBlend;
part_tex_t texture;
float startalpha;
float grav;
float accel;
part_move_t move;
float custom;
} particle_type_t;
#define DEFAULT_NUM_DECALS 1024 //*4
#define ABSOLUTE_MIN_DECALS 256
#define ABSOLUTE_MAX_DECALS 32768
#define MAX_DECAL_VERTICES 128
#define MAX_DECAL_TRIANGLES 64
typedef struct decal_s
{
vec3_t origin;
vec3_t normal;
vec3_t tangent;
float radius;
int bspdecal;
struct decal_s *next;
double die;
double starttime;
int srcblend;
int dstblend;
int texture;
// geometry of decal
int vertexCount, triangleCount;
vec3_t vertexArray[MAX_DECAL_VERTICES];
float texcoordArray[MAX_DECAL_VERTICES][2];
int triangleArray[MAX_DECAL_TRIANGLES][3];
} decal_t;
static decal_t *decals, *active_decals, *free_decals;
#define MAX_PTEX_COMPONENTS 8
typedef struct particle_texture_s
{
gltexture_t *gltexture;
int components;
float coords[MAX_PTEX_COMPONENTS][4];
} particle_texture_t;
static float sint[7] = {0.000000, 0.781832, 0.974928, 0.433884, -0.433884, -0.974928, -0.781832};
static float cost[7] = {1.000000, 0.623490, -0.222521, -0.900969, -0.900969, -0.222521, 0.623490};
extern particle_t *particles, *free_particles;
static particle_type_t particle_types[num_particletypes];//R00k
static int particle_type_index[num_particletypes];
static particle_texture_t particle_textures[num_particletextures];
int lightning_texture;//Vult
float varray_vertex[16];//Vult
void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width);//Vult
vec3_t NULLVEC = {0,0,0};//r00k
static int r_numparticles;
static vec3_t zerodir = {22, 22, 22};
static int particle_count = 0;
static float particle_time;
int decals_enabled;
qboolean qmb_initialized = false;
int particle_mode = 0; // 0: classic (default), 1: QMB, 2: mixed
extern gltexture_t *decal_blood1;
extern gltexture_t *decal_blood2;
extern gltexture_t *decal_blood3;
extern gltexture_t *decal_q3blood;
extern gltexture_t *decal_burn;
extern gltexture_t *decal_mark;
extern gltexture_t *decal_glow;
static plane_t leftPlane, rightPlane, bottomPlane, topPlane, backPlane, frontPlane;
#define ADD_PARTICLE_TEXTURE(_ptex, _glpic, _texindex, _components, _s1, _t1, _s2, _t2)\
do { \
particle_textures[_ptex].gltexture = _glpic; \
particle_textures[_ptex].components = _components; \
particle_textures[_ptex].coords[_texindex][0] = (_s1 + 1) / max_s; \
particle_textures[_ptex].coords[_texindex][1] = (_t1 + 1) / max_t; \
particle_textures[_ptex].coords[_texindex][2] = (_s2 - 1) / max_s; \
particle_textures[_ptex].coords[_texindex][3] = (_t2 - 1) / max_t; \
} while(0)
#define ADD_PARTICLE_TYPE(_id, _drawtype, _SrcBlend, _DstBlend, _texture, _startalpha, _grav, _accel, _move, _custom)\
do {\
particle_types[count].id = (_id);\
particle_types[count].drawtype = (_drawtype);\
particle_types[count].SrcBlend = (_SrcBlend);\
particle_types[count].DstBlend = (_DstBlend);\
particle_types[count].texture = (_texture);\
particle_types[count].startalpha = (_startalpha);\
particle_types[count].grav = 9.8 * (_grav);\
particle_types[count].accel = (_accel);\
particle_types[count].move = (_move);\
particle_types[count].custom = (_custom);\
particle_type_index[_id] = count;\
count++;\
} while(0)
cvar_t r_part_gunshots = {"r_part_gunshots", "1", CVAR_ARCHIVE};
cvar_t r_part_spikes = {"r_part_spikes", "2", CVAR_ARCHIVE};
cvar_t r_bounceparticles = {"r_bounceparticles", "1",CVAR_ARCHIVE};
cvar_t r_flametype = {"r_flametype", "2",CVAR_ARCHIVE};
cvar_t r_decal_blood = {"r_decal_blood", "1",CVAR_ARCHIVE};
cvar_t r_decal_bullets = {"r_decal_bullets","1",CVAR_ARCHIVE};
cvar_t r_decal_sparks = {"r_decal_sparks","1",CVAR_ARCHIVE};
cvar_t r_decal_explosions = {"r_decal_explosions","1",CVAR_ARCHIVE};
cvar_t r_particle_count = {"r_particle_count", "4096", CVAR_ARCHIVE};
cvar_t r_decaltime = {"r_decaltime", "12", CVAR_ARCHIVE};
extern cvar_t gl_farclip;
void d8to24col (col_t colourv, int colour)
{
byte *colourByte;
colourByte = (byte *)&d_8to24table[colour];
colourv[0] = colourByte[0];
colourv[1] = colourByte[1];
colourv[2] = colourByte[2];
}
float RandomMinMax (float min, float max)
{
return min + ((rand() % 10000) / 10000.0) * (max - min);
}
static byte *ColorForParticle (part_type_t type)
{
static col_t color;
int lambda;
switch (type)
{
case p_spark:
color[0] = 224 + (rand() & 31);
color[1] = 100 + (rand() & 31);
color[2] = 50;
break;
case p_torch_flame:
case p_glow:
color[0] = color[1] = color[2] = 255;
break;
case p_smoke:
color[0] = color[1] = color[2] = 128;
color[3] = 64;
break;
case p_q3rocketsmoke:
case p_q3grenadesmoke:
color[0] = color[1] = color[2] = 160;
break;
case p_q3explosion:
case p_q3flame:
case p_q3gunshot: // not used
case p_q3teleport: // not used
color[0] = color[1] = color[2] = 255;
break;
case p_fire:
color[0] = 255;
color[1] = 122;
color[2] = 62;
break;
case p_fire2:
color[0] = 80;
color[1] = 80;
color[2] = 80;
color[3] = 64;
break;
case p_gunblast:
color[0]= 224 + (rand() & 31);
color[1] = 170 + (rand() & 31);
color[2] = 0;
break;
case p_chunk:
color[0] = color[1] = color[2] = (32 + (rand() & 127));
break;
case p_shockwave:
color[0] = color[1] = color[2] = 64 + (rand() & 31);
break;
case p_inferno_flame:
case p_inferno_trail:
color[0] = 255;
color[1] = 77;
color[2] = 13;
break;
case p_sparkray:
color[0] = 255;
color[1] = 102;
color[2] = 25;
break;
case p_dpsmoke:
color[0] = color[1] = color[2] = 48 + (((rand() & 0xFF) * 48) >> 8);
break;
case p_dpfire:
lambda = rand() & 0xFF;
color[0] = 160 + ((lambda * 48) >> 8);
color[1] = 16 + ((lambda * 148) >> 8);
color[2] = 16 + ((lambda * 16) >> 8);
break;
case p_blood1:
case p_blood2:
color[0] = 30;
color[1] = 5;
color[2] = 5;
color[3] = 255;
break;
case p_blood3:
color[0] = (50 + (rand() & 31));
color[1] = color[2] = 0;
color[3] = 200;
break;
case p_q3blood:
case p_q3blood_trail:
case p_q3blood_decal:
color[0] = 180;
color[1] = color[2] = 0;
break;
case p_flame:
color[0] = 255;
color[1] = 100;
color[2] = 25;
color[3] = 128;
break;
case p_lavatrail:
color[0] = 255;
color[1] = 102;
color[2] = 25;
color[3] = 255;
break;
default:
//assert (!"ColorForParticle: unexpected type");
break;
}
return color;
}
#define INIT_NEW_PARTICLE(_pt, _p, _color, _size, _time) \
_p = free_particles; \
free_particles = _p->next; \
_p->next = _pt->start; \
_pt->start = _p; \
_p->size = _size; \
_p->hit = 0; \
_p->start = cl.time; \
_p->die = cl.time + _time; \
_p->growth = 0; \
_p->rotspeed = 0; \
_p->texindex = (rand() % particle_textures[_pt->texture].components); \
_p->bounces = 0; \
VectorCopy(_color, _p->color);
void QMB_AllocParticles (void)
{
extern cvar_t r_particle_count;
r_numparticles = bound(ABSOLUTE_MIN_PARTICLES, r_particle_count.value, ABSOLUTE_MAX_PARTICLES);
//if (particles)
// Con_Printf("QMB_AllocParticles: internal error >particles<\n");
if (r_numparticles < 1) {
Con_Printf("QMB_AllocParticles: internal error >num particles<\n");
}
// can't alloc on Hunk, using native memory
particles = (particle_t *) malloc (r_numparticles * sizeof(particle_t));
}
extern float loading_num_step;
extern float loading_cur_step;
extern char loading_name[32];
void QMB_InitParticles (void)
{
int i, j, ti, count = 0;
gltexture_t *glpic;
float max_s, max_t; //For ADD_PARTICLE_TEXTURE
particle_mode = pm_classic;
Cvar_RegisterVariable (&r_bounceparticles);
Cvar_RegisterVariable (&r_flametype);
Cvar_RegisterVariable (&r_decal_blood);
Cvar_RegisterVariable (&r_decal_bullets);
Cvar_RegisterVariable (&r_decal_sparks);
Cvar_RegisterVariable (&r_decal_explosions);
Cvar_RegisterVariable (&r_particle_count);
Cvar_RegisterVariable (&r_decaltime);
loading_num_step = loading_num_step + 24;
loading_cur_step++;
strcpy(loading_name, "Particles");
SCR_UpdateScreen ();
if (!(glpic = loadtextureimage("textures/particles/particlefont")))
{
//Clear_LoadingFill ();
Sys_Error("Cannot load textures/particles/particlefont\n");
return;
}
max_s = max_t = 128.0;
// LAST 4 PARAMS = START X, START Y, END X, END Y
ADD_PARTICLE_TEXTURE(ptex_none, 0, 0, 1, 0, 0, 0, 0);
ADD_PARTICLE_TEXTURE(ptex_blood1, glpic, 0, 1, 0, 0, 64, 64);
ADD_PARTICLE_TEXTURE(ptex_blood2, glpic, 0, 1, 64, 0, 128, 64);
ADD_PARTICLE_TEXTURE(ptex_generic, glpic, 0, 1, 0, 64, 32, 96);
ADD_PARTICLE_TEXTURE(ptex_smoke, glpic, 0, 1, 32, 64, 96, 128);
ADD_PARTICLE_TEXTURE(ptex_blood3, glpic, 0, 1, 0, 96, 32, 128);
for (i=0 ; i<8 ; i++)
ADD_PARTICLE_TEXTURE(ptex_dpsmoke, glpic, i, 8, i * 32, 64, (i + 1) * 32, 96);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(glpic = loadtextureimage("textures/particles/smoke")))
{
//Clear_LoadingFill ();
Sys_Error("Cannot load textures/particles/smoke\n");
return;
}
loading_cur_step++;
SCR_UpdateScreen ();
// load the rest of the images
if(!(glpic = loadtextureimage("textures/particles/q3particlefont")))
{
//Clear_LoadingFill ();
Sys_Error("Cannot load textures/particles/q3particlefont\n");
return;
}
max_s = 384.0; max_t = 192.0;
for (i = 0, ti = 0 ; i < 2 ; i++)
for (j = 0 ; j < 4 ; j++, ti++)
ADD_PARTICLE_TEXTURE(ptex_q3explosion, glpic, ti, 8, j * 64, i * 64, (j + 1) * 64, (i + 1) * 64);
loading_cur_step++;
SCR_UpdateScreen ();
for (i = 0 ; i < 5 ; i++)
ADD_PARTICLE_TEXTURE(ptex_q3blood, glpic, i, 5, i * 64, 128, (i + 1) * 64, 192);
ADD_PARTICLE_TEXTURE(ptex_q3smoke, glpic, 0, 1, 256, 0, 384, 128);
ADD_PARTICLE_TEXTURE(ptex_q3blood_trail, glpic, 0, 1, 320, 128, 384, 192);
loading_cur_step++;
SCR_UpdateScreen ();
max_s = max_t = 128.0;
if (!(glpic = loadtextureimage("textures/particles/flame")))
{
//Clear_LoadingFill ();
Sys_Error("Cannot load textures/particles/flame\n");
return;
}
max_s = max_t = 64.0;
ADD_PARTICLE_TEXTURE(ptex_q3flame, glpic, 0, 1, 0, 0, 64, 64);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(glpic = loadtextureimage("textures/particles/inferno")))
{
//Clear_LoadingFill ();
Sys_Error("Cannot load textures/particles/inferno\n");
return;
}
max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_flame, glpic, 0, 1, 0, 0, 256, 256);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(glpic = loadtextureimage("textures/particles/zing1")))
{
//Clear_LoadingFill ();
Sys_Error("Cannot load textures/particles/zing1\n");
return;
}
max_s = 256.0; max_t = 128.0;
ADD_PARTICLE_TEXTURE(ptex_lightning, glpic, 0, 1, 0, 0, 256, 128);//R00k changed
loading_cur_step++;
SCR_UpdateScreen ();
max_s = max_t = 128.0;
if (!(glpic = loadtextureimage("textures/mzfl/mzfl0")))
{
//Clear_LoadingFill ();
Sys_Error("Cannot load textures/particles/mzfl0\n");
return;
}
//max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_muzzleflash, glpic, 0, 1, 0, 0, 128, 128);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(glpic = loadtextureimage("textures/mzfl/mzfl1")))
{
//Clear_LoadingFill ();
Sys_Error("Cannot load textures/particles/mzfl1\n");
return;
}
//max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_muzzleflash2, glpic, 0, 1, 0, 0, 128, 128);
loading_cur_step++;
SCR_UpdateScreen ();
if (!(glpic = loadtextureimage("textures/mzfl/mzfl2")))
{
//Clear_LoadingFill ();
Sys_Error("Cannot load textures/particles/mzfl2\n");
return;
}
//max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_muzzleflash3, glpic, 0, 1, 0, 0, 128, 128);
loading_cur_step++;
SCR_UpdateScreen ();
max_s = max_t = 64.0;
if (!(glpic = loadtextureimage("textures/particles/bloodcloud")))
{
//Clear_LoadingFill ();
Sys_Error("Cannot load textures/particles/bloodcloud\n");
return;
}
//max_s = max_t = 256.0;
ADD_PARTICLE_TEXTURE(ptex_bloodcloud, glpic, 0, 1, 0, 0, 64, 64);
max_s = max_t = 256.0;
loading_cur_step++;
SCR_UpdateScreen ();
QMB_AllocParticles ();
ADD_PARTICLE_TYPE(p_spark, pd_spark, GL_SRC_ALPHA, GL_FIXED_ONLY, ptex_none, 255, -8, 0, pm_normal, 1.3);
ADD_PARTICLE_TYPE(p_gunblast, pd_spark, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_none, 255, 0, 0, pm_normal, 1.3);
ADD_PARTICLE_TYPE(p_sparkray, pd_sparkray, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_none, 255, -0, 0, pm_nophysics, 0);
ADD_PARTICLE_TYPE(p_fire, pd_billboard, GL_SRC_ALPHA, GL_FIXED_ONLY, ptex_smoke, 204, 0, -2.95, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen ();
ADD_PARTICLE_TYPE(p_fire2, pd_billboard, GL_SRC_ALPHA, GL_FIXED_ONLY, ptex_smoke, 204, 0, -2.95, pm_die, 0);
ADD_PARTICLE_TYPE(p_chunk, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, -16, 0, pm_bounce, 1.475);
ADD_PARTICLE_TYPE(p_shockwave, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, 0, -4.85, pm_nophysics, 0);
ADD_PARTICLE_TYPE(p_inferno_flame, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 153, 0, 0, pm_static, 0);
loading_cur_step++;
SCR_UpdateScreen ();
ADD_PARTICLE_TYPE(p_inferno_trail, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 204, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_trailpart, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 230, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_smoke, pd_billboard, GL_SRC_ALPHA, GL_FIXED_ONLY, ptex_smoke, 140, 3, 0, pm_normal, 0);
ADD_PARTICLE_TYPE(p_raysmoke, pd_billboard, GL_SRC_ALPHA, GL_FIXED_ONLY, ptex_smoke, 140, 3, 0, pm_normal, 0);
ADD_PARTICLE_TYPE(p_dpfire, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_dpsmoke, 144, 0, 0, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen ();
ADD_PARTICLE_TYPE(p_dpsmoke, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_dpsmoke, 85, 3, 0, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_dot, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_blood1, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR, ptex_blood1, 255, -20, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_blood2, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_blood3, 255, -45, 0, pm_normal, 0.018);//disisgonnabethegibchunks
ADD_PARTICLE_TYPE(p_blood3, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_blood3, 255, -30, 0, pm_normal, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_flame, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 200, 10, 0, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_lavatrail, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_dpsmoke, 255, 3, 0, pm_normal, 0);//R00k
ADD_PARTICLE_TYPE(p_glow, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 204, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_alphatrail, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 100, 0, 0, pm_static, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_torch_flame, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_flame, 255, 12, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_streak, pd_hide, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_none, 255, -64, 0, pm_streak, 1.5);
ADD_PARTICLE_TYPE(p_streakwave, pd_hide, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_none, 255, 0, 0, pm_streakwave, 0);
ADD_PARTICLE_TYPE(p_streaktrail, pd_beam, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_none, 255, 0, 0, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_lightningbeam, pd_beam, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_lightning, 255, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_muzzleflash, pd_billboard, GL_SRC_ALPHA, GL_FIXED_ONLY, ptex_muzzleflash, 255, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_muzzleflash2, pd_billboard, GL_SRC_ALPHA, GL_FIXED_ONLY, ptex_muzzleflash2, 255, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_muzzleflash3, pd_billboard, GL_SRC_ALPHA, GL_FIXED_ONLY, ptex_muzzleflash3, 255, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_rain, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, -16, 0, pm_rain, 0);
loading_cur_step++;
SCR_UpdateScreen();
//shpuldeditedthis(GI_ONE_MINUS_DST_ALPHA->GL_ONE_MINUS_SRC_ALPHA) (edited one right after this comment)
ADD_PARTICLE_TYPE(p_bloodcloud, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_bloodcloud, 255, -2, 0, pm_normal, 0);
ADD_PARTICLE_TYPE(p_q3blood, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_q3blood, 255, 0, 0, pm_static, -1);
ADD_PARTICLE_TYPE(p_q3blood_trail, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_q3blood_trail, 255, -1.5, 0, pm_die, -1);
ADD_PARTICLE_TYPE(p_q3rocketsmoke, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_q3smoke, 80, 0, 0, pm_die, 0);
loading_cur_step++;
SCR_UpdateScreen();
ADD_PARTICLE_TYPE(p_q3grenadesmoke, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, ptex_q3smoke, 80, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_q3explosion, pd_billboard, GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, ptex_q3explosion, 204, 0, 0, pm_static, -1);
//old: ADD_PARTICLE_TYPE(p_q3flame, pd_q3flame, GL_SRC_ALPHA, GU_ONE_MINUS_DST_ALPHA, ptex_q3flame, 204, 0, 0, pm_static, -1);
ADD_PARTICLE_TYPE(p_q3flame, pd_billboard, GL_SRC_ALPHA, GL_FIXED_ONLY, ptex_q3flame, 180, 0.66, 0, pm_nophysics, 0);
ADD_PARTICLE_TYPE(p_q3gunshot, pd_q3gunshot, GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, ptex_none, 255, 0, 0, pm_static, -1);
ADD_PARTICLE_TYPE(p_q3teleport, pd_q3teleport, GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, ptex_none, 255, 0, 0, pm_static, -1);
loading_cur_step++;
strcpy(loading_name, "Standard particles");
SCR_UpdateScreen ();
Clear_LoadingFill ();
qmb_initialized = true;
}
void AddParticle (part_type_t type, vec3_t org, int count, float size, double time, col_t col, vec3_t dir)
{
byte *color;
int i, j, k;
float tempSize; //stage;
particle_t *p;
particle_type_t *pt;
static unsigned long q3blood_texindex = 0;
if (!qmb_initialized)
Sys_Error ("QMB particle added without initialization");
//assert (size > 0 && time > 0);
if (type < 0 || type >= num_particletypes)
Sys_Error ("AddParticle: Invalid type (%d)", type);
pt = &particle_types[particle_type_index[type]];
for (i=0 ; i < count && free_particles ; i++)
{
color = col ? col : ColorForParticle (type);
INIT_NEW_PARTICLE(pt, p, color, size, time);
switch (type)
{
case p_spark:
p->size = 1.175;
VectorCopy (org, p->org);
tempSize = size * 2;
p->vel[0] = (rand() % (int)tempSize) - ((int)tempSize / 2);
p->vel[1] = (rand() % (int)tempSize) - ((int)tempSize / 2);
p->vel[2] = (rand() % (int)tempSize) - ((int)tempSize / 2);
break;
case p_rayspark:
p->size = 1.175;
VectorCopy (org, p->org);
tempSize = size * 2;
p->vel[0] = (rand() % (int)tempSize) - ((int)tempSize/6);
p->vel[1] = (rand() % (int)tempSize) - ((int)tempSize/6);
p->vel[2] = /*(rand() % (int)tempSize) - (*/(int)tempSize;
break;
case p_raysmoke:
for (j=0 ; j<3 ; j++)
p->org[j] = org[j] + ((rand() & 31) - 16) / 2.0;
p->vel[0] = ((rand() % 10)+2);
p->vel[1] = ((rand() % 10)+2);
p->vel[2] = ((rand() % 10)+2)*5;
p->growth = 7.5;
break;
case p_smoke:
for (j=0 ; j<3 ; j++)
p->org[j] = org[j] + ((rand() & 31) - 16) / 2.0;
for (j=0 ; j<3 ; j++)
p->vel[j] = ((rand() % 10) - 5) / 20.0;
p->growth = 4.5;
break;
case p_fire:
VectorCopy (org, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() & 159) - 80;
p->org[0] = org[0] + ((rand() & 63) - 32);
p->org[1] = org[1] + ((rand() & 63) - 32);
p->org[2] = org[2] + ((rand() & 63) - 10);
break;
case p_fire2:
VectorCopy (org, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() & 199) - 100;
p->org[0] = org[0] + ((rand() & 99) - 50);
p->org[1] = org[1] + ((rand() & 99) - 50);
p->org[2] = org[2] + ((rand() & 99) - 18);
p->growth = 12;
break;
case p_streak:
case p_streakwave:
case p_shockwave:
case p_q3teleport:
VectorCopy (org, p->org);
VectorCopy (dir, p->vel);
break;
case p_gunblast:
p->size = 1;
VectorCopy (org, p->org);
p->vel[0] = (rand() & 159) - 80;
p->vel[1] = (rand() & 159) - 80;
p->vel[2] = (rand() & 159) - 80;
break;
case p_chunk:
VectorCopy (org, p->org);
p->vel[0] = (rand() % 40) - 20;
p->vel[1] = (rand() % 40) - 20;
p->vel[2] = (rand() % 40) - 5;
break;
case p_rain:
VectorCopy(org, p->org);
p->vel[0] = (rand() % 180) - 90;
p->vel[1] = (rand() % 180) - 90;
p->vel[2] = (rand() % -100 - 1200);
break;
case p_inferno_trail:
for (j=0 ; j<3 ; j++)
p->org[j] = org[j] + (rand() & 15) - 8;
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() & 3) - 2;
p->growth = -1.5;
break;
case p_inferno_flame:
VectorCopy (org, p->org);
VectorClear (p->vel);
p->growth = -30;
break;
case p_q3explosion:
p->texindex = 0;
VectorCopy (org, p->org);
VectorClear (p->vel);
p->growth = 50;
for (j=1 ; j<8 ; j++)
{
INIT_NEW_PARTICLE(pt, p, color, size, time);
p->size = size + j * 2;
p->start = cl.time + (j * time / 2.0);
p->die = p->start + time;
p->texindex = j;
VectorCopy (org, p->org);
VectorClear (p->vel);
p->growth = 50;
}
break;
case p_sparkray:
VectorCopy (org, p->endorg);
VectorCopy (dir, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() & 127) - 64;
p->growth = -16;
break;
case p_bloodcloud: //shpuld
VectorCopy (org, p->org);
p->vel[0] = (rand() & 39) - 20;
p->vel[1] = (rand() & 39) - 20;
p->vel[2] = (rand() & 39) - 20;
p->growth = 24;
break;
case p_muzzleflash:
case p_muzzleflash2:
case p_muzzleflash3:
VectorCopy (org, p->org);
p->rotspeed = (rand() & 45) - 90;
//p->size = size * (rand() % 6) / 4;//r00k
p->size = size * (0.85 +((0.05 * (rand() % 16)) * 0.35));//naievil: resultant size range: [size * 0.85, size * 1.1125)
break;
case p_flare:
VectorCopy (org, p->org);
VectorCopy (dir, p->vel);
p->growth = 1.75;
break;
case p_blood1:
p->size = size * (rand() % 2) + 0.50;//r00k
for (j=0 ; j<3 ; j++)
p->org[j] = org[j] + (rand() & 15) - 8;
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() & 63) - 32;
break;
case p_blood2: //shpuld
VectorCopy (org, p->org);
p->vel[0] = (rand() & 200) - 100;
p->vel[1] = (rand() & 200) - 100;
p->vel[2] = (rand() & 250) - 70;
//p->growth = 24;
break;
case p_blood3:
p->size = size * (rand() % 20) / 5.0;
VectorCopy (org, p->org);
for (j=0 ; j<3 ; j++)
p->vel[j] = (rand() % 40) - 20;
break;
case p_q3blood:
p->texindex = q3blood_texindex++ % 5;
for (k=0 ; k<3 ; k++)
p->org[k] = org[k] + (rand() & 15) - 8;
VectorClear (p->vel);
for (j=1 ; j<3 ; j++)
{
INIT_NEW_PARTICLE(pt, p, color, size, time);
p->start = cl.time + (j * time);
p->die = p->start + time;
p->texindex = q3blood_texindex++ % 5;
for (k=0 ; k<3 ; k++)
p->org[k] = org[k] + (rand() & 15) - 8;
VectorClear (p->vel);
}
break;
case p_flame:
VectorCopy (org, p->org);
p->growth = -p->size / 2;
VectorClear (p->vel);
for (j=0 ; j<2 ; j++)
p->vel[j] = (rand() % 6) - 3;
break;
case p_q3flame: //shpuld
VectorCopy (org, p->org);
p->vel[0] = (rand() & 3) - 2;
p->vel[1] = (rand() & 3) - 2;
p->vel[2] = (rand() & 2);
p->growth = 6;
break;
case p_q3gunshot:
p->texindex = 0; // used for animation here
VectorCopy (org, p->org);
for (j=1 ; j<3 ; j++)
{
INIT_NEW_PARTICLE(pt, p, color, size, time);
p->start = cl.time + (j * time / 2.0);
p->die = p->start + time;
p->texindex = j + 1;
VectorCopy (org, p->org);
}
break;
case p_torch_flame:
for (j=0 ; j<3 ; j++)
p->org[j] = org[j] + (rand() & 3) - 2;
p->vel[0] = rand() % 15 - 8;
p->vel[1] = rand() % 15 - 8;
p->vel[2] = rand() % 15;
p->rotspeed = (rand() & 31) + 32;
break;
case p_dot:
case p_glow:
VectorCopy (org, p->org);
VectorCopy (dir, p->vel);
p->growth = -1.5;
break;
case p_streaktrail:
case p_lightningbeam:
VectorCopy(org, p->org);
VectorCopy(dir, p->endorg);
VectorClear(p->vel);
p->growth = -p->size/time;
p->bounces = color[3];
break;
default:
//assert (!"AddParticle: unexpected type");
break;
}
}
}
void QMB_ParticleExplosion(vec3_t org)
{
//shpuld
AddParticle (p_fire, org, 10, 40, 0.5, NULL, zerodir);
AddParticle (p_fire2, org, 14, 36, 1.8, NULL, zerodir);
}
int DecalClipPolygonAgainstPlane (plane_t *plane, int vertexCount, vec3_t *vertex, vec3_t *newVertex);
int DecalClipPolygon (int vertexCount, vec3_t *vertices, vec3_t *newVertex)
{
vec3_t tempVertex[64];
// Clip against all six planes
int count = DecalClipPolygonAgainstPlane (&leftPlane, vertexCount, vertices, tempVertex);
if (count != 0)
{
count = DecalClipPolygonAgainstPlane (&rightPlane, count, tempVertex, newVertex);
if (count != 0)
{
count = DecalClipPolygonAgainstPlane (&bottomPlane, count, newVertex, tempVertex);
if (count != 0)
{
count = DecalClipPolygonAgainstPlane (&topPlane, count, tempVertex, newVertex);
if (count != 0)
{
count = DecalClipPolygonAgainstPlane (&backPlane, count, newVertex, tempVertex);
if (count != 0)
{
count = DecalClipPolygonAgainstPlane (&frontPlane, count, tempVertex, newVertex);
}
}
}
}
}
return count;
}
int DecalClipPolygonAgainstPlane (plane_t *plane, int vertexCount, vec3_t *vertex, vec3_t *newVertex)
{
int a, b, c, count, negativeCount = 0;
float t;
qboolean negative[65];
vec3_t v1, v2;
// Classify vertices
for (a = 0 ; a < vertexCount ; a++)
{
qboolean neg = ((DotProduct(plane->normal, vertex[a]) - plane->dist) < 0.0);
negative[a] = neg;
negativeCount += neg;
}
// Discard this polygon if it's completely culled
if (negativeCount == vertexCount)
return 0;
count = 0;
for (b = 0 ; b < vertexCount ; b++)
{
// c is the index of the previous vertex
c = (b != 0) ? b - 1 : vertexCount - 1;
if (negative[b])
{
if (!negative[c])
{
// Current vertex is on negative side of plane, but previous vertex is on positive side.
VectorCopy (vertex[c], v1);
VectorCopy (vertex[b], v2);
t = (DotProduct(plane->normal, v1) - plane->dist) /
(plane->normal[0] * (v1[0] - v2[0])
+ plane->normal[1] * (v1[1] - v2[1])
+ plane->normal[2] * (v1[2] - v2[2]));
VectorScale (v1, (1.0 - t), newVertex[count]);
VectorMA (newVertex[count], t, v2, newVertex[count]);
count++;
}
}
else
{
if (negative[c])
{
// Current vertex is on positive side of plane, but previous vertex is on negative side.
VectorCopy (vertex[b], v1);
VectorCopy (vertex[c], v2);
t = (DotProduct(plane->normal, v1) - plane->dist) /
(plane->normal[0] * (v1[0] - v2[0])
+ plane->normal[1] * (v1[1] - v2[1])
+ plane->normal[2] * (v1[2] - v2[2]));
VectorScale (v1, (1.0 - t), newVertex[count]);
VectorMA (newVertex[count], t, v2, newVertex[count]);
count++;
}
// Include current vertex
VectorCopy (vertex[b], newVertex[count]);
count++;
}
}
// Return number of vertices in clipped polygon
return count;
}
qboolean DecalAddPolygon (decal_t *dec, int vertcount, vec3_t *vertices)
{
int a, b, count, *triangle;
count = dec->vertexCount;
if (count + vertcount >= MAX_DECAL_VERTICES)
return false;
if (dec->triangleCount + vertcount - 2 >= MAX_DECAL_TRIANGLES)
return false;
// Add polygon as a triangle fan
triangle = &dec->triangleArray[dec->triangleCount][0];
for (a = 2 ; a < vertcount ; a++)
{
dec->triangleArray[dec->triangleCount][0] = count;
dec->triangleArray[dec->triangleCount][1] = (count + a - 1);
dec->triangleArray[dec->triangleCount][2] = (count + a );
dec->triangleCount++;
}
// Assign vertex colors
for (b = 0 ; b < vertcount ; b++)
{
VectorCopy(vertices[b], dec->vertexArray[count]);
count++;
}
dec->vertexCount = count;
return true;
}
const double decalEpsilon = 0.001;
void DecalClipLeaf (decal_t *dec, mleaf_t *leaf)
{
int c;
vec3_t newVertex[64], t3;
msurface_t **surf;
c = leaf->nummarksurfaces;
surf = leaf->firstmarksurface;
// for all surfaces in the leaf
for (c = 0 ; c < leaf->nummarksurfaces ; c++, surf++)
{
int i, count;
glpoly_t *poly;
poly = (*surf)->polys;
for (i = 0 ; i < poly->numverts ; i++)
{
newVertex[i][0] = poly->verts[i][0];
newVertex[i][1] = poly->verts[i][1];
newVertex[i][2] = poly->verts[i][2];
}
VectorCopy ((*surf)->plane->normal, t3);
if ((*surf)->flags & SURF_PLANEBACK)
VectorNegate (t3, t3);
// avoid backfacing and ortogonal facing faces to recieve decal parts
if (DotProduct(dec->normal, t3) > decalEpsilon)
{
count = DecalClipPolygon (poly->numverts, newVertex, newVertex);
if (count != 0 && !DecalAddPolygon(dec, count, newVertex))
break;
}
}
}
void DecalWalkBsp_R (decal_t *dec, mnode_t *node)
{
float dist;
mplane_t *plane;
mleaf_t *leaf;
if (node->contents < 0)
{ //we are in a leaf
leaf = (mleaf_t *)node;
DecalClipLeaf (dec, leaf);
return;
}
plane = node->plane;
dist = DotProduct (dec->origin, plane->normal) - plane->dist;
if (dist > dec->radius)
{
DecalWalkBsp_R (dec, node->children[0]);
return;
}
if (dist < -dec->radius)
{
DecalWalkBsp_R (dec, node->children[1]);
return;
}
DecalWalkBsp_R (dec, node->children[0]);
DecalWalkBsp_R (dec, node->children[1]);
}
void QMB_Blood_Splat(part_type_t type, vec3_t org) //Shpuldified
{
int j;
col_t color;
vec3_t neworg, angle;
VectorClear (angle);
color[0]=100;
color[1]=0;
color[2]=0;
color[3]=255;
if(type == p_blood1)
{
AddParticle(p_bloodcloud, org, 3, 5, 0.3, color, zerodir);
}
else if(type == p_blood2)
{
AddParticle(p_bloodcloud, org, 3, 7, 0.3, color, zerodir);
color[0] = 40;
AddParticle(p_blood2, org, 16, 3, 1.0, color, zerodir);
}
else //p_blood3, trail?
{
AddParticle(p_bloodcloud, org, 3, 5, 0.6, color, zerodir);
for (j=0 ; j<4 ; j++)
{
AngleVectors (angle, NULLVEC, NULLVEC, neworg);
VectorMA (org, 70, neworg, neworg);
AddParticle (type, org, 5, 1, 2, color, neworg);
angle[1] += 360 / 4;
}
}
}
void QMB_RunParticleEffect (vec3_t org, vec3_t dir, int col, int count)
{
col_t color;
vec3_t neworg, newdir;
int i, j, particlecount;
int contents;//R00k Added
if (col == 73)
{
QMB_Blood_Splat(p_blood1, org);
return;
}
else if (col == 225)
{
QMB_Blood_Splat(p_blood2, org);
return;
}
else if (col == 20 && count == 30)
{
color[0] = color[2] = 51;
color[1] = 255;
AddParticle (p_chunk, org, 1, 1, 0.75, color, zerodir);
AddParticle (p_spark, org, 12, 75, 0.4, color, zerodir);
return;
}
else if (col == 226 && count == 20)
{
color[0] = 230;
color[1] = 204;
color[2] = 26;
AddParticle (p_chunk, org, 1, 1, 0.75, color, zerodir);
AddParticle (p_spark, org, 12, 75, 0.4, color, zerodir);
return;
}
else if(col == 111) //we will use this color for flames
{
color[0] = color[1] = color[2] = 255;
AddParticle (p_q3flame, org, 3, 3, 2, color, dir);
return;
}
else if(col == 112) //we will use this color for big flames
{
color[0] = color[1] = color[2] = 255;
AddParticle (p_q3flame, org, 3, 6, 2, color, dir);
return;
}
switch (count)
{
case 9:
case 10://nailgun
{
color[0] = 200; color[1] = 200; color[2] = 125;
if (r_part_spikes.value == 2)
AddParticle (p_q3gunshot, org, 1, 1, 0.3, NULL, zerodir);
else
AddParticle (p_spark, org, 6, 70, 0.6, NULL, zerodir);
AddParticle (p_chunk, org, 3, 1, 0.75, NULL, zerodir);
contents = TruePointContents (org);//R00k Added
// type, origin, count, size, time, color, dir
AddParticle (p_smoke, org, 1, 4, 0.825f + ((rand() % 10) - 5) / 40.0, NULL, zerodir);
}
break;
case 20://super nailgun
color[0] = 200; color[1] = 200; color[2] = 125;
if (r_part_spikes.value == 2)
AddParticle (p_q3gunshot, org, 1, 1, 0.3, NULL, zerodir);
else
//AddParticle (p_spark, org, 2, 85, 0.4, color, zerodir);
AddParticle (p_spark, org, 22, 100, 0.2, NULL, zerodir);
//AddParticle (p_chunk, org, 6, 2, 0.75, NULL, zerodir);
contents = TruePointContents (org);//R00k Added
AddParticle (p_smoke, org, 3, 12, 1.225 + ((rand() % 10) - 5) / 40.0, NULL, zerodir);
break;
case 24:// gunshot
if (r_part_gunshots.value == 2)
{
AddParticle (p_q3gunshot, org, 1, 1, 0.3, NULL, zerodir);
}
else
{
particlecount = count >> 1;
AddParticle (p_gunblast, org, 1, 1.04, 0.2, NULL, zerodir);
for (i=0 ; i<particlecount ; i++)
{
for (j=0 ; j<3 ; j++)
neworg[j] = org[j] + ((rand() & 3) - 2);
contents = TruePointContents (neworg);//R00k Added
AddParticle (p_smoke, neworg, 1, 6, 0.825f + ((rand() % 10) - 5) / 40.0, NULL, zerodir);
if ((i % particlecount) == 0)
{
AddParticle (p_chunk, neworg, 1, 0.75, 3.75, NULL, zerodir);
}
}
}
break;
case 30:
if (r_part_spikes.value == 2)
{
AddParticle (p_q3gunshot, org, 1, 1, 0.3, NULL, zerodir);
}
else
{
AddParticle (p_chunk, org, 10, 1, 4, NULL, zerodir);
AddParticle (p_spark, org, 8, 105, 0.9, NULL, zerodir);
}
break;
case 128: // electric sparks (R00k added from QMB)
color[2] = 1.0f;
for (i=0; i<count; i++)
{
color[0] = color[1] = 0.4 + ((rand()%90)/255.0);
AddParticle (p_spark, org, 1, 100, 1.0f, color, zerodir);//modified
}
break;
case 256:
color[2] = 1.0f;
AddParticle (p_raysmoke, org, 3, 25, 1.225f + ((rand() % 10) - 2) / 40.0, color, zerodir);
AddParticle (p_rayspark, org, 12, 75, 0.6f, color, zerodir);
break;
case 512:
color[1] = 1.0f;
color[2] = 0;
color[3] = 0;
AddParticle (p_raysmoke, org, 3, 25, 1.225f + ((rand() % 10) - 2) / 40.0, color, zerodir);
AddParticle (p_rayspark, org, 12, 75, 0.6f, color, zerodir);
break;
default:
particlecount = fmax(1, count>>1);
for (i=0 ; i<particlecount ; i++)
{
for (j=0 ; j<3 ; j++)
{
neworg[j] = org[j] + ((rand() % 20) - 10);
newdir[j] = dir[j] * (10 + (rand() % 5));
}
d8to24col (color, (col & ~7) + (rand() & 7));
AddParticle (p_glow, neworg, 1, 3, 0.2 + 0.1 * (rand() % 4), color, newdir);
}
break;
}
}
void QMB_ClearParticles (void)
{
int i;
if (!qmb_initialized)
return;
free (particles); // free
QMB_AllocParticles (); // and alloc again
particle_count = 0;
memset (particles, 0, r_numparticles * sizeof(particle_t));
free_particles = &particles[0];
for (i=0 ; i+1 < r_numparticles ; i++)
particles[i].next = &particles[i + 1];
particles[r_numparticles-1].next = NULL;
for (i=0 ; i < num_particletypes ; i++)
particle_types[i].start = NULL;
}
qboolean OnChange_gl_particle_count (cvar_t *var, char *string)
{
float f;
f = bound(ABSOLUTE_MIN_PARTICLES, (atoi(string)), ABSOLUTE_MAX_PARTICLES);
Cvar_SetValue("r_particle_count", f);
QMB_ClearParticles (); // also re-allocc particles
return true;
}
extern cvar_t sv_gravity;
inline static void QMB_UpdateParticles(void)
{
int i, c;
float grav, bounce, distance[3];
double frametime;
vec3_t oldorg, stop, normal;
particle_type_t *pt;
particle_t *p, *kill;
if (!qmb_initialized)
return;
particle_count = 0;
frametime = fabs(cl.time - cl.oldtime);
grav = sv_gravity.value / 800.0;
for (i=0 ; i<num_particletypes ; i++)
{
pt = &particle_types[i];
if (pt->start)
{
p = pt->start;
while (p && p->next)
{
kill = p->next;
if (kill->die <= particle_time)
{
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
}
else
{
p = p->next;
}
}
if (pt->start->die <= particle_time)
{
kill = pt->start;
pt->start = kill->next;
kill->next = free_particles;
free_particles = kill;
}
}
for (p = pt->start ; (p); p = p->next)
{
if (particle_time < p->start)
continue;
particle_count++;
p->size += p->growth * frametime;
if (p->size <= 0)
{
p->die = 0;
continue;
}
VectorCopy (p->org, oldorg);
VectorSubtract(r_refdef.vieworg,oldorg, distance);
if (VectorLengthf(distance) >= gl_farclip.value) {
p->die = 0;
}
switch (pt->id)
{
case p_q3blood: // avoid alpha for q3blood
p->color[3] = 255;
break;
case p_q3explosion:
case p_q3gunshot:
if (particle_time < (p->start + (p->die - p->start) / 2.0))
{
if (pt->id == p_q3gunshot && !p->texindex)
p->color[3] = 255;
else
p->color[3] = pt->startalpha * ((particle_time - p->start) / (p->die - p->start) * 2);
}
else
{
p->color[3] = pt->startalpha * ((p->die - particle_time) / (p->die - p->start) * 2);
}
break;
case p_streaktrail://R00k
case p_lightningbeam:
p->color[3] = p->bounces * ((p->die - particle_time) / (p->die - p->start));
break;
//shpuld
case p_q3flame:
p->color[3] = pt->startalpha * ((p->die - particle_time) / (p->die - p->start));
p->color[0] = p->color[1] = p->color[2] = pt->startalpha * ((p->die - particle_time) / (p->die - p->start));
break;
default:
p->color[3] = pt->startalpha * ((p->die - particle_time) / (p->die - p->start));
break;
}
p->rotangle += p->rotspeed * frametime;
if (p->hit)
continue;
p->vel[2] += pt->grav * grav * frametime;
VectorScale (p->vel, 1 + pt->accel * frametime, p->vel);
switch (pt->move)
{
case pm_static:
break;
case pm_normal:
VectorCopy (p->org, oldorg);
VectorMA (p->org, frametime, p->vel, p->org);
if (CONTENTS_SOLID == TruePointContents(p->org))
{
p->hit = 1;
if ((pt->id == p_blood3)&&(r_decal_blood.value) && (decals_enabled) && (particle_mode))
{
TraceLineN(oldorg, p->org, stop, normal);
if ((stop != p->org)&&(VectorLengthf(stop)!=0))
{
vec3_t tangent;
VectorCopy(stop, p->org);
VectorCopy(normal, p->vel);
CrossProduct(normal,p->vel,tangent);
R_SpawnDecal(p->org, normal, tangent, decal_blood3, 12, 0);
}
p->die = 0;
}
VectorCopy (oldorg, p->org);
VectorClear (p->vel);
}
break;
case pm_float:
VectorMA (p->org, frametime, p->vel, p->org);
p->org[2] += p->size + 1;
if (!ISUNDERWATER(TruePointContents(p->org)))
p->die = 0;
p->org[2] -= p->size + 1;
break;
case pm_nophysics:
VectorMA (p->org, frametime, p->vel, p->org);
break;
case pm_die:
VectorCopy (p->org, oldorg);
VectorMA (p->org, frametime, p->vel, p->org);
if (CONTENTS_SOLID == TruePointContents(p->org))
{
if ((decals_enabled) && (particle_mode))
{
TraceLineN(oldorg, p->org, stop, normal);
if ((stop != p->org)&&(VectorLengthf(stop)!=0))
{
vec3_t tangent;
VectorCopy(stop, p->org);
VectorCopy(normal, p->vel);
CrossProduct(normal,p->vel,tangent);
/*
if ((pt->id == p_blood1)&&(r_decal_blood.value))
{
R_SpawnDecal(p->org, normal, tangent, decal_blood1, 12, 0);
}
else
{
if ((pt->id == p_blood2)&&(r_decal_blood.value))
{
R_SpawnDecal(p->org, normal, tangent, decal_blood2, 12, 0);
}
}
*/
if ((pt->id == p_fire || pt->id == p_dpfire) && r_decal_explosions.value)
R_SpawnDecal (p->org, normal, tangent, decal_burn, 32, 0);
else if (pt->id == p_blood1 && r_decal_blood.value)
R_SpawnDecal (p->org, normal, tangent, decal_blood1, 12, 0);
else if (pt->id == p_blood2 && r_decal_blood.value)
R_SpawnDecal (p->org, normal, tangent, decal_blood2, 12, 0);
else if (pt->id == p_q3blood_trail && r_decal_blood.value)
R_SpawnDecal (p->org, normal, tangent, decal_q3blood, 48, 0);
}
}
VectorCopy (oldorg, p->org);
VectorClear (p->vel);//R00k added Needed?
p->die = 0;
}
break;
case pm_bounce:
if (!r_bounceparticles.value || p->bounces)
{
VectorMA(p->org, frametime, p->vel, p->org);
if (CONTENTS_SOLID == TruePointContents(p->org))
{
p->die = 0;
}
}
else
{
VectorCopy (p->org, oldorg);
VectorMA (p->org, frametime, p->vel, p->org);
if (CONTENTS_SOLID == TruePointContents(p->org))
{
if (TraceLineN(oldorg, p->org, stop, normal))
{
VectorCopy (stop, p->org);
bounce = -pt->custom * DotProduct(p->vel, normal);
VectorMA(p->vel, bounce, normal, p->vel);
p->bounces++;
}
}
}
break;
case pm_streak:
VectorCopy(p->org, oldorg);
VectorMA(p->org, frametime, p->vel, p->org);
if (CONTENTS_SOLID == TruePointContents(p->org))
{
if (TraceLineN(oldorg, p->org, stop, normal))
{
VectorCopy(stop, p->org);
bounce = -pt->custom * DotProduct(p->vel, normal);
VectorMA(p->vel, bounce, normal, p->vel);
}
}
AddParticle (p_streaktrail, oldorg, 1, p->size, 0.2, p->color, p->org);
if (!VectorLengthf(p->vel))
p->die = 0;
break;
case pm_rain:
VectorCopy(p->org, oldorg);
VectorMA(p->org, frametime, p->vel, p->org);
VectorSubtract(r_refdef.vieworg,oldorg, distance);
if (VectorLengthf(distance) < gl_farclip.value)
{
if ((rand()%10+1 > 6))
AddParticle (p_streaktrail, oldorg, 1, ((rand() % 1) + 0.5), 0.2, p->color, p->org);
c = TruePointContents(p->org);
if ((CONTENTS_SOLID == c) || (ISUNDERWATER(c)))
{
VectorClear (p->vel);
p->die = 0;
}
}
break;
case pm_streakwave:
VectorCopy(p->org, oldorg);
VectorMA(p->org, frametime, p->vel, p->org);
AddParticle (p_streaktrail, oldorg, 1, p->size, 0.5, p->color, p->org);
p->vel[0] = 19 * p->vel[0] / 20;
p->vel[1] = 19 * p->vel[1] / 20;
p->vel[2] = 19 * p->vel[2] / 20;
break;
default:
//assert (!"QMB_UpdateParticles: unexpected pt->move");
break;
}
}
}
}
// naievil -- hacky particle drawing...NOT OPTIMIZED
void DRAW_PARTICLE_BILLBOARD(particle_texture_t *ptex, particle_t *p, vec3_t *coord) {
float scale;
vec3_t up, right, p_up, p_right, p_upright;
GLubyte color[4], *c;
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
glEnable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDepthMask (GL_FALSE);
glBegin (GL_QUADS);
scale = p->size;
color[0] = p->color[0];
color[1] = p->color[1];
color[2] = p->color[2];
color[3] = p->color[3];
glColor4ubv(color);
float subTexLeft = ptex->coords[p->texindex][0];
float subTexTop = ptex->coords[p->texindex][1];
float subTexRight = ptex->coords[p->texindex][2];
float subTexBottom = ptex->coords[p->texindex][3];
glTexCoord2f(subTexLeft, subTexTop);
glVertex3fv (p->org);
glTexCoord2f(subTexRight, subTexTop);
VectorMA (p->org, scale, up, p_up);
glVertex3fv (p_up);
glTexCoord2f(subTexRight, subTexBottom);
VectorMA (p_up, scale, right, p_upright);
glVertex3fv (p_upright);
glTexCoord2f(subTexLeft, subTexBottom);
VectorMA (p->org, scale, right, p_right);
glVertex3fv (p_right);
glEnd ();
glDepthMask (GL_TRUE);
glDisable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor3f(1,1,1);
}
void QMB_DrawParticles (void)
{
int j, i;
vec3_t up, right, billboard[4], velcoord[4], neworg;
particle_t *p;
particle_type_t *pt;
particle_texture_t *ptex;
float varray_vertex[16];
vec3_t distance;
if (!qmb_initialized)
return;
particle_time = cl.time;
if (!cl.paused) {
QMB_UpdateParticles ();
}
VectorAdd (vup, vright, billboard[2]);
VectorSubtract (vright, vup, billboard[3]);
VectorNegate (billboard[2], billboard[0]);
VectorNegate (billboard[3], billboard[1]);
for (i = 0 ; i < num_particletypes ; i++)
{
pt = &particle_types[i];
if (!pt->start)
continue;
//glBlendFunc(pt->SrcBlend, pt->DstBlend);
switch (pt->drawtype)
{/*
case pd_hide:
break;
case pd_beam:
ptex = &particle_textures[pt->texture];
GL_Bind (ptex->texnum);
for (p = pt->start ; p ; p = p->next)
{
if (particle_time < p->start || particle_time >= p->die)
continue;
VectorSubtract(r_refdef.vieworg, p->org, distance);
if (VectorLengthf(distance) > gl_farclip.value)
continue;
// Allocate the vertices.
struct vertex
{
float u, v;
float x, y, z;
};
vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * 4));
sceGuColor(GU_RGBA(p->color[0], p->color[1], p->color[2], p->color[3]));
R_CalcBeamVerts (varray_vertex, p->org, p->endorg, p->size / 3.0);
out[0].u = 1;
out[0].v = 0;
out[0].x = varray_vertex[0];
out[0].y = varray_vertex[1];
out[0].z = varray_vertex[2];
out[1].u = 1;
out[1].v = 1;
out[1].x = varray_vertex[4];
out[1].y = varray_vertex[5];
out[1].z = varray_vertex[6];
out[2].u = 0;
out[2].v = 1;
out[2].x = varray_vertex[8];
out[2].y = varray_vertex[9];
out[2].z = varray_vertex[10];
out[3].u = 0;
out[3].v = 0;
out[3].x = varray_vertex[12];
out[3].y = varray_vertex[13];
out[3].z = varray_vertex[14];
sceGuDrawArray(GU_TRIANGLE_FAN,GU_TEXTURE_32BITF | GU_VERTEX_32BITF,4, 0, out);
sceGuColor(GU_RGBA(0xff,0xff,0xff,0xff)); //return to normal color
}
break;
case pd_spark:
sceGuDisable (GU_TEXTURE_2D);
for (p = pt->start ; p ; p = p->next)
{
if (particle_time < p->start || particle_time >= p->die)
continue;
VectorSubtract(r_refdef.vieworg, p->org, distance);
if (VectorLengthf(distance) > gl_farclip.value)
continue;
struct vertex
{
vec3_t xyz;
};
vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * 9));
sceGuColor(GU_RGBA(p->color[0], p->color[1], p->color[2], p->color[3]));
for (int gh=0 ; gh<3 ; gh++)
out[0].xyz[gh] = p->org[gh];
sceGuColor(GU_RGBA(p->color[0] >> 1, p->color[1] >> 1, p->color[2] >> 1, p->color[3] >> 1));
int vt = 1;
for (j=7; j>=0 ; j--)
{
for (int k=0 ; k<3 ; k++)
out[vt].xyz[k] = p->org[k] - p->vel[k] / 8 + vright[k] * cost[1%7] * p->size + vup[k] * sint[j%7] * p->size;
vt = vt + 1;
}
sceGuDrawArray(GU_TRIANGLE_FAN, GU_VERTEX_32BITF, 9, 0, out);
sceGuColor(GU_RGBA(0xff,0xff,0xff,0xff)); //return to normal color
}
sceGuEnable (GU_TEXTURE_2D);
break;
case pd_sparkray:
sceGuDisable (GU_TEXTURE_2D);
for (p = pt->start ; p ; p = p->next)
{
if (particle_time < p->start || particle_time >= p->die)
continue;
VectorSubtract(r_refdef.vieworg, p->org, distance);
if (VectorLengthf(distance) > gl_farclip.value)
continue;
if (!TraceLineN(p->endorg, p->org, neworg, NULLVEC))
VectorCopy(p->org, neworg);
//R00k added -start-
//sceGuEnable (GU_BLEND);
//p->color[3] = bound(0, 0.3, 1) * 255;
//R00k added -end-
//glColor4ubv (p->color);
struct vertex
{
vec3_t xyz;
};
vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * 9));
sceGuColor(GU_RGBA(p->color[0], p->color[1], p->color[2], p->color[3]));
for (int gh=0 ; gh<3 ; gh++)
out[0].xyz[gh] = p->endorg[gh];
sceGuColor(GU_RGBA(p->color[0] >> 1, p->color[1] >> 1, p->color[2] >> 1, p->color[3] >> 1));
int vt = 1;
for (j=7 ; j>=0 ; j--)
{
for (int k=0 ; k<3 ; k++)
out[vt].xyz[k] = neworg[k] + vright[k] * cost[j%7] * p->size + vup[k] * sint[j%7] * p->size;
vt = vt + 1;
}
sceGuDrawArray(GU_TRIANGLE_FAN, GU_VERTEX_32BITF, 9, 0, out);
sceGuColor(GU_RGBA(0xff,0xff,0xff,0xff)); //return to normal color
}
sceGuEnable (GU_TEXTURE_2D);
break;
*/
case pd_billboard:
ptex = &particle_textures[pt->texture];
GL_Bind (ptex->gltexture);
for (p = pt->start ; p ; p = p->next)
{
if (particle_time < p->start || particle_time >= p->die) {
continue;
}
for (j = 0 ; j < cl.maxclients ; j++)
{
if (pt->custom != -1 && VectorSupCompare(p->org, cl_entities[1+j].origin, 40))
{
p->die = 0;
continue;
}
}
DRAW_PARTICLE_BILLBOARD(ptex, p, billboard);
}
break;
case pd_billboard_vel:
ptex = &particle_textures[pt->texture];
GL_Bind (ptex->gltexture);
for (p = pt->start ; p ; p = p->next)
{
if (particle_time < p->start || particle_time >= p->die)
continue;
VectorCopy (p->vel, up);
CrossProduct (vpn, up, right);
VectorNormalizeFast (right);
VectorScale (up, pt->custom, up);
VectorAdd (up, right, velcoord[2]);
VectorSubtract (right, up, velcoord[3]);
VectorNegate (velcoord[2], velcoord[0]);
VectorNegate (velcoord[3], velcoord[1]);
DRAW_PARTICLE_BILLBOARD(ptex, p, velcoord);
}
break;
/*
case pd_q3flame:
ptex = &particle_textures[pt->texture];
GL_Bind (ptex->texnum);
for (p = pt->start ; p ; p = p->next)
{
float varray_vertex[16];
float xhalf = p->size / 2.0, yhalf = p->size;
// vec3_t org, v, end, normal;
if (particle_time < p->start || particle_time >= p->die)
continue;
sceGuDisable (GU_CULL_FACE);
for (j=0 ; j<2 ; j++)
{
sceGumPushMatrix ();
const ScePspFVector3 translation =
{
p->org[0], p->org[1], p->org[2]
};
sceGumTranslate(&translation);
//glRotatef (!j ? 45 : -45, 0, 0, 1);
sceGumRotateZ(!j ? 45 : -45 * (GU_PI / 180.0f));
sceGuColor(GU_RGBA(p->color[0], p->color[1], p->color[2], p->color[3]));
sceGumUpdateMatrix();
// sigh. The best would be if the flames were always orthogonal to their surfaces
// but I'm afraid it's impossible to get that work (w/o progs modification of course)
varray_vertex[0] = 0;
varray_vertex[1] = xhalf;
varray_vertex[2] = -yhalf;
varray_vertex[4] = 0;
varray_vertex[5] = xhalf;
varray_vertex[6] = yhalf;
varray_vertex[8] = 0;
varray_vertex[9] = -xhalf;
varray_vertex[10] = yhalf;
varray_vertex[12] = 0;
varray_vertex[13] = -xhalf;
varray_vertex[14] = -yhalf;
struct vertex
{
float u, v;
float x, y, z;
};
vertex* const out = static_cast<vertex*>(sceGuGetMemory(sizeof(vertex) * 4));
out[0].u = ptex->coords[p->texindex][0];
out[0].v = ptex->coords[p->texindex][3];
out[0].x = varray_vertex[0];
out[0].y = varray_vertex[1];
out[0].z = varray_vertex[2];
out[1].u = ptex->coords[p->texindex][0];
out[1].v = ptex->coords[p->texindex][1];
out[1].x = varray_vertex[4];
out[1].y = varray_vertex[5];
out[1].z = varray_vertex[6];
out[2].u = ptex->coords[p->texindex][2];
out[2].v = ptex->coords[p->texindex][1];
out[2].x = varray_vertex[8];
out[2].y = varray_vertex[9];
out[2].z = varray_vertex[10];
out[3].u = ptex->coords[p->texindex][2];
out[3].v = ptex->coords[p->texindex][3];
out[3].x = varray_vertex[12];
out[3].y = varray_vertex[13];
out[3].z = varray_vertex[14];
sceGuDrawArray(GU_TRIANGLE_FAN, GU_TEXTURE_32BITF | GU_VERTEX_32BITF, 4, 0, out);
sceGumPopMatrix ();
sceGumUpdateMatrix();
}
sceGuEnable (GU_CULL_FACE);
sceGuColor(GU_RGBA(0xff,0xff,0xff,0xff)); //return to normal color
}
break;
case pd_q3gunshot:
for (p = pt->start ; p ; p = p->next)
QMB_Q3Gunshot (p->org, (int)p->texindex, (float)p->color[3] / 255.0);
break;
case pd_q3teleport:
for (p = pt->start ; p ; p = p->next)
QMB_Q3Teleport (p->org, (float)p->color[3] / 255.0);
break;
*/
default:
//assert (!"QMB_DrawParticles: unexpected drawtype");
break;
}
}
// glDepthMask (GL_FALSE);
// glDisable (GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
// glShadeModel (GL_FLAT);
}
float pap_detr(int weapon)
{
switch (weapon)
{
case W_COLT:
case W_KAR:
case W_THOMPSON:
case W_357:
case W_BAR:
case W_BK:
case W_BROWNING:
case W_DB:
case W_FG:
case W_GEWEHR:
case W_KAR_SCOPE:
case W_M1:
case W_M1A1:
case W_MP40:
case W_MG:
case W_PANZER:
case W_PPSH:
case W_PTRS:
case W_RAY:
case W_SAWNOFF:
case W_STG:
case W_TRENCH:
case W_TYPE:
case W_M2:
case W_MP5:
case W_TESLA:
return 0;
case W_BIATCH:
case W_COMPRESSOR:
case W_M1000:
case W_GIBS:
case W_SAMURAI:
case W_AFTERBURNER:
case W_SPATZ:
case W_SNUFF:
case W_BORE:
case W_IMPELLER:
case W_BARRACUDA:
case W_ACCELERATOR:
case W_GUT:
case W_REAPER:
case W_HEADCRACKER:
case W_LONGINUS:
case W_PENETRATOR:
case W_WIDOW:
case W_PORTER:
case W_ARMAGEDDON:
case W_WIDDER:
case W_KILLU:
return 1;
default:
return 0;
}
}
//R00k added particle muzzleflashes
void QMB_MuzzleFlash(vec3_t org)
{
double frametime = fabs(cl.time - cl.oldtime);
col_t color;
if (cl.stats[STAT_ACTIVEWEAPON] == W_RAY) {
color[0] = 0;
color[1] = 255;
color[2] = 0;
} else if (cl.stats[STAT_ACTIVEWEAPON] == W_PORTER) {
color[0] = 255;
color[1] = 0;
color[2] = 0;
} else if (pap_detr(cl.stats[STAT_ACTIVEWEAPON]) == 0) {
color[0] = color[1] = color[2] = 255;
} else {
color[0] = 132;
color[1] = 44;
color[2] = 139;
}
if (!qmb_initialized) {
return;
}
float size, timemod;
timemod = 0.04;
if(!(ISUNDERWATER(TruePointContents(org))))
{
size = sv_player->v.Flash_Size;
if(size == 0 || cl.stats[STAT_ZOOM] == 2)
return;
switch(rand() % 3 + 1)
{
case 1:
AddParticle (p_muzzleflash, org, 1, size, timemod * frametime, color, zerodir);
break;
case 2:
AddParticle (p_muzzleflash2, org, 1, size, timemod * frametime, color, zerodir);
break;
case 3:
AddParticle (p_muzzleflash3, org, 1, size, timemod * frametime, color, zerodir);
break;
default:
AddParticle (p_muzzleflash, org, 1, size, timemod * frametime, color, zerodir);
break;
}
}
}
/*
===============
R_ToggleParticles_f
function that toggles between classic and QMB particles
===============
*/
/*
void R_ToggleParticles_f (void)
{
if (cmd_source != src_command)
return;
if (particle_mode == pm_classic)
R_SetParticleMode (pm_qmb);
else if (particle_mode == pm_qmb)
R_SetParticleMode (pm_quake3);
else
R_SetParticleMode (pm_classic);
if (key_dest != key_menu && key_dest != key_menu_pause)
Con_Printf ("Using %s particles\n", R_NameForParticleMode());
}
*/
void CheckDecals (void)
{
if (!r_decal_bullets.value && !r_decal_explosions.value && !r_decal_sparks.value && !r_decal_blood.value)
decals_enabled = 0;
else
if (r_decal_bullets.value && r_decal_explosions.value && r_decal_sparks.value && r_decal_blood.value)
decals_enabled = 1;
else
decals_enabled = 2;
}
void R_SetDecals (int val)
{
decals_enabled = val;
Cvar_SetValue ("r_decal_bullets", val);
Cvar_SetValue ("r_decal_explosions", val);
Cvar_SetValue ("r_decal_sparks", val);
Cvar_SetValue ("r_decal_blood", val);
}
/*
===============
R_ToggleDecals_f
===============
*/
void R_ToggleDecals_f (void)
{
if (cmd_source != src_command)
return;
CheckDecals ();
R_SetDecals (!(decals_enabled));
Con_Printf ("All Decals are %s.\n", !decals_enabled ? "disabled" : "enabled");
}
void R_SpawnDecal (vec3_t center, vec3_t normal, vec3_t tangent, int tex, int size, int isbsp)
{
int a;
float width, height, depth, d, one_over_w, one_over_h;
vec3_t binormal, test = {0.5, 0.5, 0.5};
decal_t *dec;
// allocate decal
if (!free_decals)
return;
dec = free_decals;
free_decals = dec->next;
dec->next = active_decals;
active_decals = dec;
VectorNormalize (test);
CrossProduct (normal, test, tangent);
VectorCopy (center, dec->origin);
VectorCopy (tangent, dec->tangent);
VectorCopy (normal, dec->normal);
VectorNormalize (tangent);
VectorNormalize (normal);
CrossProduct (normal, tangent, binormal);
VectorNormalize (binormal);
width = RandomMinMax (size * 0.5, size);
height = width;
depth = width * 0.5;
dec->radius = fmax(fmax(width, height), depth);
dec->starttime = cl.time;
dec->bspdecal = isbsp;
dec->die = (isbsp ? 0 : cl.time + r_decaltime.value);
dec->texture = tex;
// Calculate boundary planes
d = DotProduct (center, tangent);
VectorCopy (tangent, leftPlane.normal);
leftPlane.dist = -(width * 0.5 - d);
VectorNegate (tangent, tangent);
VectorCopy (tangent, rightPlane.normal);
VectorNegate (tangent, tangent);
rightPlane.dist = -(width * 0.5 + d);
d = DotProduct (center, binormal);
VectorCopy (binormal, bottomPlane.normal);
bottomPlane.dist = -(height * 0.5 - d);
VectorNegate (binormal, binormal);
VectorCopy (binormal, topPlane.normal);
VectorNegate (binormal, binormal);
topPlane.dist = -(height * 0.5 + d);
d = DotProduct (center, normal);
VectorCopy (normal, backPlane.normal);
backPlane.dist = -(depth - d);
VectorNegate (normal, normal);
VectorCopy (normal, frontPlane.normal);
VectorNegate (normal, normal);
frontPlane.dist = -(depth + d);
// Begin with empty mesh
dec->vertexCount = 0;
dec->triangleCount = 0;
// Clip decal to bsp
DecalWalkBsp_R (dec, cl.worldmodel->nodes);
// This happens when a decal is to far from any surface or the surface is to steeply sloped
if (dec->triangleCount == 0)
{ // deallocate decal
active_decals = dec->next;
dec->next = free_decals;
free_decals = dec;
return;
}
// Assign texture mapping coordinates
one_over_w = 1.0F / width;
one_over_h = 1.0F / height;
for (a = 0 ; a < dec->vertexCount ; a++)
{
float s, t;
vec3_t v;
VectorSubtract (dec->vertexArray[a], center, v);
s = DotProduct (v, tangent) * one_over_w + 0.5F;
t = DotProduct (v, binormal) * one_over_h + 0.5F;
dec->texcoordArray[a][0] = s;
dec->texcoordArray[a][1] = t;
}
}
//Revamped by blubs
void R_SpawnDecalStatic (vec3_t org, int tex, int size)
{
int i;
float frac, bestfrac;
vec3_t tangent, v, bestorg, normal, bestnormal, org2;
vec3_t tempVec;
VectorClear (bestorg);
VectorClear (bestnormal);
VectorClear(tempVec);
bestfrac = 10;
for (i = 0 ; i < 26 ; i++)
{
//Reference: i = 0: check straight up, i = 1: check straight down
//1 < i < 10: Check sideways in increments of 45 degrees
//9 < i < 18: Check angled 45 degrees down in increments of 45 degrees
//17 < i : Check angled 45 degrees up in increments of 45 degrees
org2[0] = (((((i - 2) % 8) < 2) || (((i - 2) % 8) == 7)) ? 1 : 0 ) + ((((i - 2) % 8) > 2 && ((i - 2) % 8) < 6) ? -1 : 0 );
org2[1] = ((((i - 2) % 8) > 0 && ((i - 2) % 8) < 4) ? 1 : 0 ) + ((((i - 2) % 8) > 4 && ((i - 2) % 8) < 7) ? -1 : 0 );
org2[2] = ((i == 0) ? 1 : 0) + ((i == 1) ? -1 : 0) + (((i > 9) && (i < 18)) ? 1 : 0) + ((i > 17) ? -1 : 0);
VectorCopy(org,tempVec);
VectorMA(tempVec, -0.1,org2,tempVec);
VectorMA (org, 20, org2, org2);
TraceLineN (tempVec, org2, v, normal);
VectorSubtract(org2,tempVec,org2);//goal
VectorSubtract(v,tempVec,tempVec);//collision
if(VectorLength(org2) == 0)
return;
frac = VectorLength(tempVec) / VectorLength(org2);
if(frac < 1 && frac < bestfrac)
{
bestfrac = frac;
VectorCopy(v,bestorg);
VectorCopy(normal, bestnormal);
CrossProduct(normal,bestnormal,tangent);
}
}
if (bestfrac < 1)
R_SpawnDecal (bestorg, bestnormal, tangent, tex, size, 0);
}