mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-22 04:01:17 +00:00
The big particle rework!
Lots of changes, more then I can cover quickly. Things now look, different, and probally much better! Note, SOFTWARE RENDERING IS BROKEN with this commit!
This commit is contained in:
parent
111274c12e
commit
5d07b61d7a
16 changed files with 1249 additions and 965 deletions
36
include/fractalnoise.h
Normal file
36
include/fractalnoise.h
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@ -0,0 +1,36 @@
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/*
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fractalnoise.h
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LordHavocs fractial noise generator.
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Copyright (C) 2000 Forest `LordHavoc` Hale.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
|
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef _FRACTALNOISE_H
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#define _FRACTALNOISE_H
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#include <stdlib.h>
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void fractalnoise(unsigned char *noise, int size);
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#endif // _FRACTALNOISE_H
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@ -180,7 +180,6 @@ extern texture_t *r_notexture_mip;
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extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
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extern qboolean envmap;
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extern int particletexture;
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extern int netgraphtexture; // netgraph texture
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extern int playertextures;
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@ -61,6 +61,8 @@ extern int nanmask;
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((a[1] - b[1]) * (a[1] - b[1])) + \
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((a[2] - b[2]) * (a[2] - b[2])))
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#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
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// up / down
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#define PITCH 0
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// left / right
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48
include/r_dynamic.h
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48
include/r_dynamic.h
Normal file
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@ -0,0 +1,48 @@
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/*
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render.h
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public interface to refresh functions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifndef _R_DYNAMIC_H
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#define _R_DYNAMIC_H
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#include "mathlib.h"
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void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
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void R_RunParticleEffect (vec3_t org, int color, int count);
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void R_RunPuffEffect (vec3_t org, int type, int count);
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void R_RunSpikeEffect (vec3_t org, byte type);
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void R_BlobExplosion (vec3_t org);
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void R_ParticleExplosion (vec3_t org);
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void R_LavaSplash (vec3_t org);
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void R_TeleportSplash (vec3_t org);
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void R_InitParticles (void);
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void R_ClearParticles (void);
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void R_DrawParticles (void);
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#endif // _R_DYNAMIC_H
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@ -137,21 +137,8 @@ void R_RemoveEfrags (entity_t *ent);
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void R_NewMap (void);
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void R_ParseParticleEffect (void);
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void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
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void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
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void R_EntityParticles (entity_t *ent);
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void R_BlobExplosion (vec3_t org);
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void R_ParticleExplosion (vec3_t org);
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void R_LavaSplash (vec3_t org);
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void R_TeleportSplash (vec3_t org);
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// LordHavoc: relative bmodel lighting
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void R_PushDlights (vec3_t entorigin);
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void R_InitParticles (void);
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void R_ClearParticles (void);
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void R_DrawParticles (void);
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void R_DrawWaterSurfaces (void);
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//
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@ -220,9 +220,10 @@ qf_client_x11_DEPENDENCIES=libqfsys_cl.a libqfsnd.a libqfcd.a libqfjs.a
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#
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# ... Common stuff
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#
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ogl_SOURCES= gl_draw.c gl_mesh.c gl_ngraph.c gl_part.c \
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gl_refrag.c gl_rlight.c gl_rmain.c gl_rmisc.c gl_rsurf.c \
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gl_screen.c gl_trans.c gl_view.c gl_warp.c gl_model_alias.c \
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ogl_SOURCES= fractalnoise.c gl_draw.c gl_dyn_fires.c gl_dyn_part.c \
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gl_dyn_textures.c gl_mesh.c gl_ngraph.c gl_refrag.c \
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gl_rlight.c gl_rmain.c gl_rmisc.c gl_rsurf.c gl_screen.c \
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gl_trans.c gl_view.c gl_warp.c gl_model_alias.c \
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gl_model_brush.c gl_model_fullbright.c gl_model_sprite.c
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#
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@ -44,6 +44,7 @@
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#include "pmove.h"
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#include "view.h"
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#include "teamplay.h"
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#include "r_dynamic.h"
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extern cvar_t *cl_predict_players;
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extern cvar_t *cl_predict_players2;
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@ -37,6 +37,7 @@
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#include "client.h"
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#include "msg.h"
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#include "console.h"
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#include "r_dynamic.h"
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#include <math.h>
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#include <stdlib.h>
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@ -185,12 +186,12 @@ CL_ParseTEnt
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*/
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void CL_ParseTEnt (void)
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{
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int type;
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byte type;
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vec3_t pos;
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dlight_t *dl;
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int rnd;
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explosion_t *ex;
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int cnt;
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int cnt = -1;
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type = MSG_ReadByte ();
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switch (type)
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@ -199,7 +200,8 @@ void CL_ParseTEnt (void)
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 20, 30);
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R_RunSpikeEffect (pos, type);
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//R_RunParticleEffect (pos, 20, 30);
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S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
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break;
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@ -207,7 +209,8 @@ void CL_ParseTEnt (void)
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 226, 20);
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R_RunSpikeEffect (pos, type);
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//R_RunParticleEffect (pos, 226, 20);
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S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
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break;
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@ -215,7 +218,8 @@ void CL_ParseTEnt (void)
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 0, 10);
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R_RunSpikeEffect (pos, type);
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//R_RunParticleEffect (pos, 0, 10);
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if ( rand() % 5 )
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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@ -234,7 +238,8 @@ void CL_ParseTEnt (void)
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 0, 20);
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R_RunSpikeEffect (pos, type);
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//R_RunParticleEffect (pos, 0, 20);
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if ( rand() % 5 )
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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@ -313,28 +318,16 @@ void CL_ParseTEnt (void)
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break;
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case TE_GUNSHOT: // bullet hitting wall
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cnt = MSG_ReadByte ();
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 0, 20*cnt);
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break;
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case TE_BLOOD: // bullets hitting body
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cnt = MSG_ReadByte ();
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 73, 20*cnt);
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break;
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case TE_LIGHTNINGBLOOD: // lightning hitting body
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 225, 50);
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R_RunPuffEffect (pos, type, cnt);
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//R_RunParticleEffect (pos, 0, 20*cnt);
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break;
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default:
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// Sys_Error ("CL_ParseTEnt: bad type");
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Host_EndGame ("CL_ParseTEnt: bad type");
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76
source/fractalnoise.c
Normal file
76
source/fractalnoise.c
Normal file
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/*
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fractalnoise.c
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LordHavocs fractial noise generator.
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Copyright (C) 2000 Forest `LordHavoc` Hale.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
|
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as published by the Free Software Foundation; either version 2
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||||
of the License, or (at your option) any later version.
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|
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
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|
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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:
|
||||
|
||||
Free Software Foundation, Inc.
|
||||
59 Temple Place - Suite 330
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||||
Boston, MA 02111-1307, USA
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$Id$
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*/
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#include <stdlib.h>
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void fractalnoise(unsigned char *noise, int size)
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{
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int x, y, g, g2, amplitude, min, max, size1 = size - 1;
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int *noisebuf;
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#define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
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noisebuf = calloc(size*size, sizeof(int));
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amplitude = 32767;
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g2 = size;
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n(0,0) = 0;
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for (;(g = g2 >> 1) >= 1;g2 >>= 1)
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{
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// subdivide, diamond-square algorythm (really this has little to do with squares)
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// diamond
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for (y = 0;y < size;y += g2)
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for (x = 0;x < size;x += g2)
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n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
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// square
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for (y = 0;y < size;y += g2)
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for (x = 0;x < size;x += g2)
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{
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n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
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n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
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}
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// brownian motion theory
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amplitude >>= 1;
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for (y = 0;y < size;y += g)
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for (x = 0;x < size;x += g)
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n(x,y) += (rand()&litude);
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}
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// find range of noise values
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min = max = 0;
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for (y = 0;y < size;y++)
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for (x = 0;x < size;x++)
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{
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if (n(x,y) < min) min = n(x,y);
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if (n(x,y) > max) max = n(x,y);
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}
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max -= min;
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// normalize noise and copy to output
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for (y = 0;y < size;y++)
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for (x = 0;x < size;x++)
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*noise++ = (n(x,y) - min) * 255 / max;
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free(noisebuf);
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#undef n
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}
|
236
source/gl_dyn_fires.c
Normal file
236
source/gl_dyn_fires.c
Normal file
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@ -0,0 +1,236 @@
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/*
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r_part.c
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||||
|
||||
(description)
|
||||
|
||||
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:
|
||||
|
||||
Free Software Foundation, Inc.
|
||||
59 Temple Place - Suite 330
|
||||
Boston, MA 02111-1307, USA
|
||||
|
||||
$Id$
|
||||
*/
|
||||
|
||||
#ifdef HAVE_CONFIG_H
|
||||
# include <config.h>
|
||||
#endif
|
||||
#include "cmd.h"
|
||||
#include "console.h"
|
||||
#include "glquake.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#define MAX_FIRES 128 // rocket flames
|
||||
|
||||
static fire_t r_fires[MAX_FIRES];
|
||||
extern cvar_t *gl_fires;
|
||||
|
||||
/*
|
||||
R_AddFire
|
||||
|
||||
Nifty ball of fire GL effect. Kinda a meshing of the dlight and
|
||||
particle engine code.
|
||||
*/
|
||||
float r_firecolor[3] = {0.9, 0.4, 0};
|
||||
|
||||
void
|
||||
R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
|
||||
{
|
||||
float len;
|
||||
fire_t *f;
|
||||
dlight_t *dl;
|
||||
vec3_t vec;
|
||||
int key;
|
||||
|
||||
if (!gl_fires->int_val)
|
||||
return;
|
||||
|
||||
VectorSubtract (end, start, vec);
|
||||
len = VectorNormalize (vec);
|
||||
key = ent-cl_visedicts+1;
|
||||
|
||||
if (len)
|
||||
{
|
||||
f = R_AllocFire (key);
|
||||
VectorCopy (end, f->origin);
|
||||
VectorCopy (start, f->owner);
|
||||
f->size = 20;
|
||||
f->die = cl.time + 0.5;
|
||||
f->decay = -1;
|
||||
f->color=r_firecolor;
|
||||
|
||||
dl = CL_AllocDlight (key);
|
||||
VectorCopy (end, dl->origin);
|
||||
dl->radius = 200;
|
||||
dl->die = cl.time + 0.5;
|
||||
dl->color=r_firecolor;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
R_AllocFire
|
||||
|
||||
Clears out and returns a new fireball
|
||||
*/
|
||||
fire_t *
|
||||
R_AllocFire (int key)
|
||||
{
|
||||
int i;
|
||||
fire_t *f;
|
||||
if (key) // first try to find/reuse a keyed spot
|
||||
{
|
||||
f = r_fires;
|
||||
for (i = 0; i < MAX_FIRES; i++, f++)
|
||||
if (f->key == key)
|
||||
{
|
||||
memset (f, 0, sizeof(*f));
|
||||
f->key = key;
|
||||
f->color = f->_color;
|
||||
return f;
|
||||
}
|
||||
}
|
||||
|
||||
f = r_fires; // no match, look for a free spot
|
||||
for (i = 0; i < MAX_FIRES; i++, f++)
|
||||
{
|
||||
if (f->die < cl.time)
|
||||
{
|
||||
memset (f, 0, sizeof(*f));
|
||||
f->key = key;
|
||||
f->color = f->_color;
|
||||
return f;
|
||||
}
|
||||
}
|
||||
|
||||
f = &r_fires[0];
|
||||
memset (f, 0, sizeof(*f));
|
||||
f->key = key;
|
||||
f->color = f->_color;
|
||||
return f;
|
||||
}
|
||||
|
||||
/*
|
||||
R_DrawFire
|
||||
|
||||
draws one fireball - probably never need to call this directly
|
||||
*/
|
||||
void
|
||||
R_DrawFire (fire_t *f)
|
||||
{
|
||||
int i, j;
|
||||
vec3_t vec,vec2;
|
||||
float radius;
|
||||
float *b_sin, *b_cos;
|
||||
|
||||
b_sin = bubble_sintable;
|
||||
b_cos = bubble_costable;
|
||||
|
||||
radius = f->size + 0.35;
|
||||
|
||||
// figure out if we're inside the area of effect
|
||||
VectorSubtract (f->origin, r_origin, vec);
|
||||
if (Length (vec) < radius)
|
||||
{
|
||||
AddLightBlend (1, 0.5, 0, f->size * 0.0003); // we are
|
||||
return;
|
||||
}
|
||||
|
||||
// we're not - draw it
|
||||
glBegin (GL_TRIANGLE_FAN);
|
||||
if (lighthalf)
|
||||
glColor3f(f->color[0]*0.5,f->color[1]*0.5,f->color[2]*0.5);
|
||||
else
|
||||
glColor3fv(f->color);
|
||||
for (i=0 ; i<3 ; i++)
|
||||
vec[i] = f->origin[i] - vpn[i] * radius;
|
||||
glVertex3fv (vec);
|
||||
glColor3f (0.0, 0.0, 0.0);
|
||||
|
||||
// don't panic, this just draws a bubble...
|
||||
for (i=16 ; i>=0 ; i--)
|
||||
{
|
||||
for (j=0 ; j<3 ; j++) {
|
||||
vec[j] = f->origin[j] + (*b_cos * vright[j]
|
||||
+ vup[j]*(*b_sin)) * radius;
|
||||
vec2[j] = f->owner[j] + (*b_cos * vright[j]
|
||||
+ vup[j]*(*b_sin)) * radius;
|
||||
}
|
||||
glVertex3fv (vec);
|
||||
glVertex3fv (vec2);
|
||||
|
||||
b_sin+=2;
|
||||
b_cos+=2;
|
||||
}
|
||||
glEnd ();
|
||||
glColor3ubv(lighthalf_v);
|
||||
}
|
||||
|
||||
/*
|
||||
R_UpdateFires
|
||||
|
||||
Draws each fireball in sequence
|
||||
*/
|
||||
void
|
||||
R_UpdateFires (void)
|
||||
{
|
||||
int i;
|
||||
fire_t *f;
|
||||
|
||||
if (!gl_fires->int_val)
|
||||
return;
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
glDisable (GL_TEXTURE_2D);
|
||||
glBlendFunc (GL_ONE, GL_ONE);
|
||||
|
||||
f = r_fires;
|
||||
for (i = 0; i < MAX_FIRES; i++, f++)
|
||||
{
|
||||
if (f->die < cl.time || !f->size)
|
||||
continue;
|
||||
f->size += f->decay;
|
||||
R_DrawFire (f);
|
||||
}
|
||||
|
||||
glEnable (GL_TEXTURE_2D);
|
||||
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
|
||||
void
|
||||
R_FireColor_f (void)
|
||||
{
|
||||
int i;
|
||||
|
||||
if (Cmd_Argc() == 1) {
|
||||
Con_Printf ("r_firecolor %g %g %g\n",
|
||||
r_firecolor[0],
|
||||
r_firecolor[1],
|
||||
r_firecolor[2]);
|
||||
return;
|
||||
}
|
||||
if (Cmd_Argc() == 5 || Cmd_Argc() == 6) {
|
||||
Con_Printf ("Warning: obsolete 4th and 5th parameters to r_firecolor ignored\n");
|
||||
} else if (Cmd_Argc() !=4) {
|
||||
Con_Printf ("Usage r_firecolor R G B\n");
|
||||
return;
|
||||
}
|
||||
for (i=0; i<4; i++) {
|
||||
r_firecolor[i]=atof(Cmd_Argv(i+1));
|
||||
}
|
||||
}
|
687
source/gl_dyn_part.c
Normal file
687
source/gl_dyn_part.c
Normal file
|
@ -0,0 +1,687 @@
|
|||
/*
|
||||
gl_dyn_part.c
|
||||
|
||||
Particle system!
|
||||
|
||||
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:
|
||||
|
||||
Free Software Foundation, Inc.
|
||||
59 Temple Place - Suite 330
|
||||
Boston, MA 02111-1307, USA
|
||||
|
||||
$Id$
|
||||
*/
|
||||
|
||||
#ifdef HAVE_CONFIG_H
|
||||
# include <config.h>
|
||||
#endif
|
||||
#include "glquake.h"
|
||||
#include "quakedef.h"
|
||||
#include "cmd.h"
|
||||
#include "qargs.h"
|
||||
#include "console.h"
|
||||
#include "sys.h"
|
||||
#include "r_dynamic.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#define MAX_PARTICLES 2048 // default max # of particles at one
|
||||
// time
|
||||
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
|
||||
// on the command line
|
||||
|
||||
typedef enum {
|
||||
pt_static, pt_grav, pt_blob, pt_blob2,
|
||||
pt_smoke, pt_smokecloud, pt_bloodcloud,
|
||||
pt_fadespark, pt_fadespark2, pt_fallfadespark
|
||||
} ptype_t;
|
||||
|
||||
typedef struct particle_s
|
||||
{
|
||||
// driver-usable fields
|
||||
vec3_t org;
|
||||
int tex;
|
||||
float color;
|
||||
float alpha;
|
||||
float scale;
|
||||
// drivers never touch the following fields
|
||||
struct particle_s *next;
|
||||
vec3_t vel;
|
||||
float ramp;
|
||||
float die;
|
||||
ptype_t type;
|
||||
} particle_t;
|
||||
|
||||
|
||||
static particle_t *particles, **freeparticles;
|
||||
static short r_numparticles, numparticles;
|
||||
|
||||
extern qboolean lighthalf;
|
||||
|
||||
extern void GDT_Init();
|
||||
extern int part_tex_smoke[8];
|
||||
extern int part_tex_dot;
|
||||
|
||||
int ramp[8] = {0x6d, 0x6b, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01};
|
||||
|
||||
inline particle_t *
|
||||
particle_new(ptype_t type, int texnum, vec3_t org, float scale, vec3_t vel,
|
||||
float die, byte color, byte alpha)
|
||||
{
|
||||
particle_t *part;
|
||||
|
||||
if (numparticles >= r_numparticles) {
|
||||
//Con_Printf("FAILED PARTICLE ALLOC!\n");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
part = &particles[numparticles++];
|
||||
|
||||
part->type = type;
|
||||
VectorCopy(org, part->org);
|
||||
VectorCopy(vel, part->vel);
|
||||
part->die = die;
|
||||
part->color = color;
|
||||
part->alpha = alpha;
|
||||
part->tex = texnum;
|
||||
part->scale = scale;
|
||||
|
||||
return part;
|
||||
}
|
||||
|
||||
inline particle_t *
|
||||
particle_new_random(ptype_t type, int texnum, vec3_t org, int org_fuzz,
|
||||
float scale, int vel_fuzz, float die, byte color, byte alpha)
|
||||
{
|
||||
vec3_t porg, pvel;
|
||||
int j;
|
||||
|
||||
for (j=0 ; j<3 ; j++) {
|
||||
if (org_fuzz)
|
||||
porg[j] = lhrandom(-org_fuzz, org_fuzz) + org[j];
|
||||
if (vel_fuzz)
|
||||
pvel[j] = lhrandom(-vel_fuzz, vel_fuzz);
|
||||
}
|
||||
return particle_new(type, texnum, porg, scale, pvel, die, color, alpha);
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_InitParticles
|
||||
===============
|
||||
*/
|
||||
void R_InitParticles (void)
|
||||
{
|
||||
int i;
|
||||
|
||||
i = COM_CheckParm ("-particles");
|
||||
|
||||
if (i) {
|
||||
r_numparticles = max(ABSOLUTE_MIN_PARTICLES, atoi(com_argv[i+1]));
|
||||
} else {
|
||||
r_numparticles = MAX_PARTICLES;
|
||||
}
|
||||
|
||||
particles = (particle_t *)
|
||||
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
|
||||
freeparticles = (void *)
|
||||
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
|
||||
|
||||
|
||||
GDT_Init();
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
R_ClearParticles
|
||||
===============
|
||||
*/
|
||||
void R_ClearParticles (void)
|
||||
{
|
||||
numparticles = 0;
|
||||
}
|
||||
|
||||
void R_ReadPointFile_f (void)
|
||||
{
|
||||
QFile *f;
|
||||
vec3_t org;
|
||||
int r;
|
||||
int c;
|
||||
char name[MAX_OSPATH], *mapname, *t1;
|
||||
|
||||
mapname = strdup(cl.worldmodel->name);
|
||||
if (!mapname)
|
||||
Sys_Error("Can't duplicate mapname!");
|
||||
t1 = strrchr(mapname, '.');
|
||||
if (!t1)
|
||||
Sys_Error("Can't find .!");
|
||||
t1[0] = '\0';
|
||||
|
||||
snprintf (name, sizeof(name), "%s.pts", mapname);
|
||||
free(mapname);
|
||||
|
||||
COM_FOpenFile (name, &f);
|
||||
if (!f) {
|
||||
Con_Printf ("couldn't open %s\n", name);
|
||||
return;
|
||||
}
|
||||
|
||||
Con_Printf ("Reading %s...\n", name);
|
||||
c = 0;
|
||||
for ( ;; ) {
|
||||
char buf[64];
|
||||
Qgets (f, buf, sizeof(buf));
|
||||
r = sscanf (buf,"%f %f %f\n", &org[0], &org[1], &org[2]);
|
||||
if (r != 3)
|
||||
break;
|
||||
c++;
|
||||
|
||||
if (!particle_new(pt_static, part_tex_dot, org, 2, vec3_origin, 99999,
|
||||
(-c)&15, 255)) {
|
||||
Con_Printf ("Not enough free particles\n");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Qclose (f);
|
||||
Con_Printf ("%i points read\n", c);
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_ParticleExplosion
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_ParticleExplosion (vec3_t org)
|
||||
{
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
particle_new_random(pt_smokecloud, part_tex_smoke[rand()&7], org, 8, 30,
|
||||
8, cl.time + 5, (rand()&7) + 8, 128 + (rand()&63));
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_BlobExplosion
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_BlobExplosion (vec3_t org)
|
||||
{
|
||||
int i;
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
for (i=0 ; i<512 ; i++) {
|
||||
particle_new_random(pt_blob, part_tex_dot, org, 16, 2, 256,
|
||||
(cl.time + 1 + (rand()&8)*0.05), (66 + rand()%6), 255);
|
||||
}
|
||||
for (i=0 ; i<512 ; i++) {
|
||||
particle_new_random(pt_blob2, part_tex_dot, org, 16, 2, 256,
|
||||
(cl.time + 1 + (rand()&8)*0.05), (150 + rand()%6), 255);
|
||||
}
|
||||
}
|
||||
|
||||
static void R_RunSparkEffect (vec3_t org, int count, int ofuzz)
|
||||
{
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
particle_new (pt_smokecloud, part_tex_smoke[rand()&7], org, ofuzz / 8,
|
||||
vec3_origin, cl.time + 99, 12 + (rand()&3), 96);
|
||||
while (count--)
|
||||
particle_new_random (pt_fallfadespark, part_tex_dot, org, ofuzz, 1, 96,
|
||||
cl.time + 5, ramp[rand()%6], lhrandom(0, 255));
|
||||
}
|
||||
|
||||
static void R_RunGunshotEffect (vec3_t org, int count)
|
||||
{
|
||||
int scale;
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
if (count > 6)
|
||||
scale = 3;
|
||||
else
|
||||
scale = 2;
|
||||
|
||||
R_RunSparkEffect(org, count * 10, 8 * scale);
|
||||
return;
|
||||
}
|
||||
|
||||
static void R_BloodPuff (vec3_t org, int count)
|
||||
{
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
particle_new(pt_bloodcloud, part_tex_smoke[rand()&7], org, 12, vec3_origin,
|
||||
cl.time + 99, 68+(rand()&3), 128);
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_RunPuffEffect
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_RunPuffEffect (vec3_t org, int type, int count)
|
||||
{
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
switch (type) {
|
||||
case TE_GUNSHOT:
|
||||
R_RunGunshotEffect (org, count);
|
||||
break;
|
||||
case TE_BLOOD:
|
||||
R_BloodPuff (org, count);
|
||||
break;
|
||||
case TE_LIGHTNINGBLOOD:
|
||||
R_BloodPuff (org, 5+(rand()&1));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_RunParticleEffect
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_RunParticleEffect (vec3_t org, int color, int count)
|
||||
{
|
||||
int i, j, scale;
|
||||
vec3_t porg;
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
if (count > 130)
|
||||
scale = 3;
|
||||
else if (count > 20)
|
||||
scale = 2;
|
||||
else
|
||||
scale = 1;
|
||||
|
||||
for (i=0 ; i<count ; i++)
|
||||
{
|
||||
for (j=0 ; j<3 ; j++)
|
||||
{
|
||||
porg[j] = org[j] + scale*((rand()&15)-8);
|
||||
}
|
||||
particle_new(pt_grav, part_tex_dot, porg, 2, vec3_origin,
|
||||
(cl.time + 0.1*(rand()%5)), (color&~7) + (rand()&7), 255);
|
||||
}
|
||||
}
|
||||
|
||||
void R_RunSpikeEffect (vec3_t org, byte type)
|
||||
{
|
||||
switch (type) {
|
||||
case TE_SPIKE:
|
||||
R_RunSparkEffect(org, 5, 8);
|
||||
break;
|
||||
case TE_SUPERSPIKE:
|
||||
R_RunSparkEffect(org, 10, 8);
|
||||
break;
|
||||
case TE_KNIGHTSPIKE:
|
||||
R_RunSparkEffect(org, 10, 8);
|
||||
break;
|
||||
case TE_WIZSPIKE:
|
||||
R_RunSparkEffect(org, 15, 16);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_LavaSplash
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_LavaSplash (vec3_t org)
|
||||
{
|
||||
int i, j;
|
||||
float vel;
|
||||
vec3_t dir, porg, pvel;
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
for (i=-16 ; i<16 ; i++) {
|
||||
for (j=-16 ; j<16 ; j++) {
|
||||
dir[0] = j*8 + (rand()&7);
|
||||
dir[1] = i*8 + (rand()&7);
|
||||
dir[2] = 256;
|
||||
|
||||
porg[0] = org[0] + dir[0];
|
||||
porg[1] = org[1] + dir[1];
|
||||
porg[2] = org[2] + (rand()&63);
|
||||
|
||||
VectorNormalize (dir);
|
||||
vel = 50 + (rand()&63);
|
||||
VectorScale (dir, vel, pvel);
|
||||
particle_new(pt_grav, part_tex_dot, porg, 2, pvel,
|
||||
(cl.time + 2 + (rand()&31) * 0.02), (224 + (rand()&7)), 255);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_TeleportSplash
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_TeleportSplash (vec3_t org)
|
||||
{
|
||||
int i, j, k;
|
||||
float vel;
|
||||
vec3_t dir, porg, pvel;
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
for (i=-16 ; i<16 ; i+=4)
|
||||
for (j=-16 ; j<16 ; j+=4)
|
||||
for (k=-24 ; k<32 ; k+=4)
|
||||
{
|
||||
dir[0] = j*8;
|
||||
dir[1] = i*8;
|
||||
dir[2] = k*8;
|
||||
|
||||
porg[0] = org[0] + i + (rand()&3);
|
||||
porg[1] = org[1] + j + (rand()&3);
|
||||
porg[2] = org[2] + k + (rand()&3);
|
||||
|
||||
VectorNormalize (dir);
|
||||
vel = 50 + (rand()&63);
|
||||
VectorScale (dir, vel, pvel);
|
||||
particle_new(pt_grav, part_tex_dot, porg, 2, pvel,
|
||||
(cl.time + 0.2 + (rand()&7) * 0.02),
|
||||
(7 + (rand()&7)), 255);
|
||||
}
|
||||
}
|
||||
|
||||
void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
|
||||
{
|
||||
vec3_t vec;
|
||||
float len;
|
||||
int j, ptex;
|
||||
ptype_t ptype;
|
||||
vec3_t porg, pvel;
|
||||
float pdie, pscale;
|
||||
byte palpha, pcolor;
|
||||
|
||||
if (type == 0)
|
||||
R_AddFire (start, end, ent);
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
VectorSubtract (end, start, vec);
|
||||
len = VectorNormalize (vec);
|
||||
while (len > 0)
|
||||
{
|
||||
VectorCopy (vec3_origin, pvel);
|
||||
pdie = cl.time + 2;
|
||||
ptype = pt_static;
|
||||
ptex = part_tex_dot;
|
||||
pcolor = 0;
|
||||
pscale = 1;
|
||||
palpha = 255;
|
||||
|
||||
switch (type) {
|
||||
case 0: // rocket trail
|
||||
pcolor = (rand()&3)+12;
|
||||
goto common_rocket_gren_trail;
|
||||
case 1: // grenade trail
|
||||
pcolor = (rand()&3)+3;
|
||||
goto common_rocket_gren_trail;
|
||||
|
||||
common_rocket_gren_trail:
|
||||
len -= 4;
|
||||
ptex = part_tex_smoke[rand()&7];
|
||||
pscale = lhrandom(8, 12);
|
||||
palpha = 48 + (rand()&31);
|
||||
ptype = pt_smoke;
|
||||
pdie = cl.time + 1;
|
||||
VectorCopy(start, porg);
|
||||
break;
|
||||
case 2: // blood
|
||||
case 4: // slight blood
|
||||
len -= 5;
|
||||
ptex = part_tex_dot;
|
||||
pscale = 1;
|
||||
pcolor = 68 + (rand()&3);
|
||||
pdie = cl.time + 2;
|
||||
for (j=0 ; j<3 ; j++) {
|
||||
pvel[j] = (rand()&15)-8;
|
||||
porg[j] = start[j] + ((rand()%3)-2);
|
||||
}
|
||||
ptype = pt_grav;
|
||||
palpha = 255;
|
||||
break;
|
||||
case 6: // voor trail
|
||||
len -= 3;
|
||||
pcolor = 9*16 + 8 + (rand()&3);
|
||||
ptype = pt_static;
|
||||
pscale = lhrandom(1, 2);
|
||||
pdie = cl.time + 0.3;
|
||||
for (j=0 ; j<3 ; j++)
|
||||
porg[j] = start[j] + ((rand()&15)-8);
|
||||
break;
|
||||
case 3:
|
||||
case 5: // tracer
|
||||
{
|
||||
static int tracercount;
|
||||
|
||||
len -= 3;
|
||||
pdie = cl.time + 0.5;
|
||||
ptype = pt_static;
|
||||
pscale = lhrandom(2, 4);
|
||||
if (type == 3)
|
||||
pcolor = 52 + ((tracercount&4)<<1);
|
||||
else
|
||||
pcolor = 230 + ((tracercount&4)<<1);
|
||||
|
||||
tracercount++;
|
||||
|
||||
VectorCopy (start, porg);
|
||||
if (tracercount & 1)
|
||||
{
|
||||
pvel[0] = 30*vec[1];
|
||||
pvel[1] = 30*-vec[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
pvel[0] = 30*-vec[1];
|
||||
pvel[1] = 30*vec[0];
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
VectorAdd (start, vec, start);
|
||||
|
||||
particle_new(ptype, ptex, porg, pscale, pvel, pdie, pcolor, palpha);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
R_DrawParticles
|
||||
===============
|
||||
*/
|
||||
void R_DrawParticles (void)
|
||||
{
|
||||
byte i;
|
||||
float grav, fast_grav, dvel;
|
||||
float minparticledist;
|
||||
unsigned char *at;
|
||||
byte alpha;
|
||||
vec3_t up, right;
|
||||
float scale, scale2;
|
||||
particle_t *part;
|
||||
int activeparticles, maxparticle, j, k;
|
||||
|
||||
// LordHavoc: particles should not affect zbuffer
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
VectorScale (vup, 1.5, up);
|
||||
VectorScale (vright, 1.5, right);
|
||||
|
||||
grav = (fast_grav = host_frametime * 800) * 0.05;
|
||||
dvel = 4*host_frametime;
|
||||
|
||||
minparticledist = DotProduct(r_refdef.vieworg, vpn) + 32.0f;
|
||||
|
||||
|
||||
activeparticles = 0;
|
||||
maxparticle = -1;
|
||||
j = 0;
|
||||
|
||||
for (k = 0, part = particles; k < numparticles; k++, part++) {
|
||||
if (part->die <= cl.time) {
|
||||
freeparticles[j++] = part;
|
||||
continue;
|
||||
}
|
||||
maxparticle = k;
|
||||
activeparticles++;
|
||||
|
||||
if (DotProduct(part->org, vpn) < minparticledist)
|
||||
continue;
|
||||
|
||||
at = (byte *)&d_8to24table[(byte)part->color];
|
||||
alpha = part->alpha;
|
||||
|
||||
if (lighthalf)
|
||||
glColor4ub((byte) ((int) at[0] >> 1), (byte) ((int) at[1] >> 1), (byte) ((int) at[2] >> 1), alpha);
|
||||
else
|
||||
glColor4ub(at[0], at[1], at[2], alpha);
|
||||
|
||||
scale = part->scale * 0.75;
|
||||
scale2 = part->scale * -0.75;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, part->tex);
|
||||
glBegin (GL_QUADS);
|
||||
glTexCoord2f(0,1);
|
||||
glVertex3f((part->org[0] + up[0]*scale + right[0]*scale),
|
||||
(part->org[1] + up[1]*scale + right[1]*scale),
|
||||
(part->org[2] + up[2]*scale + right[2]*scale));
|
||||
|
||||
glTexCoord2f(0,0);
|
||||
glVertex3f((part->org[0] + up[0]*scale2 + right[0]*scale),
|
||||
(part->org[1] + up[1]*scale2 + right[1]*scale),
|
||||
(part->org[2] + up[2]*scale2 + right[2]*scale));
|
||||
|
||||
glTexCoord2f(1,0);
|
||||
glVertex3f((part->org[0] + up[0]*scale2 + right[0]*scale2),
|
||||
(part->org[1] + up[1]*scale2 + right[1]*scale2),
|
||||
(part->org[2] + up[2]*scale2 + right[2]*scale2));
|
||||
|
||||
glTexCoord2f(1,1);
|
||||
glVertex3f((part->org[0] + up[0]*scale + right[0]*scale2),
|
||||
(part->org[1] + up[1]*scale + right[1]*scale2),
|
||||
(part->org[2] + up[2]*scale + right[2]*scale2));
|
||||
|
||||
glEnd();
|
||||
|
||||
for (i=0 ; i<3 ; i++)
|
||||
part->org[i] += part->vel[i]*host_frametime;
|
||||
|
||||
|
||||
#define alpha_die(p) if (p->alpha < 1) part->die = -1;
|
||||
|
||||
switch (part->type)
|
||||
{
|
||||
case pt_static:
|
||||
break;
|
||||
|
||||
case pt_blob:
|
||||
for (i=0 ; i<3 ; i++)
|
||||
part->vel[i] += part->vel[i]*dvel;
|
||||
part->vel[2] -= grav;
|
||||
break;
|
||||
|
||||
case pt_blob2:
|
||||
for (i=0 ; i<2 ; i++)
|
||||
part->vel[i] -= part->vel[i]*dvel;
|
||||
part->vel[2] -= grav;
|
||||
break;
|
||||
|
||||
case pt_grav:
|
||||
part->vel[2] -= grav;
|
||||
break;
|
||||
|
||||
case pt_smoke:
|
||||
part->scale += host_frametime * 6;
|
||||
part->alpha -= host_frametime * 128;
|
||||
alpha_die(part);
|
||||
break;
|
||||
case pt_smokecloud:
|
||||
part->scale += host_frametime * 60;
|
||||
part->alpha -= host_frametime * 128;
|
||||
alpha_die(part);
|
||||
break;
|
||||
case pt_bloodcloud:
|
||||
/*
|
||||
if (Mod_PointInLeaf(part->org, cl.worldmodel)->contents != CONTENTS_EMPTY) {
|
||||
part->die = -1;
|
||||
break;
|
||||
}
|
||||
*/
|
||||
part->scale += host_frametime * 4;
|
||||
part->alpha -= host_frametime * 64;
|
||||
part->vel[2] -= grav;
|
||||
alpha_die(part);
|
||||
break;
|
||||
case pt_fadespark:
|
||||
part->alpha -= host_frametime * 256;
|
||||
part->vel[2] -= grav;
|
||||
if (part->alpha < 1)
|
||||
part->die = -1;
|
||||
break;
|
||||
case pt_fadespark2:
|
||||
part->alpha -= host_frametime * 512;
|
||||
part->vel[2] -= grav;
|
||||
alpha_die(part);
|
||||
break;
|
||||
case pt_fallfadespark:
|
||||
part->alpha -= host_frametime * 256;
|
||||
part->vel[2] -= fast_grav;
|
||||
if (part->alpha < 1)
|
||||
part->die = -1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
k = 0;
|
||||
while (maxparticle >= activeparticles) {
|
||||
*freeparticles[k++] = particles[maxparticle--];
|
||||
while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
|
||||
maxparticle--;
|
||||
}
|
||||
numparticles = activeparticles;
|
||||
|
||||
glColor3ubv(lighthalf_v);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
118
source/gl_dyn_textures.c
Normal file
118
source/gl_dyn_textures.c
Normal file
|
@ -0,0 +1,118 @@
|
|||
/*
|
||||
gl_dyn_textures.c
|
||||
|
||||
Dynamic texture generation.
|
||||
|
||||
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:
|
||||
|
||||
Free Software Foundation, Inc.
|
||||
59 Temple Place - Suite 330
|
||||
Boston, MA 02111-1307, USA
|
||||
|
||||
$Id$
|
||||
*/
|
||||
|
||||
#ifdef HAVE_CONFIG_H
|
||||
# include <config.h>
|
||||
#endif
|
||||
|
||||
#include "glquake.h"
|
||||
#include "fractalnoise.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
static void GDT_InitDotParticleTexture (void);
|
||||
static void GDT_InitSmokeParticleTexture (void);
|
||||
|
||||
int part_tex_smoke[8];
|
||||
int part_tex_dot;
|
||||
|
||||
void GDT_Init (void)
|
||||
{
|
||||
GDT_InitDotParticleTexture();
|
||||
GDT_InitSmokeParticleTexture();
|
||||
}
|
||||
|
||||
byte dottexture[4][4] =
|
||||
{
|
||||
{0,1,1,0},
|
||||
{1,1,1,1},
|
||||
{1,1,1,1},
|
||||
{0,1,1,0},
|
||||
};
|
||||
|
||||
static void GDT_InitDotParticleTexture (void)
|
||||
{
|
||||
int x, y;
|
||||
byte data[4][4][4];
|
||||
|
||||
//
|
||||
// particle texture
|
||||
//
|
||||
part_tex_dot = texture_extension_number++;
|
||||
glBindTexture (GL_TEXTURE_2D, part_tex_dot);
|
||||
|
||||
for (x=0 ; x<4 ; x++)
|
||||
{
|
||||
for (y=0 ; y<4 ; y++)
|
||||
{
|
||||
data[y][x][0] = 244;
|
||||
data[y][x][1] = 244;
|
||||
data[y][x][2] = 244;
|
||||
data[y][x][3] = dottexture[x][y]*244;
|
||||
}
|
||||
}
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
}
|
||||
|
||||
static void GDT_InitSmokeParticleTexture (void)
|
||||
{
|
||||
int i, x, y, d;
|
||||
float dx, dy;
|
||||
byte data[32][32][4], noise1[32][32], noise2[32][32];
|
||||
for (i = 0;i < 8;i++) {
|
||||
fractalnoise(&noise1[0][0], 32);
|
||||
fractalnoise(&noise2[0][0], 32);
|
||||
for (y = 0;y < 32;y++)
|
||||
for (x = 0;x < 32;x++) {
|
||||
data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
|
||||
dx = x - 16;
|
||||
dy = y - 16;
|
||||
d = noise2[y][x] * 4 - 512;
|
||||
if (d > 0) {
|
||||
if (d > 255)
|
||||
d = 255;
|
||||
d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
|
||||
if (d < 0) d = 0;
|
||||
if (d > 255) d = 255;
|
||||
data[y][x][3] = (byte) d;
|
||||
}
|
||||
else
|
||||
data[y][x][3] = 0;
|
||||
}
|
||||
part_tex_smoke[i] = texture_extension_number++;
|
||||
glBindTexture(GL_TEXTURE_2D, part_tex_smoke[i]);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
|
||||
}
|
||||
}
|
||||
|
854
source/gl_part.c
854
source/gl_part.c
|
@ -1,854 +0,0 @@
|
|||
/*
|
||||
r_part.c
|
||||
|
||||
(description)
|
||||
|
||||
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:
|
||||
|
||||
Free Software Foundation, Inc.
|
||||
59 Temple Place - Suite 330
|
||||
Boston, MA 02111-1307, USA
|
||||
|
||||
$Id$
|
||||
*/
|
||||
|
||||
#ifdef HAVE_CONFIG_H
|
||||
# include <config.h>
|
||||
#endif
|
||||
#include "qargs.h"
|
||||
#include "bothdefs.h" // needed by: common.h, net.h, client.h
|
||||
#include "d_iface.h"
|
||||
#include "bspfile.h" // needed by: glquake.h
|
||||
#include "vid.h"
|
||||
#include "sys.h"
|
||||
#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
|
||||
// modelgen.h, glmodel.h
|
||||
#include "wad.h"
|
||||
#include "draw.h"
|
||||
#include "cvar.h"
|
||||
#include "menu.h"
|
||||
#include "net.h" // needed by: client.h
|
||||
#include "protocol.h" // needed by: client.h
|
||||
#include "cmd.h"
|
||||
#include "sbar.h"
|
||||
#include "render.h" // needed by: client.h, gl_model.h, glquake.h
|
||||
#include "client.h" // need cls in this file
|
||||
#include "model.h" // needed by: glquake.h
|
||||
#include "console.h"
|
||||
#include "glquake.h"
|
||||
#include "quakefs.h"
|
||||
#include "quakedef.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#define MAX_PARTICLES 2048 // default max # of particles at one
|
||||
// time
|
||||
#define MAX_FIRES 128 // rocket flames
|
||||
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
|
||||
// on the command line
|
||||
|
||||
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};
|
||||
|
||||
particle_t *active_particles, *free_particles;
|
||||
|
||||
particle_t *particles;
|
||||
int r_numparticles;
|
||||
|
||||
vec3_t r_pright, r_pup, r_ppn;
|
||||
|
||||
fire_t r_fires[MAX_FIRES];
|
||||
extern cvar_t *gl_fires;
|
||||
extern qboolean lighthalf;
|
||||
|
||||
/*
|
||||
===============
|
||||
R_InitParticles
|
||||
===============
|
||||
*/
|
||||
void R_InitParticles (void)
|
||||
{
|
||||
int i;
|
||||
|
||||
i = COM_CheckParm ("-particles");
|
||||
|
||||
if (i)
|
||||
{
|
||||
r_numparticles = (int)(atoi(com_argv[i+1]));
|
||||
if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
|
||||
r_numparticles = ABSOLUTE_MIN_PARTICLES;
|
||||
}
|
||||
else
|
||||
{
|
||||
r_numparticles = MAX_PARTICLES;
|
||||
}
|
||||
|
||||
particles = (particle_t *)
|
||||
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
R_ClearParticles
|
||||
===============
|
||||
*/
|
||||
void R_ClearParticles (void)
|
||||
{
|
||||
int i;
|
||||
|
||||
free_particles = &particles[0];
|
||||
active_particles = NULL;
|
||||
|
||||
for (i=0 ;i<r_numparticles ; i++)
|
||||
particles[i].next = &particles[i+1];
|
||||
particles[r_numparticles-1].next = NULL;
|
||||
}
|
||||
|
||||
|
||||
void R_ReadPointFile_f (void)
|
||||
{
|
||||
QFile *f;
|
||||
vec3_t org;
|
||||
int r;
|
||||
int c;
|
||||
particle_t *p;
|
||||
char name[MAX_OSPATH];
|
||||
|
||||
// FIXME sprintf (name,"maps/%s.pts", sv.name);
|
||||
|
||||
COM_FOpenFile (name, &f);
|
||||
if (!f)
|
||||
{
|
||||
Con_Printf ("couldn't open %s\n", name);
|
||||
return;
|
||||
}
|
||||
|
||||
Con_Printf ("Reading %s...\n", name);
|
||||
c = 0;
|
||||
for ( ;; )
|
||||
{
|
||||
char buf[64];
|
||||
Qgets (f, buf, sizeof(buf));
|
||||
r = sscanf (buf,"%f %f %f\n", &org[0], &org[1], &org[2]);
|
||||
if (r != 3)
|
||||
break;
|
||||
c++;
|
||||
|
||||
if (!free_particles)
|
||||
{
|
||||
Con_Printf ("Not enough free particles\n");
|
||||
break;
|
||||
}
|
||||
p = free_particles;
|
||||
free_particles = p->next;
|
||||
p->next = active_particles;
|
||||
active_particles = p;
|
||||
|
||||
p->die = 99999;
|
||||
p->color = (-c)&15;
|
||||
p->type = pt_static;
|
||||
VectorCopy (vec3_origin, p->vel);
|
||||
VectorCopy (org, p->org);
|
||||
}
|
||||
|
||||
Qclose (f);
|
||||
Con_Printf ("%i points read\n", c);
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_ParticleExplosion
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_ParticleExplosion (vec3_t org)
|
||||
{
|
||||
int i, j;
|
||||
particle_t *p;
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
for (i=0 ; i<1024 ; i++)
|
||||
{
|
||||
if (!free_particles)
|
||||
return;
|
||||
p = free_particles;
|
||||
free_particles = p->next;
|
||||
p->next = active_particles;
|
||||
active_particles = p;
|
||||
|
||||
p->die = cl.time + 5;
|
||||
p->color = ramp1[0];
|
||||
p->ramp = rand()&3;
|
||||
if (i & 1)
|
||||
{
|
||||
p->type = pt_explode;
|
||||
for (j=0 ; j<3 ; j++)
|
||||
{
|
||||
p->org[j] = org[j] + ((rand()%32)-16);
|
||||
p->vel[j] = (rand()%512)-256;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
p->type = pt_explode2;
|
||||
for (j=0 ; j<3 ; j++)
|
||||
{
|
||||
p->org[j] = org[j] + ((rand()%32)-16);
|
||||
p->vel[j] = (rand()%512)-256;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_BlobExplosion
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_BlobExplosion (vec3_t org)
|
||||
{
|
||||
int i, j;
|
||||
particle_t *p;
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
for (i=0 ; i<1024 ; i++)
|
||||
{
|
||||
if (!free_particles)
|
||||
return;
|
||||
p = free_particles;
|
||||
free_particles = p->next;
|
||||
p->next = active_particles;
|
||||
active_particles = p;
|
||||
|
||||
p->die = cl.time + 1 + (rand()&8)*0.05;
|
||||
|
||||
if (i & 1)
|
||||
{
|
||||
p->type = pt_blob;
|
||||
p->color = 66 + rand()%6;
|
||||
for (j=0 ; j<3 ; j++)
|
||||
{
|
||||
p->org[j] = org[j] + ((rand()%32)-16);
|
||||
p->vel[j] = (rand()%512)-256;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
p->type = pt_blob2;
|
||||
p->color = 150 + rand()%6;
|
||||
for (j=0 ; j<3 ; j++)
|
||||
{
|
||||
p->org[j] = org[j] + ((rand()%32)-16);
|
||||
p->vel[j] = (rand()%512)-256;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_RunParticleEffect
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
|
||||
{
|
||||
int i, j;
|
||||
particle_t *p;
|
||||
int scale;
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
if (count > 130)
|
||||
scale = 3;
|
||||
else if (count > 20)
|
||||
scale = 2;
|
||||
else
|
||||
scale = 1;
|
||||
|
||||
for (i=0 ; i<count ; i++)
|
||||
{
|
||||
if (!free_particles)
|
||||
return;
|
||||
p = free_particles;
|
||||
free_particles = p->next;
|
||||
p->next = active_particles;
|
||||
active_particles = p;
|
||||
|
||||
p->die = cl.time + 0.1*(rand()%5);
|
||||
p->color = (color&~7) + (rand()&7);
|
||||
p->type = pt_grav;
|
||||
for (j=0 ; j<3 ; j++)
|
||||
{
|
||||
p->org[j] = org[j] + scale*((rand()&15)-8);
|
||||
p->vel[j] = dir[j]*15;// + (rand()%300)-150;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
R_LavaSplash
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_LavaSplash (vec3_t org)
|
||||
{
|
||||
int i, j, k;
|
||||
particle_t *p;
|
||||
float vel;
|
||||
vec3_t dir;
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
for (i=-16 ; i<16 ; i++)
|
||||
for (j=-16 ; j<16 ; j++)
|
||||
for (k=0 ; k<1 ; k++)
|
||||
{
|
||||
if (!free_particles)
|
||||
return;
|
||||
p = free_particles;
|
||||
free_particles = p->next;
|
||||
p->next = active_particles;
|
||||
active_particles = p;
|
||||
|
||||
p->die = cl.time + 2 + (rand()&31) * 0.02;
|
||||
p->color = 224 + (rand()&7);
|
||||
p->type = pt_grav;
|
||||
|
||||
dir[0] = j*8 + (rand()&7);
|
||||
dir[1] = i*8 + (rand()&7);
|
||||
dir[2] = 256;
|
||||
|
||||
p->org[0] = org[0] + dir[0];
|
||||
p->org[1] = org[1] + dir[1];
|
||||
p->org[2] = org[2] + (rand()&63);
|
||||
|
||||
VectorNormalize (dir);
|
||||
vel = 50 + (rand()&63);
|
||||
VectorScale (dir, vel, p->vel);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_TeleportSplash
|
||||
|
||||
===============
|
||||
*/
|
||||
void R_TeleportSplash (vec3_t org)
|
||||
{
|
||||
int i, j, k;
|
||||
particle_t *p;
|
||||
float vel;
|
||||
vec3_t dir;
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
for (i=-16 ; i<16 ; i+=4)
|
||||
for (j=-16 ; j<16 ; j+=4)
|
||||
for (k=-24 ; k<32 ; k+=4)
|
||||
{
|
||||
if (!free_particles)
|
||||
return;
|
||||
p = free_particles;
|
||||
free_particles = p->next;
|
||||
p->next = active_particles;
|
||||
active_particles = p;
|
||||
|
||||
p->die = cl.time + 0.2 + (rand()&7) * 0.02;
|
||||
p->color = 7 + (rand()&7);
|
||||
p->type = pt_grav;
|
||||
|
||||
dir[0] = j*8;
|
||||
dir[1] = i*8;
|
||||
dir[2] = k*8;
|
||||
|
||||
p->org[0] = org[0] + i + (rand()&3);
|
||||
p->org[1] = org[1] + j + (rand()&3);
|
||||
p->org[2] = org[2] + k + (rand()&3);
|
||||
|
||||
VectorNormalize (dir);
|
||||
vel = 50 + (rand()&63);
|
||||
VectorScale (dir, vel, p->vel);
|
||||
}
|
||||
}
|
||||
|
||||
void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
|
||||
{
|
||||
vec3_t vec;
|
||||
float len;
|
||||
int j;
|
||||
particle_t *p;
|
||||
|
||||
if (type == 0)
|
||||
R_AddFire (start, end, ent);
|
||||
|
||||
if (!gl_particles->int_val)
|
||||
return;
|
||||
|
||||
VectorSubtract (end, start, vec);
|
||||
len = VectorNormalize (vec);
|
||||
while (len > 0)
|
||||
{
|
||||
len -= 3;
|
||||
|
||||
if (!free_particles)
|
||||
return;
|
||||
p = free_particles;
|
||||
free_particles = p->next;
|
||||
p->next = active_particles;
|
||||
active_particles = p;
|
||||
|
||||
VectorCopy (vec3_origin, p->vel);
|
||||
p->die = cl.time + 2;
|
||||
|
||||
if (type == 4)
|
||||
{ // slight blood
|
||||
p->type = pt_slowgrav;
|
||||
p->color = 67 + (rand()&3);
|
||||
for (j=0 ; j<3 ; j++)
|
||||
p->org[j] = start[j] + ((rand()%6)-3);
|
||||
len -= 3;
|
||||
}
|
||||
else if (type == 2)
|
||||
{ // blood
|
||||
p->type = pt_slowgrav;
|
||||
p->color = 67 + (rand()&3);
|
||||
for (j=0 ; j<3 ; j++)
|
||||
p->org[j] = start[j] + ((rand()%6)-3);
|
||||
}
|
||||
else if (type == 6)
|
||||
{ // voor trail
|
||||
p->color = 9*16 + 8 + (rand()&3);
|
||||
p->type = pt_static;
|
||||
p->die = cl.time + 0.3;
|
||||
for (j=0 ; j<3 ; j++)
|
||||
p->org[j] = start[j] + ((rand()&15)-8);
|
||||
}
|
||||
else if (type == 1)
|
||||
{ // smoke smoke
|
||||
p->ramp = (rand()&3) + 2;
|
||||
p->color = ramp3[(int)p->ramp];
|
||||
p->type = pt_fire;
|
||||
for (j=0 ; j<3 ; j++)
|
||||
p->org[j] = start[j] + ((rand()%6)-3);
|
||||
}
|
||||
else if (type == 0)
|
||||
{ // rocket trail
|
||||
p->ramp = (rand()&3);
|
||||
p->color = ramp3[(int)p->ramp];
|
||||
p->type = pt_fire;
|
||||
for (j=0 ; j<3 ; j++)
|
||||
p->org[j] = start[j] + ((rand()%6)-3);
|
||||
}
|
||||
else if (type == 3 || type == 5)
|
||||
{ // tracer
|
||||
static int tracercount;
|
||||
|
||||
p->die = cl.time + 0.5;
|
||||
p->type = pt_static;
|
||||
if (type == 3)
|
||||
p->color = 52 + ((tracercount&4)<<1);
|
||||
else
|
||||
p->color = 230 + ((tracercount&4)<<1);
|
||||
|
||||
tracercount++;
|
||||
|
||||
VectorCopy (start, p->org);
|
||||
if (tracercount & 1)
|
||||
{
|
||||
p->vel[0] = 30*vec[1];
|
||||
p->vel[1] = 30*-vec[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
p->vel[0] = 30*-vec[1];
|
||||
p->vel[1] = 30*vec[0];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
VectorAdd (start, vec, start);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
R_DrawParticles
|
||||
===============
|
||||
*/
|
||||
void R_DrawParticles (void)
|
||||
{
|
||||
particle_t *p, *kill;
|
||||
float grav;
|
||||
int i;
|
||||
float time2, time3;
|
||||
float time1;
|
||||
float dvel;
|
||||
float frametime;
|
||||
unsigned char *at;
|
||||
unsigned char theAlpha;
|
||||
vec3_t up, right;
|
||||
float scale;
|
||||
qboolean alphaTestEnabled;
|
||||
|
||||
glBindTexture (GL_TEXTURE_2D, particletexture);
|
||||
// LordHavoc: particles should not affect zbuffer
|
||||
glDepthMask(GL_FALSE);
|
||||
alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
|
||||
|
||||
if (alphaTestEnabled)
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
glBegin (GL_TRIANGLES);
|
||||
|
||||
VectorScale (vup, 1.5, up);
|
||||
VectorScale (vright, 1.5, right);
|
||||
|
||||
frametime = host_frametime;
|
||||
time3 = frametime * 15;
|
||||
time2 = frametime * 10; // 15;
|
||||
time1 = frametime * 5;
|
||||
grav = frametime * 800 * 0.05;
|
||||
dvel = 4*frametime;
|
||||
|
||||
for ( ;; )
|
||||
{
|
||||
kill = active_particles;
|
||||
if (kill && kill->die < cl.time)
|
||||
{
|
||||
active_particles = kill->next;
|
||||
kill->next = free_particles;
|
||||
free_particles = kill;
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
for (p=active_particles ; p ; p=p->next)
|
||||
{
|
||||
for ( ;; )
|
||||
{
|
||||
kill = p->next;
|
||||
if (kill && kill->die < cl.time)
|
||||
{
|
||||
p->next = kill->next;
|
||||
kill->next = free_particles;
|
||||
free_particles = kill;
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// hack a scale up to keep particles from disapearing
|
||||
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];
|
||||
if (scale < 20)
|
||||
scale = 1;
|
||||
else
|
||||
scale = 1 + scale * 0.004;
|
||||
at = (byte *)&d_8to24table[(int)p->color];
|
||||
if (p->type==pt_fire)
|
||||
theAlpha = 255*(6-p->ramp)/6;
|
||||
else
|
||||
theAlpha = 255;
|
||||
if (lighthalf)
|
||||
glColor4ub((byte) ((int) at[0] >> 1), (byte) ((int) at[1] >> 1), (byte) ((int) at[2] >> 1), theAlpha);
|
||||
else
|
||||
glColor4ub(at[0], at[1], at[2], theAlpha);
|
||||
glTexCoord2f (0,0);
|
||||
glVertex3fv (p->org);
|
||||
glTexCoord2f (1,0);
|
||||
glVertex3f (p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale);
|
||||
glTexCoord2f (0,1);
|
||||
glVertex3f (p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale);
|
||||
|
||||
p->org[0] += p->vel[0]*frametime;
|
||||
p->org[1] += p->vel[1]*frametime;
|
||||
p->org[2] += p->vel[2]*frametime;
|
||||
|
||||
switch (p->type)
|
||||
{
|
||||
case pt_static:
|
||||
break;
|
||||
case pt_fire:
|
||||
p->ramp += time1;
|
||||
if (p->ramp >= 6)
|
||||
p->die = -1;
|
||||
else
|
||||
p->color = ramp3[(int)p->ramp];
|
||||
p->vel[2] += grav;
|
||||
break;
|
||||
|
||||
case pt_explode:
|
||||
p->ramp += time2;
|
||||
if (p->ramp >=8)
|
||||
p->die = -1;
|
||||
else
|
||||
p->color = ramp1[(int)p->ramp];
|
||||
for (i=0 ; i<3 ; i++)
|
||||
p->vel[i] += p->vel[i]*dvel;
|
||||
p->vel[2] -= grav;
|
||||
break;
|
||||
|
||||
case pt_explode2:
|
||||
p->ramp += time3;
|
||||
if (p->ramp >=8)
|
||||
p->die = -1;
|
||||
else
|
||||
p->color = ramp2[(int)p->ramp];
|
||||
for (i=0 ; i<3 ; i++)
|
||||
p->vel[i] -= p->vel[i]*frametime;
|
||||
p->vel[2] -= grav;
|
||||
break;
|
||||
|
||||
case pt_blob:
|
||||
for (i=0 ; i<3 ; i++)
|
||||
p->vel[i] += p->vel[i]*dvel;
|
||||
p->vel[2] -= grav;
|
||||
break;
|
||||
|
||||
case pt_blob2:
|
||||
for (i=0 ; i<2 ; i++)
|
||||
p->vel[i] -= p->vel[i]*dvel;
|
||||
p->vel[2] -= grav;
|
||||
break;
|
||||
|
||||
case pt_slowgrav:
|
||||
case pt_grav:
|
||||
p->vel[2] -= grav;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
glEnd ();
|
||||
glColor3ubv(lighthalf_v);
|
||||
if (alphaTestEnabled)
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
|
||||
/*
|
||||
R_AddFire
|
||||
|
||||
Nifty ball of fire GL effect. Kinda a meshing of the dlight and
|
||||
particle engine code.
|
||||
*/
|
||||
float r_firecolor_flame[3]={0.9,0.4,0};
|
||||
float r_firecolor_light[3]={0.9,0.4,0};
|
||||
|
||||
void
|
||||
R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
|
||||
{
|
||||
float len;
|
||||
fire_t *f;
|
||||
dlight_t *dl;
|
||||
vec3_t vec;
|
||||
int key;
|
||||
|
||||
if (!gl_fires->int_val)
|
||||
return;
|
||||
|
||||
VectorSubtract (end, start, vec);
|
||||
len = VectorNormalize (vec);
|
||||
key = ent-cl_visedicts+1;
|
||||
|
||||
if (len)
|
||||
{
|
||||
f = R_AllocFire (key);
|
||||
VectorCopy (end, f->origin);
|
||||
VectorCopy (start, f->owner);
|
||||
f->size = 20;
|
||||
f->die = cl.time + 0.5;
|
||||
f->decay = -1;
|
||||
f->color=r_firecolor_flame;
|
||||
|
||||
dl = CL_AllocDlight (key);
|
||||
VectorCopy (end, dl->origin);
|
||||
dl->radius = 200;
|
||||
dl->die = cl.time + 0.5;
|
||||
dl->color=r_firecolor_light;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
R_AllocFire
|
||||
|
||||
Clears out and returns a new fireball
|
||||
*/
|
||||
fire_t *
|
||||
R_AllocFire (int key)
|
||||
{
|
||||
int i;
|
||||
fire_t *f;
|
||||
if (key) // first try to find/reuse a keyed spot
|
||||
{
|
||||
f = r_fires;
|
||||
for (i = 0; i < MAX_FIRES; i++, f++)
|
||||
if (f->key == key)
|
||||
{
|
||||
memset (f, 0, sizeof(*f));
|
||||
f->key = key;
|
||||
f->color = f->_color;
|
||||
return f;
|
||||
}
|
||||
}
|
||||
|
||||
f = r_fires; // no match, look for a free spot
|
||||
for (i = 0; i < MAX_FIRES; i++, f++)
|
||||
{
|
||||
if (f->die < cl.time)
|
||||
{
|
||||
memset (f, 0, sizeof(*f));
|
||||
f->key = key;
|
||||
f->color = f->_color;
|
||||
return f;
|
||||
}
|
||||
}
|
||||
|
||||
f = &r_fires[0];
|
||||
memset (f, 0, sizeof(*f));
|
||||
f->key = key;
|
||||
f->color = f->_color;
|
||||
return f;
|
||||
}
|
||||
|
||||
/*
|
||||
R_DrawFire
|
||||
|
||||
draws one fireball - probably never need to call this directly
|
||||
*/
|
||||
void
|
||||
R_DrawFire (fire_t *f)
|
||||
{
|
||||
int i, j;
|
||||
vec3_t vec,vec2;
|
||||
float radius;
|
||||
float *b_sin, *b_cos;
|
||||
|
||||
b_sin = bubble_sintable;
|
||||
b_cos = bubble_costable;
|
||||
|
||||
radius = f->size + 0.35;
|
||||
|
||||
// figure out if we're inside the area of effect
|
||||
VectorSubtract (f->origin, r_origin, vec);
|
||||
if (Length (vec) < radius)
|
||||
{
|
||||
AddLightBlend (1, 0.5, 0, f->size * 0.0003); // we are
|
||||
return;
|
||||
}
|
||||
|
||||
// we're not - draw it
|
||||
glBegin (GL_TRIANGLE_FAN);
|
||||
if (lighthalf)
|
||||
glColor3f(f->color[0]*0.5,f->color[1]*0.5,f->color[2]*0.5);
|
||||
else
|
||||
glColor3fv(f->color);
|
||||
for (i=0 ; i<3 ; i++)
|
||||
vec[i] = f->origin[i] - vpn[i] * radius;
|
||||
glVertex3fv (vec);
|
||||
glColor3f (0.0, 0.0, 0.0);
|
||||
|
||||
// don't panic, this just draws a bubble...
|
||||
for (i=16 ; i>=0 ; i--)
|
||||
{
|
||||
for (j=0 ; j<3 ; j++) {
|
||||
vec[j] = f->origin[j] + (*b_cos * vright[j]
|
||||
+ vup[j]*(*b_sin)) * radius;
|
||||
vec2[j] = f->owner[j] + (*b_cos * vright[j]
|
||||
+ vup[j]*(*b_sin)) * radius;
|
||||
}
|
||||
glVertex3fv (vec);
|
||||
glVertex3fv (vec2);
|
||||
|
||||
b_sin+=2;
|
||||
b_cos+=2;
|
||||
}
|
||||
glEnd ();
|
||||
glColor3ubv(lighthalf_v);
|
||||
}
|
||||
|
||||
/*
|
||||
R_UpdateFires
|
||||
|
||||
Draws each fireball in sequence
|
||||
*/
|
||||
void
|
||||
R_UpdateFires (void)
|
||||
{
|
||||
int i;
|
||||
fire_t *f;
|
||||
|
||||
if (!gl_fires->int_val)
|
||||
return;
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
glDisable (GL_TEXTURE_2D);
|
||||
glBlendFunc (GL_ONE, GL_ONE);
|
||||
|
||||
f = r_fires;
|
||||
for (i = 0; i < MAX_FIRES; i++, f++)
|
||||
{
|
||||
if (f->die < cl.time || !f->size)
|
||||
continue;
|
||||
f->size += f->decay;
|
||||
R_DrawFire (f);
|
||||
}
|
||||
|
||||
glEnable (GL_TEXTURE_2D);
|
||||
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
|
||||
void
|
||||
R_FireColor_f (void)
|
||||
{
|
||||
int i;
|
||||
|
||||
if (Cmd_Argc() == 1) {
|
||||
Con_Printf ("r_firecolor %g %g %g\n",
|
||||
r_firecolor_flame[0],
|
||||
r_firecolor_flame[1],
|
||||
r_firecolor_flame[2]);
|
||||
return;
|
||||
}
|
||||
if (Cmd_Argc() == 5 || Cmd_Argc() == 6) {
|
||||
Con_Printf ("Warning: obsolete 4th and 5th parameters to r_firecolor ignored\n");
|
||||
} else if (Cmd_Argc() !=4) {
|
||||
Con_Printf ("Usage r_firecolor R G B\n");
|
||||
return;
|
||||
}
|
||||
for (i=0; i<4; i++) {
|
||||
r_firecolor_flame[i]=atof(Cmd_Argv(i+1));
|
||||
r_firecolor_light[i]=r_firecolor_flame[i];
|
||||
}
|
||||
}
|
|
@ -43,6 +43,7 @@
|
|||
#include "model.h"
|
||||
#include "render.h"
|
||||
#include "sys.h"
|
||||
#include "r_dynamic.h"
|
||||
|
||||
entity_t r_worldentity;
|
||||
|
||||
|
@ -59,7 +60,6 @@ int c_brush_polys, c_alias_polys;
|
|||
qboolean envmap; // true during envmap command capture
|
||||
|
||||
|
||||
int particletexture; // little dot for particles
|
||||
int playertextures; // up to 16 color translated skins
|
||||
|
||||
//
|
||||
|
@ -363,7 +363,7 @@ static void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum, qboolean fb)
|
|||
order = (int *)((byte *)paliashdr + paliashdr->commands);
|
||||
|
||||
if (modelalpha != 1.0)
|
||||
glDepthMask(0);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
while ((count = *order++)) {
|
||||
// get the vertex count and primitive type
|
||||
|
@ -396,7 +396,7 @@ static void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum, qboolean fb)
|
|||
}
|
||||
|
||||
if (modelalpha != 1.0)
|
||||
glDepthMask(1);
|
||||
glDepthMask(GL_TRUE);
|
||||
glColor3ubv(lighthalf_v);
|
||||
}
|
||||
|
||||
|
@ -908,34 +908,6 @@ static void R_SetupGL (void)
|
|||
glShadeModel (GL_FLAT);
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
R_RenderScene
|
||||
|
||||
r_refdef must be set before the first call
|
||||
================
|
||||
*/
|
||||
static void R_RenderScene (void)
|
||||
{
|
||||
R_SetupFrame ();
|
||||
|
||||
R_SetFrustum ();
|
||||
|
||||
R_SetupGL ();
|
||||
|
||||
R_MarkLeaves (); // done here so we know if we're in water
|
||||
|
||||
R_DrawWorld (); // adds static entities to the list
|
||||
|
||||
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
||||
|
||||
R_DrawEntitiesOnList ();
|
||||
|
||||
R_RenderDlights ();
|
||||
R_UpdateFires ();
|
||||
R_DrawParticles ();
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
|
@ -975,7 +947,27 @@ void R_RenderView (void)
|
|||
R_Clear ();
|
||||
|
||||
// render normal view
|
||||
R_RenderScene ();
|
||||
R_DrawViewModel ();
|
||||
R_SetupFrame ();
|
||||
|
||||
R_SetFrustum ();
|
||||
|
||||
R_SetupGL ();
|
||||
|
||||
R_MarkLeaves (); // done here so we know if we're in water
|
||||
|
||||
R_DrawWorld (); // adds static entities to the list
|
||||
|
||||
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
||||
|
||||
R_DrawEntitiesOnList ();
|
||||
|
||||
R_RenderDlights ();
|
||||
|
||||
R_DrawWaterSurfaces ();
|
||||
|
||||
R_UpdateFires ();
|
||||
|
||||
R_DrawParticles ();
|
||||
|
||||
R_DrawViewModel ();
|
||||
}
|
||||
|
|
|
@ -54,6 +54,7 @@
|
|||
#include "model.h" // needed by: glquake.h
|
||||
#include "console.h"
|
||||
#include "glquake.h"
|
||||
#include "r_dynamic.h"
|
||||
|
||||
qboolean VID_Is8bit(void);
|
||||
void R_InitBubble();
|
||||
|
@ -95,44 +96,6 @@ void R_InitTextures (void)
|
|||
}
|
||||
}
|
||||
|
||||
byte dottexture[8][8] =
|
||||
{
|
||||
{0,1,1,0,0,0,0,0},
|
||||
{1,1,1,1,0,0,0,0},
|
||||
{1,1,1,1,0,0,0,0},
|
||||
{0,1,1,0,0,0,0,0},
|
||||
{0,0,0,0,0,0,0,0},
|
||||
{0,0,0,0,0,0,0,0},
|
||||
{0,0,0,0,0,0,0,0},
|
||||
{0,0,0,0,0,0,0,0},
|
||||
};
|
||||
void R_InitParticleTexture (void)
|
||||
{
|
||||
int x,y;
|
||||
byte data[8][8][4];
|
||||
|
||||
//
|
||||
// particle texture
|
||||
//
|
||||
particletexture = texture_extension_number++;
|
||||
glBindTexture (GL_TEXTURE_2D, particletexture);
|
||||
|
||||
for (x=0 ; x<8 ; x++)
|
||||
{
|
||||
for (y=0 ; y<8 ; y++)
|
||||
{
|
||||
data[y][x][0] = 255;
|
||||
data[y][x][1] = 255;
|
||||
data[y][x][2] = 255;
|
||||
data[y][x][3] = dottexture[x][y]*255;
|
||||
}
|
||||
}
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_Envmap_f
|
||||
|
@ -278,7 +241,6 @@ void R_Init (void)
|
|||
R_InitBubble();
|
||||
|
||||
R_InitParticles ();
|
||||
R_InitParticleTexture ();
|
||||
|
||||
netgraphtexture = texture_extension_number;
|
||||
texture_extension_number++;
|
||||
|
|
|
@ -163,7 +163,7 @@ XLateKey(XKeyEvent *ev)
|
|||
case XK_Meta_R: key = K_ALT; break;
|
||||
|
||||
case XK_Caps_Lock: key = K_CAPSLOCK; break;
|
||||
case XK_KP_Begin: key = K_AUX30; break;
|
||||
case XK_KP_Begin: key = KP_5; break;
|
||||
|
||||
case XK_Insert: key = K_INS; break;
|
||||
case XK_KP_Insert: key = KP_INS; break;
|
||||
|
|
Loading…
Reference in a new issue