/* 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 #endif #include "glquake.h" #include "quakedef.h" #include "cmd.h" #include "qargs.h" #include "console.h" #include "sys.h" #include "r_dynamic.h" #include #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, byte type, byte 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 ; iint_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++; // Don't render particles too close to us. // Note, we must still do physics and such on them. if (!(DotProduct(part->org, vpn) < minparticledist)) { 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); }