/* gl_rpart.c particle engine Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1999,2000 Nelson Rush. Copyright (C) 1999,2000 contributors of the QuakeForge project Please see the file "AUTHORS" for a list of contributors 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 $Id$ */ #include #include #include #include #include #include #include #define MAX_PARTICLES 2048 // max particles at once #define ABSOLUTE_MIN_PARTICLES 512 // min particle clamp #define MAX_FIRES 128 // rocket flames 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]; /* =============== R_InitParticles =============== */ void R_InitParticles (void) { int i; i = COM_CheckParm ("-particles"); if (i) { r_numparticles = (int)(Q_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"); } #ifdef QUAKE2 void R_DarkFieldParticles (entity_t *ent) { int i, j, k; particle_t *p; float vel; vec3_t dir; vec3_t org; org[0] = ent->origin[0]; org[1] = ent->origin[1]; org[2] = ent->origin[2]; for (i=-16 ; i<16 ; i+=8) for (j=-16 ; j<16 ; j+=8) for (k=0 ; k<32 ; k+=8) { if (!free_particles) return; 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 = 150 + rand()%6; p->type = pt_slowgrav; 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); } } #endif /* =============== R_EntityParticles =============== */ #define NUMVERTEXNORMALS 162 extern float r_avertexnormals[NUMVERTEXNORMALS][3]; vec3_t avelocities[NUMVERTEXNORMALS]; float beamlength = 16; vec3_t avelocity = {23, 7, 3}; float partstep = 0.01; float timescale = 0.01; void R_EntityParticles (entity_t *ent) { int count; int i; particle_t *p; float angle; float sr, sp, sy, cr, cp, cy; vec3_t forward; float dist; dist = 64; count = 50; if (!avelocities[0][0]) { for (i=0 ; inext; p->next = active_particles; active_particles = p; p->die = cl.time + 0.01; p->color = 0x6f; p->type = pt_explode; p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength; p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength; p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength; } } /* =============== R_ClearParticles =============== */ void R_ClearParticles (void) { int i; free_particles = &particles[0]; active_particles = NULL; for (i=0 ;inext; 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_ParseParticleEffect Parse an effect out of the server message =============== */ void R_ParseParticleEffect (void) { vec3_t org, dir; int i, count, msgcount, color; for (i=0 ; i<3 ; i++) org[i] = MSG_ReadCoord (); for (i=0 ; i<3 ; i++) dir[i] = MSG_ReadChar () * (1.0/16); msgcount = MSG_ReadByte (); color = MSG_ReadByte (); if (msgcount == 255) count = 1024; else count = msgcount; R_RunParticleEffect (org, dir, color, count); } /* =============== R_ParticleExplosion =============== */ void R_ParticleExplosion (vec3_t org) { int i, j; particle_t *p; 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_ParticleExplosion2 =============== */ void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength) { int i, j; particle_t *p; int colorMod = 0; for (i=0; i<512; i++) { if (!free_particles) return; p = free_particles; free_particles = p->next; p->next = active_particles; active_particles = p; p->die = cl.time + 0.3; p->color = colorStart + (colorMod % colorLength); colorMod++; p->type = pt_blob; 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; 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; #ifdef QUAKEWORLD int scale; if (count > 130) scale = 3; else if (count > 20) scale = 2; else scale = 1; #endif for (i=0 ; inext; p->next = active_particles; active_particles = p; #ifdef QUAKEWORLD 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; } #elif UQUAKE if (count == 1024) { // rocket explosion 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; } } } else { p->die = cl.time + 0.1*(rand()%5); p->color = (color&~7) + (rand()&7); p->type = pt_slowgrav; for (j=0 ; j<3 ; j++) { p->org[j] = org[j] + ((rand()&15)-8); p->vel[j] = dir[j]*15;// + (rand()%300)-150; } } #endif } } /* =============== R_LavaSplash =============== */ void R_LavaSplash (vec3_t org) { int i, j, k; particle_t *p; float vel; vec3_t dir; 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); #ifdef QUAKEWORLD p->type = pt_grav; #else p->type = pt_slowgrav; #endif 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; 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); #ifdef QUAKEWORLD p->type = pt_grav; #else p->type = pt_slowgrav; #endif 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); } } /* R_RocketTrail */ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent) { vec3_t vec; float len; int j; particle_t *p; int dec; static int tracercount; VectorSubtract (end, start, vec); len = VectorNormalize (vec); if (type < 128) { dec = 3; } else { dec = 1; type -= 128; } while (len > 0) { len -= dec; 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; switch (type) { case 0: // rocket trail R_AddFire (start, end, ent); 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); break; case 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); break; case 2: // blood #ifdef QUAKEWORLD p->type = pt_slowgrav; #else p->type = pt_grav; #endif p->color = 67 + (rand()&3); for (j=0 ; j<3 ; j++) p->org[j] = start[j] + ((rand()%6)-3); break; case 3: case 5: // tracer 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]; } break; case 4: // slight blood #ifdef QUAKEWORLD p->type = pt_slowgrav; #else p->type = pt_grav; #endif p->color = 67 + (rand()&3); for (j=0 ; j<3 ; j++) p->org[j] = start[j] + ((rand()%6)-3); len -= 3; break; case 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); break; } VectorAdd (start, vec, start); } } #ifdef UQUAKE extern cvar_t *sv_gravity; #endif /* =============== 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; if (gl_particles->value) { GL_Bind(particletexture); alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST); if (alphaTestEnabled) glDisable(GL_ALPHA_TEST); glEnable (GL_BLEND); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin (GL_TRIANGLES); VectorScale (vup, 1.5, up); VectorScale (vright, 1.5, right); #ifdef UQUAKE frametime = cl.time - cl.oldtime; #else frametime = host_frametime; #endif time3 = frametime * 15; time2 = frametime * 10; // 15; time1 = frametime * 5; #ifdef UQUAKE grav = frametime * sv_gravity->value * 0.05; #else grav = frametime * 800 * 0.05; #endif 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 = gl_particles->value; else scale = gl_particles->value + scale * 0.004; #if 0 // was in uquake, but give it a go glColor3ubv ((byte *)&d_8to24table[(int)p->color]); #else at = (byte *)&d_8to24table[(int)p->color]; if (p->type==pt_fire) theAlpha = 255*(6-p->ramp)/6; // theAlpha = 192; // else if (p->type==pt_explode || p->type==pt_explode2) // theAlpha = 255*(8-p->ramp)/8; else theAlpha = 255; glColor4ub (*at, *(at+1), *(at+2), theAlpha); // glColor3ubv (at); // glColor3ubv ((byte *)&d_8to24table[(int)p->color]); #endif 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_grav: // This causes some particles to fall to the // ground. It's been reported as a bug, // so for now it's being fixed. // We can implement it as a feature, but it's // not all that cool. // p->vel[2] -= grav * 20; // break; case pt_slowgrav: p->vel[2] -= grav; break; } } glEnd (); glDisable (GL_BLEND); if (alphaTestEnabled) glEnable(GL_ALPHA_TEST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } // if (gl_particles->value) } /* R_AddFire Nifty ball of fire GL effect. Kinda a meshing of the dlight and particle engine code. */ 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->value) return; VectorSubtract (end, start, vec); len = VectorNormalize (vec); key = ent-cl_entities+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[0] = 0.9; f->color[1] = 0.7; f->color[2] = 0.3; f->color[3] = 1.0; dl = CL_AllocDlight (key); VectorCopy (end, dl->origin); dl->radius = 200; dl->die = cl.time + 0.5; dl->color[0] = 0.9; dl->color[1] = 0.7; dl->color[2] = 0.3; dl->color[3] = 0.66; } } /* 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; 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; return f; } } f = &r_fires[0]; memset (f, 0, sizeof(*f)); f->key = key; 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); glColor4fv (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++; b_cos++; } glEnd (); } /* R_UpdateFires Draws each fireball in sequence */ void R_UpdateFires (void) { int i; fire_t *f; if (!gl_fires->value) return; glDepthMask (0); glDisable (GL_TEXTURE_2D); glShadeModel (GL_SMOOTH); glEnable (GL_BLEND); 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; f->color[3] /= 2.0; R_DrawFire (f); } glColor3f (1.0, 1.0, 1.0); glDisable (GL_BLEND); glEnable (GL_TEXTURE_2D); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask (1); }