quakeforge-old/common/gl_rpart.c
Zephaniah E. Hull b7df9b7d1f Particle code cleanup and optimizations..
Also fix a bug theoddone interduced by not cleaning up old particles
if they were turned off (would crash when it ran out of free particles)
2000-04-11 11:14:48 +00:00

215 lines
4.9 KiB
C

/*
gl_rpart.c
(description)
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 <quakedef.h>
#include <d_iface.h>
#include <glquake.h>
#include <mathlib.h>
extern particle_t *active_particles, *free_particles;
extern int ramp1[8], ramp2[8], ramp3[8];
extern cvar_t *gl_particles;
/*
===============
R_DrawParticles
===============
*/
extern cvar_t *sv_gravity;
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;
// Do we actually want to render particles in the first place?
if (!gl_particles->value) {
// We still need to prune the particles...
for (p=active_particles ; p ;)
{
// Is it dead?
if (p->next && (p->next->die < cl.time)) {
// First save our place..
kill = p->next;
p->next = p->next->next;
// Remove from list and continue.
kill->next = free_particles;
free_particles = kill;
}
p = p->next;
}
return;
}
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 (p=active_particles ; p ;)
{
// Is it dead?
if (p->next && (p->next->die < cl.time)) {
// First save our place..
kill = p->next;
p->next = p->next->next;
// Remove from list and continue.
kill->next = free_particles;
free_particles = kill;
}
// 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;
at = (byte *)&d_8to24table[(int)p->color];
if (p->type==pt_fire)
theAlpha = 255*(6-p->ramp)/6;
else
theAlpha = 255;
glColor4ub (*at, *(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_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;
}
p = p->next;
}
glEnd ();
glDisable (GL_BLEND);
if (alphaTestEnabled)
glEnable(GL_ALPHA_TEST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}