/* gl_part.c OpenGL particle rendering 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 "r_shared.h" #include "r_local.h" #include "glquake.h" #include "server.h" #include "QF/console.h" #include "QF/cmd.h" #define MAX_FIRES 128 // rocket flames fire_t r_fires[MAX_FIRES]; /* =============== R_DrawParticles =============== */ void R_DrawParticles (void) { particle_t *p, *kill; float grav; int i; float time2, time3; float time1; float dvel; float frametime; vec3_t up, right; float scale; unsigned char *at; unsigned char theAlpha; qboolean alphaTestEnabled; qboolean blendEnabled; glBindTexture (GL_TEXTURE_2D, particletexture); // LordHavoc: particles should not affect zbuffer glDepthMask (0); if (!(blendEnabled = glIsEnabled (GL_BLEND))) { glEnable (GL_BLEND); } if ((alphaTestEnabled = glIsEnabled (GL_ALPHA_TEST))) { glDisable (GL_ALPHA_TEST); } glBegin (GL_TRIANGLES); VectorScale (vup, 1.5, up); VectorScale (vright, 1.5, right); frametime = cl.time - cl.oldtime; time3 = frametime * 15; time2 = frametime * 10; // 15; time1 = frametime * 5; grav = frametime * sv_gravity->value * 0.05; dvel = frametime * 4; 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 (gl_lightmode->int_val) 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_grav: #ifdef QUAKE2 p->vel[2] -= grav * 20; break; #endif case pt_slowgrav: p->vel[2] -= grav; break; } } glEnd (); if (alphaTestEnabled) { glEnable (GL_ALPHA_TEST); } if (!blendEnabled) { glDisable (GL_BLEND); } glDepthMask (1); } /* 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, 0.7, 0.3 }; float r_firecolor_light[3] = { 0.9, 0.7, 0.3 }; 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_entities + 1; if (len) { f = R_AllocFire (key); VectorCopy (end, f->origin); VectorCopy (start, f->owner); f->size = 10; 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 - 0.5; // 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 (gl_lightmode->int_val) 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 (); } /* R_UpdateFires Draws each fireball in sequence */ void R_UpdateFires (void) { int i; fire_t *f; if (!gl_fires->int_val) 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; 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); } void R_FireColor_f (void) { int i; if (Cmd_Argc () == 1) { Con_Printf ("r_firecolor %f %f %f\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]; } }