quakeforge/libs/video/renderer/r_part.c
Bill Currie c05476f94b [renderer] Move most of the scene rendering into r_screen
r_screen isn't really the right place, but it gets the scene rendering
out of the low-level renderers and will make it easier to sort out
later, and hopefully easier to figure out a good design for vulkan.
2022-03-17 17:57:50 +09:00

118 lines
2.8 KiB
C

/*
r_part.c
Interface for particles
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/cvar.h"
#include "QF/qargs.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "compat.h"
#include "r_internal.h"
psystem_t r_psystem; //FIXME singleton
/*
R_MaxParticlesCheck
Misty-chan: Dynamically change the maximum amount of particles on the fly.
Thanks to a LOT of help from Taniwha, Deek, Mercury, Lordhavoc, and lots of
others.
*/
void
R_MaxParticlesCheck (cvar_t *r_particles, cvar_t *r_particles_max)
{
psystem_t *ps = &r_psystem;//FIXME
unsigned maxparticles = 0;
if (r_particles && r_particles->int_val) {
maxparticles = r_particles_max ? r_particles_max->int_val : 0;
}
if (ps->maxparticles == maxparticles) {
return;
}
size_t size = sizeof (particle_t) + sizeof (partparm_t)
+ sizeof (int *);
if (ps->particles) {
Sys_Free (ps->particles, ps->maxparticles * size);
ps->particles = 0;
ps->partparams = 0;
ps->partramps = 0;
}
ps->maxparticles = maxparticles;
if (ps->maxparticles) {
ps->particles = Sys_Alloc (ps->maxparticles * size);
ps->partparams = (partparm_t *) &ps->particles[ps->maxparticles];
ps->partramps = (const int **) &ps->partparams[ps->maxparticles];
}
R_ClearParticles ();
}
void
R_ClearParticles (void)
{
psystem_t *ps = &r_psystem;//FIXME
ps->numparticles = 0;
}
void
R_RunParticles (float dT)
{
psystem_t *ps = &r_psystem;//FIXME
vec4f_t gravity = {0, 0, -r_data->gravity, 0};
unsigned j = 0;
for (unsigned i = 0; i < ps->numparticles; i++) {
particle_t *p = &ps->particles[i];
partparm_t *parm = &ps->partparams[i];
if (p->live <= 0 || p->ramp >= parm->ramp_max) {
continue;
}
const int *ramp = ps->partramps[i];
if (i > j) {
ps->particles[j] = *p;
ps->partparams[j] = *parm;
ps->partramps[j] = ramp;
}
j += 1;
p->pos += dT * p->vel;
p->vel += dT * (p->vel * parm->drag + gravity * parm->drag[3]);
p->ramp += dT * parm->ramp;
p->live -= dT;
if (ramp) {
p->icolor = ramp[(int)p->ramp];
}
}
ps->numparticles = j;
}