mirror of
https://git.code.sf.net/p/quake/quakeforge
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Finally. I never liked it (felt bad adding it in the first place), and it has caused confusion with function and global variable names, but it did let me get the render plugins working.
269 lines
6.7 KiB
C
269 lines
6.7 KiB
C
/*
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gl_dyn_part.c
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OpenGL particle system.
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/mersenne.h"
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#include "QF/qargs.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/scene/entity.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_particles.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "varrays.h"
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static int partUseVA;
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static int pVAsize;
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static int *pVAindices;
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static varray_t2f_c4ub_v3f_t *particleVertexArray;
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void
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gl_R_InitParticles (void)
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{
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int i;
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if (r_psystem.maxparticles && r_init) {
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if (vaelements) {
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partUseVA = 0;
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pVAsize = r_psystem.maxparticles * 4;
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Sys_MaskPrintf (SYS_dev,
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"Particles: Vertex Array use disabled.\n");
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} else {
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if (vaelements > 3)
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pVAsize = min ((unsigned int) (vaelements - (vaelements % 4)),
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r_psystem.maxparticles * 4);
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else if (vaelements >= 0)
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pVAsize = r_psystem.maxparticles * 4;
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Sys_MaskPrintf (SYS_dev,
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"Particles: %i maximum vertex elements.\n",
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pVAsize);
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}
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if (particleVertexArray)
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free (particleVertexArray);
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particleVertexArray = (varray_t2f_c4ub_v3f_t *)
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calloc (pVAsize, sizeof (varray_t2f_c4ub_v3f_t));
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if (partUseVA)
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qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, particleVertexArray);
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if (pVAindices)
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free (pVAindices);
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pVAindices = (int *) calloc (pVAsize, sizeof (int));
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for (i = 0; i < pVAsize; i++)
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pVAindices[i] = i;
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} else {
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if (particleVertexArray) {
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free (particleVertexArray);
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particleVertexArray = 0;
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}
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if (pVAindices) {
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free (pVAindices);
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pVAindices = 0;
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}
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}
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}
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void
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gl_R_DrawParticles (void)
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{
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unsigned char *at;
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int vacount;
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float minparticledist, scale;
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vec3_t up_scale, right_scale, up_right_scale, down_right_scale;
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varray_t2f_c4ub_v3f_t *VA;
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if (!r_particles->int_val)
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return;
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R_RunParticles (vr_data.frametime);
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qfglBindTexture (GL_TEXTURE_2D, gl_part_tex);
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// LordHavoc: particles should not affect zbuffer
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qfglDepthMask (GL_FALSE);
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qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, particleVertexArray);
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minparticledist = DotProduct (r_refdef.frame.position,
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r_refdef.frame.forward) +
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r_particles_nearclip->value;
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vacount = 0;
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VA = particleVertexArray;
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for (unsigned i = 0; i < r_psystem.numparticles; i++) {
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particle_t *p = &r_psystem.particles[i];
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// Don't render particles too close to us.
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// Note, we must still do physics and such on them.
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if (!(DotProduct (p->pos, r_refdef.frame.forward) < minparticledist)) {
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at = (byte *) &d_8to24table[(byte) p->icolor];
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VA[0].color[0] = at[0];
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VA[0].color[1] = at[1];
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VA[0].color[2] = at[2];
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VA[0].color[3] = p->alpha * 255;
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memcpy (VA[1].color, VA[0].color, sizeof (VA[0].color));
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memcpy (VA[2].color, VA[0].color, sizeof (VA[0].color));
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memcpy (VA[3].color, VA[0].color, sizeof (VA[0].color));
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switch (p->tex) {
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case part_tex_dot:
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VA[0].texcoord[0] = 0.0;
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VA[0].texcoord[1] = 0.0;
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VA[1].texcoord[0] = 0.5;
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VA[1].texcoord[1] = 0.0;
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VA[2].texcoord[0] = 0.5;
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VA[2].texcoord[1] = 0.5;
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VA[3].texcoord[0] = 0.0;
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VA[3].texcoord[1] = 0.5;
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break;
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case part_tex_spark:
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VA[0].texcoord[0] = 0.5;
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VA[0].texcoord[1] = 0.0;
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VA[1].texcoord[0] = 1.0;
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VA[1].texcoord[1] = 0.0;
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VA[2].texcoord[0] = 1.0;
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VA[2].texcoord[1] = 0.5;
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VA[3].texcoord[0] = 0.5;
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VA[3].texcoord[1] = 0.5;
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break;
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case part_tex_smoke:
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VA[0].texcoord[0] = 0.0;
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VA[0].texcoord[1] = 0.5;
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VA[1].texcoord[0] = 0.5;
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VA[1].texcoord[1] = 0.5;
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VA[2].texcoord[0] = 0.5;
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VA[2].texcoord[1] = 1.0;
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VA[3].texcoord[0] = 0.0;
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VA[3].texcoord[1] = 1.0;
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break;
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}
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scale = p->scale;
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VectorScale (r_refdef.frame.up, scale, up_scale);
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VectorScale (r_refdef.frame.right, scale, right_scale);
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VectorAdd (right_scale, up_scale, up_right_scale);
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VectorSubtract (right_scale, up_scale, down_right_scale);
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VectorAdd (p->pos, down_right_scale, VA[0].vertex);
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VectorSubtract (p->pos, up_right_scale, VA[1].vertex);
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VectorSubtract (p->pos, down_right_scale, VA[2].vertex);
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VectorAdd (p->pos, up_right_scale, VA[3].vertex);
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VA += 4;
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vacount += 4;
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if (vacount + 4 > pVAsize) {
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// never reached if partUseVA is false
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qfglDrawElements (GL_QUADS, vacount, GL_UNSIGNED_INT,
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pVAindices);
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vacount = 0;
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VA = particleVertexArray;
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}
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}
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}
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if (vacount) {
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if (partUseVA) {
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qfglDrawElements (GL_QUADS, vacount, GL_UNSIGNED_INT, pVAindices);
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} else {
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varray_t2f_c4ub_v3f_t *va = particleVertexArray;
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int i;
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qfglBegin (GL_QUADS);
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for (i = 0; i < vacount; i++, va++) {
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qfglTexCoord2fv (va->texcoord);
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qfglColor4ubv (va->color);
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qfglVertex3fv (va->vertex);
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}
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qfglEnd ();
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}
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}
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qfglColor3ubv (color_white);
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qfglDepthMask (GL_TRUE);
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}
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static void
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r_particles_nearclip_f (cvar_t *var)
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{
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Cvar_SetValue (r_particles_nearclip, bound (r_nearclip->value, var->value,
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r_farclip->value));
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}
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static void
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r_particles_f (cvar_t *var)
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{
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R_MaxParticlesCheck (var, r_particles_max);
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}
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static void
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r_particles_max_f (cvar_t *var)
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{
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R_MaxParticlesCheck (r_particles, var);
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}
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void
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gl_R_Particles_Init_Cvars (void)
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{
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r_particles = Cvar_Get ("r_particles", "1", CVAR_ARCHIVE, r_particles_f,
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"Toggles drawing of particles.");
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r_particles_max = Cvar_Get ("r_particles_max", "2048", CVAR_ARCHIVE,
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r_particles_max_f, "Maximum amount of "
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"particles to display. No maximum, minimum "
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"is 0.");
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r_particles_nearclip = Cvar_Get ("r_particles_nearclip", "32",
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CVAR_ARCHIVE, r_particles_nearclip_f,
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"Distance of the particle near clipping "
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"plane from the player.");
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}
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psystem_t * __attribute__((const))//FIXME
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gl_ParticleSystem (void)
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{
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return &r_psystem;
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}
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