mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-27 06:34:11 +00:00
c764ddc64a
(Thanks to LordHavoc for prodding me to use glDrawElements, and munge all the particle textures into 1. Code mine, suggestions his)
208 lines
5.4 KiB
C
208 lines
5.4 KiB
C
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/*
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r_part.c
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@description@
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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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static const char rcsid[] =
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"$Id$";
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/qargs.h"
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#include "QF/render.h"
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#include "compat.h"
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#include "r_local.h"
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unsigned int r_maxparticles, numparticles;
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particle_t *active_particles, *free_particles, *particles, **freeparticles;
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vec3_t r_pright, r_pup, r_ppn;
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void (*R_RocketTrail) (struct entity_s *ent);
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void (*R_GrenadeTrail) (struct entity_s *ent);
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void (*R_BloodTrail) (struct entity_s *ent);
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void (*R_SlightBloodTrail) (struct entity_s *ent);
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void (*R_WizTrail) (struct entity_s *ent);
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void (*R_FlameTrail) (struct entity_s *ent);
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void (*R_VoorTrail) (struct entity_s *ent);
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void (*R_RunParticleEffect) (vec3_t org, vec3_t dir, int color, int count);
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void (*R_BloodPuffEffect) (vec3_t org, int count);
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void (*R_GunshotEffect) (vec3_t org, int count);
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void (*R_LightningBloodEffect) (vec3_t org);
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void (*R_SpikeEffect) (vec3_t org);
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void (*R_KnightSpikeEffect) (vec3_t org);
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void (*R_SuperSpikeEffect) (vec3_t org);
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void (*R_WizSpikeEffect) (vec3_t org);
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void (*R_BlobExplosion) (vec3_t org);
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void (*R_ParticleExplosion) (vec3_t org);
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void (*R_ParticleExplosion2) (vec3_t org, int colorStart, int colorLength);
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void (*R_LavaSplash) (vec3_t org);
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void (*R_TeleportSplash) (vec3_t org);
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/*
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R_MaxParticlesCheck
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Misty-chan: Dynamically change the maximum amount of particles on the fly.
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Thanks to a LOT of help from Taniwha, Deek, Mercury, Lordhavoc, and lots of
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others.
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*/
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void
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R_MaxParticlesCheck (cvar_t *r_particles, cvar_t *r_particles_max)
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{
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/*
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Catchall. If the user changed the setting to a number less than zero *or*
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if we had a wacky cfg get past the init code check, this will make sure we
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don't have problems. Also note that grabbing the var->int_val is IMPORTANT:
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Prevents a segfault since if we grabbed the int_val of r_particles_max
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we'd sig11 right here at startup.
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*/
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if (r_particles && r_particles->int_val)
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r_maxparticles = r_particles_max ? r_particles_max->int_val : 0;
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else
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r_maxparticles = 0;
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/*
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Be very careful the next time we do something like this. calloc/free are
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IMPORTANT and the compiler doesn't know when we do bad things with them.
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*/
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if (particles)
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free (particles);
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if (freeparticles)
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free (freeparticles);
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particles = 0;
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freeparticles = 0;
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if (r_maxparticles) {
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particles = (particle_t *) calloc (r_maxparticles, sizeof (particle_t));
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freeparticles = (particle_t **) calloc (r_maxparticles,
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sizeof (particle_t *));
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}
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R_ClearParticles ();
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if (r_init)
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R_InitParticles ();
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}
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void
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R_DarkFieldParticles (entity_t *ent)
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{
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int i, j, k;
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float vel;
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particle_t *p;
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vec3_t dir, org;
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org[0] = ent->origin[0];
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org[1] = ent->origin[1];
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org[2] = ent->origin[2];
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for (i = -16; i < 16; i += 8)
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for (j = -16; j < 16; j += 8)
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for (k = 0; k < 32; k += 8) {
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = r_realtime + 0.2 + (rand () & 7) * 0.02;
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p->color = 150 + rand () % 6;
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p->type = pt_slowgrav;
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dir[0] = j * 8;
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dir[1] = i * 8;
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dir[2] = k * 8;
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p->org[0] = org[0] + i + (rand () & 3);
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p->org[1] = org[1] + j + (rand () & 3);
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p->org[2] = org[2] + k + (rand () & 3);
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VectorNormalize (dir);
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vel = 50 + (rand () & 63);
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VectorScale (dir, vel, p->vel);
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}
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}
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static float beamlength = 16;
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static vec3_t avelocities[NUMVERTEXNORMALS];
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void
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R_EntityParticles (entity_t *ent)
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{
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int count, i;
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float angle, dist, sp, sy, cp, cy; // cr, sr
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particle_t *p;
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vec3_t forward;
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dist = 64;
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count = 50;
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if (!avelocities[0][0]) {
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for (i = 0; i < NUMVERTEXNORMALS * 3; i++)
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avelocities[0][i] = (rand () & 255) * 0.01;
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}
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for (i = 0; i < NUMVERTEXNORMALS; i++) {
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angle = r_realtime * avelocities[i][0];
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sy = sin (angle);
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cy = cos (angle);
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angle = r_realtime * avelocities[i][1];
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sp = sin (angle);
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cp = cos (angle);
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// Next 3 lines results aren't currently used, may be in future. --Despair
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// angle = r_realtime * avelocities[i][2];
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// sr = sin (angle);
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// cr = cos (angle);
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forward[0] = cp * cy;
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forward[1] = cp * sy;
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forward[2] = -sp;
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = r_realtime + 0.01;
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p->color = 0x6f;
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p->type = pt_explode;
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p->org[0] = ent->origin[0] + r_avertexnormals[i][0] * dist +
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forward[0] * beamlength;
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p->org[1] = ent->origin[1] + r_avertexnormals[i][1] * dist +
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forward[1] * beamlength;
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p->org[2] = ent->origin[2] + r_avertexnormals[i][2] * dist +
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forward[2] * beamlength;
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}
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}
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