mirror of
https://git.code.sf.net/p/quake/quakeforge
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c05476f94b
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.
109 lines
2.5 KiB
C
109 lines
2.5 KiB
C
/*
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sw_rpart.c
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Software renderer particle effects code.
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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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#include <stdlib.h>
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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 "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 "compat.h"
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#include "r_internal.h"
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vec3_t r_pright, r_pup, r_ppn, r_porigin;
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void
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R_DrawParticles (psystem_t *psystem)
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{
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if (!psystem->numparticles) {
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return;
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}
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VectorScale (vright, xscaleshrink, r_pright);
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VectorScale (vup, yscaleshrink, r_pup);
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VectorCopy (vfwd, r_ppn);
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VectorCopy (r_refdef.frame.position, r_porigin);
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for (unsigned i = 0; i < psystem->numparticles; i++) {
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particle_t *p = &psystem->particles[i];
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D_DrawParticle (p);
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}
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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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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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sw_ParticleSystem (void)
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{
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return &r_psystem;
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}
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