tenebrae2/r_part.c

1456 lines
31 KiB
C
Raw Normal View History

2003-01-17 21:18:53 +00:00
/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#include "r_local.h"
#include "te_scripts.h"
#define MAX_PARTICLES 2048 // default max # of particles at one
// time
#define MAX_EMITTERS 256 // maximum number of particle emitters
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
// on the command line
typedef struct particleemitter_s {
ParticleEffect_t *effect; //what to spawn?
float die; //when to die?
float tick; //time between spawns
float nexttick; //time of next tick
int count; //how many to spawn on tick
vec3_t origin; //where to spawn
vec3_t vel; //velocity to base on
struct particleemitter_s* next;
} ParticleEmitter_t;
int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
particle_t *active_particles, *free_particles;
particle_t *particles;
int r_numparticles;
ParticleEmitter_t *emitters, *active_emitters, *free_emitters;
ParticleEffect_t *particleEffects;
vec3_t r_pright, r_pup, r_ppn;
// <AWE> missing prototypes
extern qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace);
ParticleEffect_t *ParticleEffectDefinedForName(const char *name);
ParticleEffect_t *ParticleEffectForName(const char *name);
//fill an effect with default values
void DefaultEffect(ParticleEffect_t *eff) {
int i;
strcpy(eff->name,"noname");
for (i=0; i<3; i++) {
eff->emmiterParams1[i] = -16;
eff->emmiterParams2[i] = 16;
eff->endcolormax[i] = 1;
eff->endcolormin[i] = 1;
eff->startcolormax[i] = 1;
eff->startcolormin[i] = 1;
eff->gravity[i] = 0;
eff->velocitymax[i] = 0;
eff->velocitymin[i] = 0;
eff->drag[i] = 1;
}
eff->emmiterType = emt_box; //currently only box is supported
eff->lifemin = 1;
eff->lifemax = 1;
eff->rotmin = 0;
eff->rotmax = 0;
eff->growmin = 0;
eff->growmax = 0;
eff->sizemin = 10;
eff->sizemax = 10;
eff->srcblend = GL_ONE;
eff->dstblend = GL_ONE;
eff->numbounces = 1;
eff->texture = 0;
eff->align = align_view;
eff->next = 0;
eff->velscale = 1/64;
eff->spawn = NULL;
}
/*
=====================
R_InitParticleEffects
Parse the particle effects out of the script file
=====================
*/
void R_AddEffectsScript(const char *filename) {
FILE *fin;
int token, var, i;
ParticleEffect_t *effect;
char *buffer;
//char newname[256];
char* str;
buffer = COM_LoadTempFile (filename);
if (!buffer) {
Con_Printf("\002Can't load particle effects from: %s\n",filename);
return;
}
SC_Start(buffer,strlen(buffer));
Con_Printf("Loading particle effects from: %s\n",filename);
while ( (token = SC_ParseToken()) != TOK_FILE_END) {
if (token == TOK_PARTICLE) {
str = SC_ParseIdent();
//if it already exists just overwrite the old one...
effect = ParticleEffectDefinedForName(str);
if (!effect) {
effect = (ParticleEffect_t *)Hunk_Alloc(sizeof(ParticleEffect_t));
DefaultEffect(effect);
effect->next = particleEffects;
particleEffects = effect;
strcpy(effect->name,str);
//Con_Printf("effect %s\n",effect->name);
} else {
//Con_Printf("redifinition %s\n",effect->name);
}
if (SC_ParseToken() != '{') PARSERERROR("'{' expected");
while ((var = SC_ParseToken()) != '}' && (var != TOK_FILE_END) ) {
switch (var) {
case TOK_EMITTER:
//parse emmiter shape
str = SC_ParseIdent();
if (!strcmp(str,"box")) {
effect->emmiterType = emt_box;
} else {
PARSERERROR("Unknown emmiter shape");
}
//parse emmiter values
for (i=0; i<3; i++)
effect->emmiterParams1[i] = SC_ParseFloat();
for (i=0; i<3; i++)
effect->emmiterParams2[i] = SC_ParseFloat();
break;
case TOK_VELOCITY:
//parse velocity mins maxs
for (i=0; i<3; i++)
effect->velocitymin[i] = SC_ParseFloat();
for (i=0; i<3; i++)
effect->velocitymax[i] = SC_ParseFloat();
break;
case TOK_STARTCOLOR:
//parse color mins maxs
for (i=0; i<3; i++)
effect->startcolormin[i] = SC_ParseFloat();
for (i=0; i<3; i++)
effect->startcolormax[i] = SC_ParseFloat();
break;
case TOK_ENDCOLOR:
//parse color mins maxs
for (i=0; i<3; i++)
effect->endcolormin[i] = SC_ParseFloat();
for (i=0; i<3; i++)
effect->endcolormax[i] = SC_ParseFloat();
break;
case TOK_LIFETIME:
//parse lifetime mins maxs
effect->lifemin = SC_ParseFloat();
effect->lifemax = SC_ParseFloat();
break;
case TOK_FLAGS:
str = SC_ParseIdent();
break;
case TOK_GRAVITY:
for (i=0; i<3; i++)
effect->gravity[i] = SC_ParseFloat();
break;
case TOK_ROTATION:
effect->rotmin = SC_ParseFloat();
effect->rotmax = SC_ParseFloat();
break;
case TOK_GROW:
effect->growmin = SC_ParseFloat();
effect->growmax = SC_ParseFloat();
break;
case TOK_SIZE:
effect->sizemin = SC_ParseFloat();
effect->sizemax = SC_ParseFloat();
break;
case TOK_DRAG:
for (i=0; i<3; i++)
effect->drag[i] = SC_ParseFloat();
break;
case TOK_BLENDFUNC:
effect->srcblend = SC_BlendModeForName(SC_ParseIdent());
effect->dstblend = SC_BlendModeForName(SC_ParseIdent());
break;
case TOK_BOUNCES:
effect->numbounces = (int)SC_ParseFloat();
break;
case TOK_MAP:
effect->texture = EasyTgaLoad(SC_ParseString());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
break;
case TOK_ORIENTATION:
str = SC_ParseIdent();
if (!strcmp(str,"view")) {
effect->align = align_view;
} else if (!strcmp(str,"vel")) {
//Con_Printf("Velocity aligned\n");
effect->align = align_vel;
effect->velscale = SC_ParseFloat();
} else if (!strcmp(str,"surface")) {
//Con_Printf("Velocity aligned\n");
effect->align = align_surf;
} else {
Con_Printf("\002Script error at line %i: Unknown orientation type %s\n",line_num,str);
}
break;
case TOK_ONHIT:
str = SC_ParseIdent();
effect->spawn = ParticleEffectForName(str);
if (!effect->spawn)
printf("\002Script error at line %i: Particle %s not defined yet \n",line_num,str);
break;
default:
Con_Printf("\002Script error at line %i: Unknown field (id%i/%s) for particle definition\n",line_num,var,str);
}
}
} else if (token == TOK_DECAL) {
while ((var = yylex()) != '}') {
//do nothing yet...
}
} else {
Con_Printf("\002Script error at line %i: Expected definiton (found id%i/%s)\n",line_num,var,str);
}
}
SC_End();
}
void R_InitParticleEffects() {
//clear list
particleEffects = NULL;
//load all scripts
COM_FindAllExt("particles","particle",R_AddEffectsScript);
}
ParticleEffect_t *ParticleEffectDefinedForName(const char *name) {
ParticleEffect_t *current;
current = particleEffects;
while (current) {
if (!strcmp(current->name,name)) {
return current;
}
current = current->next;
}
return NULL;
}
ParticleEffect_t *ParticleEffectForName(const char *name) {
ParticleEffect_t *current;
current = ParticleEffectDefinedForName(name);
if (!current) Con_Printf("Effect not defined: %s\n",name);
return current;
}
float RandomMinMax(float min, float max) {
return min+((rand()%10000)/10000.0)*(max-min);
}
particle_t *InitParticleFromEffect(ParticleEffect_t *effect, vec3_t org) {
particle_t *p;
int i;
if (!effect) return NULL;
if (effect->align == align_surf) {
//we can't spawn them here since we need extra information like the surface normal and such...
return NULL;
}
//allocate it
if (!free_particles)
return NULL;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
//initialize the fields
p->lifetime = RandomMinMax(effect->lifemin,effect->lifemax);
p->die = cl.time + p->lifetime;
for (i=0; i<3; i++) {
p->vel[i] = RandomMinMax(effect->velocitymin[i],effect->velocitymax[i]);
p->startcolor[i] = RandomMinMax(effect->startcolormin[i],effect->startcolormax[i]);
p->endcolor[i] = RandomMinMax(effect->endcolormin[i],effect->endcolormax[i]);
p->org[i] = RandomMinMax(effect->emmiterParams1[i],effect->emmiterParams2[i])+org[i];
}
p->numbounces = effect->numbounces;
p->srcblend = effect->srcblend;
p->dstblend = effect->dstblend;
p->rspeed = RandomMinMax(effect->rotmin,effect->rotmax);
p->growspeed = RandomMinMax(effect->growmin,effect->growmax);
p->size = RandomMinMax(effect->sizemin,effect->sizemax);
if (effect->align == align_vel) {
p->velaligned = true;
} else {
p->velaligned = false;
}
p->velscale = effect->velscale;
p->texture = effect->texture;
p->spawn = effect->spawn;
VectorCopy(effect->gravity,p->gravity);
VectorCopy(effect->drag,p->drag);
return p;
}
/*
===============
R_InitParticles
===============
*/
void R_InitParticles (void)
{
int i;
i = COM_CheckParm ("-particles");
if (i)
{
r_numparticles = (int)(Q_atoi(com_argv[i+1]));
if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
r_numparticles = ABSOLUTE_MIN_PARTICLES;
}
else
{
r_numparticles = MAX_PARTICLES;
}
particles = (particle_t *)
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
emitters = (ParticleEmitter_t *)
Hunk_AllocName (MAX_EMITTERS * sizeof(ParticleEmitter_t), "emitters");
}
/*
===============
R_ParseBasicEmitter
Parse an emitter out of the server message
Basic emitters don't actually spawn an emitter...
===============
*/
void R_ParseBasicEmitter (void)
{
vec3_t org;
int i, count;
char *name;
ParticleEffect_t *eff;
particle_t *p;
//Con_Printf("Particle effect!!\n");
//origin to spawn on
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
//number of particles to spawn
count = MSG_ReadByte ();
//name of effect to spawn
name = MSG_ReadString();
eff = ParticleEffectForName(name);
if (!eff) return;
for (i=0; i<count; i++) {
p = InitParticleFromEffect(eff,org);
}
}
void R_ParseExtendedEmitter (void)
{
vec3_t org, vel;
int i, count;
char *name;
ParticleEffect_t *eff;
ParticleEmitter_t *emt;
float lifetime, tick;
//Con_Printf("Particle effect22!!\n");
//origin to spawn on
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
//velocity to spawn on
for (i=0 ; i<3 ; i++)
vel[i] = MSG_ReadCoord ();
//number of particles to spawn
count = MSG_ReadByte ();
//duration to live
lifetime = MSG_ReadLong () / 100.0;
//animation time
tick = MSG_ReadLong () / 100.0;
//name of effect to spawn
name = MSG_ReadString();
eff = ParticleEffectForName(name);
if (!eff) return;
//allocate it
if (!free_emitters)
return;
emt = free_emitters;
free_emitters = emt->next;
emt->next = active_emitters;
active_emitters = emt;
emt->effect = eff;
VectorCopy(org,emt->origin);
VectorCopy(vel,emt->vel);
emt->die = cl.time+lifetime;
emt->tick = tick;
emt->count = count;
emt->nexttick = 0;
}
/*
===============
R_EntityParticles
===============
*/
#define NUMVERTEXNORMALS 162
extern float r_avertexnormals[NUMVERTEXNORMALS][3];
vec3_t avelocities[NUMVERTEXNORMALS];
float beamlength = 16;
vec3_t avelocity = {23, 7, 3};
float partstep = 0.01;
float timescale = 0.01;
void R_EntityParticles (entity_t *ent)
{
int count;
int i;
particle_t *p;
float angle;
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
float dist;
ParticleEffect_t *eff;
dist = 64;
count = 50;
if (!avelocities[0][0])
{
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
avelocities[0][i] = (rand()&255) * 0.01;
}
eff = ParticleEffectForName("pt_entityparticles");
if (!eff) return;
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
{
angle = cl.time * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
angle = cl.time * avelocities[i][1];
sp = sin(angle);
cp = cos(angle);
angle = cl.time * avelocities[i][2];
sr = sin(angle);
cr = cos(angle);
forward[0] = cp*cy;
forward[1] = cp*sy;
forward[2] = -sp;
p = InitParticleFromEffect(eff,ent->origin);
if (!p) return;
p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
}
}
/*
===============
R_ClearParticles
===============
*/
void R_ClearParticles (void)
{
int i;
//remove all particles
free_particles = &particles[0];
active_particles = NULL;
for (i=0 ;i<r_numparticles ; i++)
particles[i].next = &particles[i+1];
particles[r_numparticles-1].next = NULL;
//remove all emitters
free_emitters = &emitters[0];
active_emitters = NULL;
for (i=0 ;i<MAX_EMITTERS ; i++)
emitters[i].next = &emitters[i+1];
emitters[MAX_EMITTERS-1].next = NULL;
}
void R_ReadPointFile_f (void)
{
FILE *f;
vec3_t org;
int r;
int c;
particle_t *p;
char name[MAX_OSPATH];
ParticleEffect_t *eff;
sprintf (name,"maps/%s.pts", sv.name);
COM_FOpenFile (name, &f);
if (!f)
{
Con_Printf ("couldn't open %s\n", name);
return;
}
eff = ParticleEffectForName("pt_pointfile");
if (!eff) return;
Con_Printf ("Reading %s...\n", name);
c = 0;
for ( ;; )
{
r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
if (r != 3)
break;
c++;
p = InitParticleFromEffect(eff,org);
if (!p) return;
VectorCopy (vec3_origin, p->vel);
}
fclose (f);
Con_Printf ("%i points read\n", c);
}
/*
===============
R_ParseParticleEffect
Parse an effect out of the server message
===============
*/
void R_ParseParticleEffect (void)
{
vec3_t org, dir;
int i, count, msgcount, color;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
dir[i] = MSG_ReadChar () * (1.0/16);
msgcount = MSG_ReadByte ();
color = MSG_ReadByte ();
if (msgcount == 255)
count = 1024;
else
count = msgcount;
R_RunParticleEffect (org, dir, color, count);
}
/*
===============
R_ParticleGunHits
PENTA: When a gun hits the wall
===============
*/
void R_ParticleGunHits (vec3_t org, int type)
{
int i, j;
particle_t *p;
ParticleEffect_t *eff;
/*
#define TE_SPIKE 0
#define TE_SUPERSPIKE 1
#define TE_EXPLOSION 3
#define TE_TAREXPLOSION 4
#define TE_LIGHTNING1 5
#define TE_LIGHTNING2 6
#define TE_WIZSPIKE 7
#define TE_KNIGHTSPIKE 8
#define TE_LIGHTNING3 9
#define TE_LAVASPLASH 10
#define TE_TELEPORT 11
#define TE_EXPLOSION2 12
*/
switch (type) {
//Shotgun hitting wall
case TE_GUNSHOT:
eff = ParticleEffectForName("pt_gunshot");
for (i=0; i<2; i++) {
InitParticleFromEffect(eff,org);
}
eff = ParticleEffectForName("pt_gunshotsmoke");
for (i=0; i<1; i++) {
InitParticleFromEffect(eff,org);
}
break;
//Nails hitting wall
case TE_SPIKE:
case TE_SUPERSPIKE:
for (i=0 ; i<6 ; i++)
{
eff = ParticleEffectForName("pt_spike");
for (i=0; i<6; i++) {
InitParticleFromEffect(eff,org);
}
}
break;
//lightining hitting wall
case TE_LIGHTNING1:
case TE_LIGHTNING2:
case TE_LIGHTNING3:
eff = ParticleEffectForName("pt_lightning");
for (i=0; i<6; i++) {
InitParticleFromEffect(eff,org);
}
break;
default:
break;
}
}
/*
===============
R_ParticleHitBlood
PENTA: Changes
===============
*/
void R_ParticleHitBlood (vec3_t org, int color)
{
int i, j;
particle_t *p;
ParticleEffect_t *eff;
//Con_Printf("blood\n");
eff = ParticleEffectForName("pt_hitblood1");
for (i=0 ; i<1 ; i++)
{
InitParticleFromEffect(eff,org);
}
eff = ParticleEffectForName("pt_hitblood2");
for (i=0 ; i<2 ; i++)
{
InitParticleFromEffect(eff,org);
}
}
/*
===============
R_ParticleExplosion
PENTA: Changes
===============
*/
void R_ParticleExplosion (vec3_t org)
{
int i, j;
particle_t *p;
ParticleEffect_t *eff;
eff = ParticleEffectForName("pt_explosion1");
for (i=0 ; i<128 ; i++)
{
InitParticleFromEffect(eff,org);
}
eff = ParticleEffectForName("pt_explosion2");
for (i=0 ; i<128 ; i++)
{
InitParticleFromEffect(eff,org);
}
}
/*
===============
R_ParticleExplosion2
===============
*/
void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
{
int i, j;
particle_t *p;
int colorMod = 0;
ParticleEffect_t *eff;
eff = ParticleEffectForName("pt_explosion1");
for (i=0 ; i<64 ; i++)
{
InitParticleFromEffect(eff,org);
}
}
/*
===============
R_BlobExplosion
===============
*/
void R_BlobExplosion (vec3_t org)
{
int i, j;
particle_t *p;
ParticleEffect_t *eff;
eff = ParticleEffectForName("pt_voreexplosion1");
for (i=0 ; i<64 ; i++)
{
InitParticleFromEffect(eff,org);
}
eff = ParticleEffectForName("pt_voreexplosion2");
for (i=0 ; i<64 ; i++)
{
InitParticleFromEffect(eff,org);
}
}
/*
===============
R_RunParticleEffect
===============
*/
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
int i, j;
particle_t *p;
ParticleEffect_t *eff;
if ((color == 225) || (color == 73)) {
R_ParticleHitBlood (org, color);
return;
}
if (count == 1024) {
R_ParticleExplosion(org);
}
eff = ParticleEffectForName("pt_genericsmoke");
for (i=0; i<count; i++) {
InitParticleFromEffect(eff,org);
}
}
/*
===============
R_LavaSplash
===============
*/
void R_LavaSplash (vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
ParticleEffect_t *eff;
eff = ParticleEffectForName("pt_lavasplash");
for (i=-16 ; i<16 ; i++)
for (j=-16 ; j<16 ; j++)
for (k=0 ; k<1 ; k++)
{
p = InitParticleFromEffect(eff,org);
if (!p) return;
dir[0] = j*8 + (rand()&7);
dir[1] = i*8 + (rand()&7);
dir[2] = 256;
p->org[0] = org[0] + dir[0];
p->org[1] = org[1] + dir[1];
p->org[2] = org[2] + (rand()&63);
VectorNormalize (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
/*
===============
R_TeleportSplash
===============
*/
void R_TeleportSplash (vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
ParticleEffect_t *eff;
eff = ParticleEffectForName("teleportsplash");
for (i=-16 ; i<16 ; i+=4)
for (j=-16 ; j<16 ; j+=4)
for (k=-24 ; k<32 ; k+=4)
{
p = InitParticleFromEffect(eff,org);
if (!p) return;
dir[0] = j*8;
dir[1] = i*8;
dir[2] = k*8;
p->org[0] = org[0] + i + (rand()&3);
p->org[1] = org[1] + j + (rand()&3);
p->org[2] = org[2] + k + (rand()&3);
VectorNormalize (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
void R_RocketTrail (vec3_t start, vec3_t end, int type)
{
vec3_t vec;
float len;
int j;
particle_t *p;
int dec;
static int tracercount;
ParticleEffect_t *eff;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
if (type < 128)
if ((type == 6) || (type == 5))
dec = 1;
else
dec = 10;
else
{
Con_Printf("ypt\n");
dec = 1;
type -= 128;
}
switch (type)
{
case 0: // rocket trail
eff = ParticleEffectForName("pt_rockettrail");
break;
case 1: // smoke smoke
eff = ParticleEffectForName("pt_smoke");
break;
case 2: // blood
eff = ParticleEffectForName("pt_bloodtrail");
break;
case 4: // slight blood
eff = ParticleEffectForName("pt_bloodtrail");
break;
case 3:
eff = ParticleEffectForName("pt_wizzardtrail");
break;
case 5: // tracer
eff = ParticleEffectForName("pt_hknighttrail");
break;
case 6: // voor trail
eff = ParticleEffectForName("pt_voretrail");
break;
default:
eff = ParticleEffectForName("pt_genericsmoke");
break;
}
while (len > 0)
{
len -= dec;
p = InitParticleFromEffect(eff,start);
if (!p) return;
switch (type)
{
case 0: // rocket trail
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
break;
case 1: // smoke smoke
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
break;
case 2: // blood
case 4: // slight blood
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
break;
case 6: // voor trail
for (j=0 ; j<3 ; j++) {
p->org[j] = start[j] + ((rand()%8)-4);
}
break;
}
VectorAdd (start, vec, start);
}
}
/*
===============
R_DrawParticles
===============
extern cvar_t sv_gravity;
void R_DrawParticles (void)
{
particle_t *p, *kill;
float grav;
int i;
float time2, time3;
float time1;
float dvel;
float frametime;
#ifdef GLQUAKE
vec3_t up, right, neworg;
float scale, sscale;
glFogfv(GL_FOG_COLOR, color_black); //Done in actual function now (stops "triangle effect") - Eradicator
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glEnable(GL_ALPHA_TEST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDepthMask(0);
VectorScale (vup, 1, up);
VectorScale (vright, 1, right);
glMatrixMode(GL_TEXTURE);
#else
D_StartParticles ();
VectorScale (vright, xscaleshrink, r_pright);
VectorScale (vup, yscaleshrink, r_pup);
VectorCopy (vpn, r_ppn);
#endif
frametime = cl.time - cl.oldtime;
time3 = frametime * 15;
time2 = frametime * 10; // 15;
time1 = frametime * 5;
grav = frametime * sv_gravity.value * 0.05;
dvel = 4*frametime;
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;
//XYZ
if (kill && ((kill->die < cl.time) || (kill->numbounces <= 0)))
{
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
#ifdef GLQUAKE
// 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;
//
scale = 10;
if ((p->die - cl.time) < 0.5) {
byte *c = (byte *)&d_8to24table[(int)p->color];
float scale = 2*(p->die - cl.time);
glColor3ub((byte)(c[0]*scale), (byte)(c[1]*scale), (byte)(c[2]*scale));
} else {
glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
}
GL_Bind(p->texture);
if ((p->texture == particletexture_smoke) ||
(p->texture == particletexture_blood) ) scale = 50;
if (p->blendfunc == pb_add) {
glBlendFunc (GL_ONE, GL_ONE);
} else {
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
}
//XYZ
if ((p->texture == particletexture_glow) ||
(p->texture == particletexture_dirblood)){
float lscale;
VectorCopy (p->vel, up);
VectorNormalize(up);
CrossProduct(vpn,up,right);
lscale = (Length(p->vel)/64);
VectorScale(up,lscale,up);
} else {
VectorCopy (vup, up);
VectorCopy (vright, right);
}
glLoadIdentity();
glTranslatef(0.5,0.5,0);
glRotatef(p->rot,0,0,1);
glTranslatef(-0.5,-0.5,0);
glBegin(GL_TRIANGLES);
glTexCoord2f (0,0);
sscale = -scale/4;
VectorMA(p->org,sscale,up,neworg);
VectorMA(neworg,sscale,right,neworg);
glVertex3fv (neworg);
glTexCoord2f (2,0);
glVertex3f (neworg[0] + up[0]*scale, neworg[1] + up[1]*scale, neworg[2] + up[2]*scale);
glTexCoord2f (0,2);
glVertex3f (neworg[0] + right[0]*scale, neworg[1] + right[1]*scale, neworg[2] + right[2]*scale);
glEnd();
#else
D_DrawParticle (p);
#endif
neworg[0] = p->org[0]+p->vel[0]*frametime;
neworg[1] = p->org[1]+p->vel[1]*frametime;
neworg[2] = p->org[2]+p->vel[2]*frametime;
p->rot = p->rot+p->rspeed*frametime;
{
trace_t trace;
float d;
memset (&trace, 0, sizeof(trace));
trace.fraction = 1;
SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, p->org, neworg, &trace);
if (trace.fraction < 1) {
vec3_t tangent;
//calc reflection vector
d = DotProduct (p->vel, trace.plane.normal);
VectorMA (p->vel, -2*d, trace.plane.normal, p->vel);
VectorScale(p->vel,0.33,p->vel);
VectorCopy(trace.endpos,p->org);
//XYZ
p->numbounces--;
CrossProduct(trace.plane.normal,p->vel,tangent);
R_SpawnDecal(trace.endpos, trace.plane.normal, tangent, dt_blood);
} else {
VectorCopy(neworg,p->org);
}
}
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*6;
break;
}
}
#ifdef GLQUAKE
glDepthMask(1);
glDisable (GL_BLEND);
glDisable(GL_ALPHA_TEST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//XYZ
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glFogfv(GL_FOG_COLOR, fog_color); //Done in actual function now (stops "triangle effect") - Eradicator
#else
D_EndParticles ();
#endif
}
*/
extern cvar_t sv_gravity;
void R_DrawParticles (void)
{
particle_t *p, *kill;
float grav;
int i;
float time2, time3;
float time1;
float dvel, blend, blend1;
float frametime;
vec3_t up, right, neworg;
float scale, sscale;
ParticleEmitter_t *ekill, *emt;
glFogfv(GL_FOG_COLOR, color_black); //Done in actual function now (stops "triangle effect") - Eradicator
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.01);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDepthMask(0);
VectorScale (vup, 1, up);
VectorScale (vright, 1, right);
glMatrixMode(GL_TEXTURE);
frametime = cl.time - cl.oldtime;
time3 = frametime * 15;
time2 = frametime * 10; // 15;
time1 = frametime * 5;
grav = frametime * sv_gravity.value * 0.05;
dvel = 4*frametime;
//remove expired emitters
for ( ;; )
{
ekill = active_emitters;
if (ekill && ekill->die < cl.time)
{
active_emitters = ekill->next;
ekill->next = free_emitters;
free_emitters = ekill;
continue;
}
break;
}
//Do the particle logic/drawing
for (emt=active_emitters ; emt ; emt=emt->next)
{
for ( ;; )
{
ekill = emt->next;
//XYZ
if (ekill && (ekill->die < cl.time))
{
emt->next = ekill->next;
ekill->next = free_emitters;
free_emitters = ekill;
continue;
}
break;
}
if (emt->nexttick < cl.time) {
vec3_t length;
VectorSubtract(emt->origin, r_refdef.vieworg, length);
//dont emit if we are to far away to see it
if (Length(length) < 600.0f) {
for (i=0; i<emt->count; i++) {
InitParticleFromEffect(emt->effect,emt->origin);
}
}
emt->nexttick = cl.time + emt->tick;
}
}
//remove expired particles
for ( ;; )
{
kill = active_particles;
if (kill && kill->die < cl.time)
{
active_particles = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
//Do the particle logic/drawing
for (p=active_particles ; p ; p=p->next)
{
for ( ;; )
{
kill = p->next;
//XYZ
if (kill && ((kill->die < cl.time) || (kill->numbounces <= 0)))
{
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
scale = p->size;
p->size += p->growspeed*frametime;
//calculate color based on life ...
blend = (p->die-cl.time)/p->lifetime;
blend1 = 1-blend;
for (i=0; i<3; i++) {
p->color[i] = p->startcolor[i] * blend + p->endcolor[i] * blend1;
}
if ((p->die - cl.time) < 0.5) {
float fade = 2*(p->die - cl.time);
glColor4f(p->color[0]*fade, p->color[1]*fade, p->color[2]*fade, fade);
} else {
glColor3fv(&p->color[0]);
}
GL_Bind(p->texture);
glBlendFunc (p->srcblend, p->dstblend);
//Align with velocity
if (p->velaligned){
float lscale;
VectorCopy (p->vel, up);
VectorNormalize(up);
CrossProduct(vpn,up,right);
VectorNormalize(right);
lscale = (Length(p->vel)*p->velscale);
VectorScale(up,lscale,up);
} else {
VectorCopy (vup, up);
VectorCopy (vright, right);
}
glLoadIdentity();
glTranslatef(0.5,0.5,0);
glRotatef(p->rot,0,0,1);
glTranslatef(-0.5,-0.5,0);
sscale = -scale/4;
VectorMA(p->org,sscale,up,neworg);
VectorMA(neworg,sscale,right,neworg);
// draw the particle as two triangles
scale /= 2;
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f (0,0);
glVertex3fv (neworg);
glTexCoord2f (0,1);
glVertex3f (neworg[0] + up[0]*scale, neworg[1] + up[1]*scale,
neworg[2] + up[2]*scale);
glTexCoord2f (1,1);
glVertex3f (neworg[0] + up[0]*scale + right[0]*scale, neworg[1] + up[1]*scale + right[1]*scale,
neworg[2] + up[2]*scale + right[2]*scale);
glTexCoord2f (1,0);
glVertex3f (neworg[0] + right[0]*scale, neworg[1] + right[1]*scale,
neworg[2] + right[2]*scale);
glEnd();
scale *= 2;
//calculate new position/rotation
neworg[0] = p->org[0]+p->vel[0]*frametime;
neworg[1] = p->org[1]+p->vel[1]*frametime;
neworg[2] = p->org[2]+p->vel[2]*frametime;
p->rot = p->rot+p->rspeed*frametime;
//do collision detection
{
trace_t trace;
float d;
memset (&trace, 0, sizeof(trace));
trace.fraction = 1;
SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, p->org, neworg, &trace);
if (trace.fraction < 1) {
vec3_t tangent;
//calc reflection vector
d = DotProduct (p->vel, trace.plane.normal);
VectorMA (p->vel, -2*d, trace.plane.normal, p->vel);
VectorScale(p->vel,0.33,p->vel);
VectorCopy(trace.endpos,p->org);
//XYZ
p->numbounces--;
if (p->spawn) {
CrossProduct(trace.plane.normal,p->vel,tangent);
if (p->spawn->align == align_surf) {
R_SpawnDecal(p->org, trace.plane.normal, tangent, p->spawn);
} else {
InitParticleFromEffect(p->spawn, p->org);
}
}
} else {
VectorCopy(neworg,p->org);
}
}
for (i=0; i<3; i++) {
p->vel[i] += p->gravity[i]*frametime;
}
for (i=0; i<3; i++) {
p->vel[i] *= p->drag[i];
}
}
glDepthMask(1);
glDisable (GL_BLEND);
glDisable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.666);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//XYZ
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glFogfv(GL_FOG_COLOR, fog_color); //Done in actual function now (stops "triangle effect") - Eradicator
}