2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #include "cl_collision.h"
24 #define MAX_PARTICLES 8192 // default max # of particles at one time
25 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
29 pt_static, pt_rain, pt_bubble, pt_blood
33 #define PARTICLE_INVALID 0
34 #define PARTICLE_BILLBOARD 1
35 #define PARTICLE_BEAM 2
36 #define PARTICLE_ORIENTED_DOUBLESIDED 3
38 #define P_TEXNUM_FIRSTBIT 0
39 #define P_TEXNUM_BITS 6
40 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
41 #define P_ORIENTATION_BITS 2
42 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
43 //#define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
44 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
46 typedef struct particle_s
49 unsigned int flags; // dynamically lit, orientation, additive blending, texnum
56 float alphafade; // how much alpha reduces per second
57 float time2; // used for various things (snow fluttering, for example)
58 float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
59 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
61 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
62 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
63 float pressure; // if non-zero, apply pressure to other particles
68 static int particlepalette[256] =
70 0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
71 0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
72 0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
73 0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
74 0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
75 0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
76 0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
77 0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
78 0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
79 0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
80 0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
81 0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
82 0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
83 0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
84 0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
85 0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
86 0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
87 0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
88 0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
89 0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
90 0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
91 0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
92 0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
93 0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
94 0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
95 0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
96 0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
97 0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
98 0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
99 0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
100 0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
101 0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
104 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
106 // these must match r_part.c's textures
107 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
108 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
109 static const int tex_particle = 24;
110 static const int tex_rain = 25;
111 static const int tex_bubble = 26;
113 static int cl_maxparticles;
114 static int cl_numparticles;
115 static particle_t *particles;
116 static particle_t **freeparticles; // list used only in compacting particles array
118 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
119 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
120 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
121 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
122 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
123 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
124 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
125 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
126 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
127 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
129 static mempool_t *cl_part_mempool;
131 void CL_Particles_Clear(void)
141 void CL_ReadPointFile_f (void);
142 void CL_Particles_Init (void)
146 i = COM_CheckParm ("-particles");
148 if (i && i < com_argc - 1)
150 cl_maxparticles = (int)(atoi(com_argv[i+1]));
151 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
152 cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
155 cl_maxparticles = MAX_PARTICLES;
157 Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
159 Cvar_RegisterVariable (&cl_particles);
160 Cvar_RegisterVariable (&cl_particles_size);
161 Cvar_RegisterVariable (&cl_particles_bloodshowers);
162 Cvar_RegisterVariable (&cl_particles_blood);
163 Cvar_RegisterVariable (&cl_particles_blood_size);
164 Cvar_RegisterVariable (&cl_particles_blood_alpha);
165 Cvar_RegisterVariable (&cl_particles_bulletimpacts);
166 Cvar_RegisterVariable (&cl_particles_smoke);
167 Cvar_RegisterVariable (&cl_particles_sparks);
168 Cvar_RegisterVariable (&cl_particles_bubbles);
170 cl_part_mempool = Mem_AllocPool("CL_Part");
171 particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
172 freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
176 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
178 if (cl_numparticles >= cl_maxparticles)\
182 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
183 unsigned int partflags;\
184 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
186 partflags |= P_ADDITIVE;\
188 /* partflags |= P_DYNLIGHT;*/\
189 tempcolor = (pcolor1);\
190 tempcolor2 = (pcolor2);\
191 cr2 = ((tempcolor2) >> 16) & 0xFF;\
192 cg2 = ((tempcolor2) >> 8) & 0xFF;\
193 cb2 = (tempcolor2) & 0xFF;\
194 if (tempcolor != tempcolor2)\
196 cr1 = ((tempcolor) >> 16) & 0xFF;\
197 cg1 = ((tempcolor) >> 8) & 0xFF;\
198 cb1 = (tempcolor) & 0xFF;\
199 tempcolor = rand() & 0xFF;\
200 cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
201 cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
202 cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
204 part = &particles[cl_numparticles++];\
205 part->type = (ptype);\
206 part->color[0] = cr2;\
207 part->color[1] = cg2;\
208 part->color[2] = cb2;\
209 part->color[3] = 0xFF;\
210 part->flags = partflags;\
211 part->scalex = (pscalex);\
212 part->scaley = (pscaley);\
213 part->alpha = (palpha);\
214 part->alphafade = (palphafade);\
215 part->die = cl.time + (ptime);\
216 part->gravity = (pgravity);\
217 part->bounce = (pbounce);\
218 part->org[0] = (px);\
219 part->org[1] = (py);\
220 part->org[2] = (pz);\
221 part->vel[0] = (pvx);\
222 part->vel[1] = (pvy);\
223 part->vel[2] = (pvz);\
224 part->time2 = (ptime2);\
225 part->vel2[0] = (pvx2);\
226 part->vel2[1] = (pvy2);\
227 part->vel2[2] = (pvz2);\
228 part->friction = (pfriction);\
229 part->pressure = (ppressure);\
238 void CL_EntityParticles (entity_t *ent)
242 float sp, sy, cp, cy;
246 static vec3_t avelocities[NUMVERTEXNORMALS];
247 if (!cl_particles.integer) return;
252 if (!avelocities[0][0])
253 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
254 avelocities[0][i] = (rand()&255) * 0.01;
256 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
258 angle = cl.time * avelocities[i][0];
261 angle = cl.time * avelocities[i][1];
269 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
274 void CL_ReadPointFile_f (void)
278 char *pointfile, *pointfilepos, *t, tchar;
280 pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
283 Con_Printf ("couldn't open %s.pts\n", sv.name);
287 Con_Printf ("Reading %s.pts...\n", sv.name);
289 pointfilepos = pointfile;
290 while (*pointfilepos)
292 while (*pointfilepos == '\n' || *pointfilepos == '\r')
297 while (*t && *t != '\n' && *t != '\r')
301 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
308 if (cl_numparticles >= cl_maxparticles)
310 Con_Printf ("Not enough free particles\n");
313 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
317 Con_Printf ("%i points read\n", c);
322 CL_ParseParticleEffect
324 Parse an effect out of the server message
327 void CL_ParseParticleEffect (void)
330 int i, count, msgcount, color;
332 for (i=0 ; i<3 ; i++)
333 org[i] = MSG_ReadCoord ();
334 for (i=0 ; i<3 ; i++)
335 dir[i] = MSG_ReadChar () * (1.0/16);
336 msgcount = MSG_ReadByte ();
337 color = MSG_ReadByte ();
344 CL_RunParticleEffect (org, dir, color, count);
353 void CL_ParticleExplosion (vec3_t org, int smoke)
356 if (cl_stainmaps.integer)
357 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
359 i = Mod_PointContents(org, cl.worldmodel);
360 if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
362 for (i = 0;i < 128;i++)
364 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
368 if (cl_explosions.integer)
374 CL_ParticleExplosion2
378 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
381 if (!cl_particles.integer) return;
383 for (i = 0;i < 512;i++)
385 k = particlepalette[colorStart + (i % colorLength)];
386 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
396 void CL_BlobExplosion (vec3_t org)
398 if (cl_stainmaps.integer)
399 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
401 if (cl_explosions.integer)
411 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
417 CL_ParticleExplosion(org, false);
420 if (!cl_particles.integer) return;
423 k = particlepalette[color + (rand()&7)];
424 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
428 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
434 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
437 if (!cl_particles.integer) return;
439 if (cl_stainmaps.integer)
440 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
442 if (cl_particles_bulletimpacts.integer)
445 if (cl_particles_smoke.integer)
446 particle(pt_static, PARTICLE_BILLBOARD, 0x606060, 0xA0A0A0, tex_smoke[rand()&7], true, true, 4, 4, 255, 1024, 9999, -0.2, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
448 if (cl_particles_sparks.integer)
453 k = particlepalette[0x68 + (rand() & 7)];
454 particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
460 void CL_PlasmaBurn (vec3_t org)
462 if (cl_stainmaps.integer)
463 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
466 static float bloodcount = 0;
467 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
470 // bloodcount is used to accumulate counts too small to cause a blood particle
471 if (!cl_particles.integer) return;
472 if (!cl_particles_blood.integer) return;
479 r = cl_particles_blood_size.value;
480 a = cl_particles_blood_alpha.value * 255;
481 while(bloodcount > 0)
483 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
488 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
492 vec3_t diff, center, velscale;
493 if (!cl_particles.integer) return;
494 if (!cl_particles_bloodshowers.integer) return;
495 if (!cl_particles_blood.integer) return;
497 VectorSubtract(maxs, mins, diff);
498 center[0] = (mins[0] + maxs[0]) * 0.5;
499 center[1] = (mins[1] + maxs[1]) * 0.5;
500 center[2] = (mins[2] + maxs[2]) * 0.5;
501 // FIXME: change velspeed back to 2.0x after fixing mod
502 velscale[0] = velspeed * 2.0 / diff[0];
503 velscale[1] = velspeed * 2.0 / diff[1];
504 velscale[2] = velspeed * 2.0 / diff[2];
506 bloodcount += count * 5.0f;
507 r = cl_particles_blood_size.value;
508 a = cl_particles_blood_alpha.value * 255;
509 while (bloodcount > 0)
512 org[0] = lhrandom(mins[0], maxs[0]);
513 org[1] = lhrandom(mins[1], maxs[1]);
514 org[2] = lhrandom(mins[2], maxs[2]);
515 vel[0] = (org[0] - center[0]) * velscale[0];
516 vel[1] = (org[1] - center[1]) * velscale[1];
517 vel[2] = (org[2] - center[2]) * velscale[2];
519 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
523 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
527 if (!cl_particles.integer) return;
528 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
529 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
530 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
534 k = particlepalette[colorbase + (rand()&3)];
535 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
539 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
542 float t, z, minz, maxz;
543 if (!cl_particles.integer) return;
544 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
545 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
546 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
547 if (dir[2] < 0) // falling
549 t = (maxs[2] - mins[2]) / -dir[2];
554 t = (maxs[2] - mins[2]) / dir[2];
557 if (t < 0 || t > 2) // sanity check
560 minz = z - fabs(dir[2]) * 0.1;
561 maxz = z + fabs(dir[2]) * 0.1;
562 minz = bound(mins[2], minz, maxs[2]);
563 maxz = bound(mins[2], maxz, maxs[2]);
568 count *= 4; // ick, this should be in the mod or maps?
572 k = particlepalette[colorbase + (rand()&3)];
573 particle(pt_rain, PARTICLE_BEAM, k, k, tex_particle, true, true, 0.5, 0.02, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
579 k = particlepalette[colorbase + (rand()&3)];
580 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
584 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
588 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
593 if (!cl_particles.integer) return;
595 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
596 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
597 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
599 center[0] = (mins[0] + maxs[0]) * 0.5f;
600 center[1] = (mins[1] + maxs[1]) * 0.5f;
601 center[2] = (mins[2] + maxs[2]) * 0.5f;
605 k = particlepalette[224 + (rand()&15)];
606 o[0] = lhrandom(mins[0], maxs[0]);
607 o[1] = lhrandom(mins[1], maxs[1]);
608 o[2] = lhrandom(mins[2], maxs[2]);
609 VectorSubtract(o, center, v);
610 VectorNormalizeFast(v);
611 VectorScale(v, 100, v);
612 v[2] += sv_gravity.value * 0.15f;
613 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
617 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
621 if (!cl_particles.integer) return;
622 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
623 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
624 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
628 k = particlepalette[224 + (rand()&15)];
629 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
631 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
635 void CL_Flames (vec3_t org, vec3_t vel, int count)
638 if (!cl_particles.integer) return;
642 k = particlepalette[224 + (rand()&15)];
643 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
655 void CL_LavaSplash (vec3_t origin)
660 if (!cl_particles.integer) return;
662 for (i=-128 ; i<128 ; i+=16)
664 for (j=-128 ; j<128 ; j+=16)
666 dir[0] = j + lhrandom(0, 8);
667 dir[1] = i + lhrandom(0, 8);
669 org[0] = origin[0] + dir[0];
670 org[1] = origin[1] + dir[1];
671 org[2] = origin[2] + lhrandom(0, 64);
672 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
673 k = particlepalette[224 + (rand()&7)];
674 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
686 void CL_TeleportSplash (vec3_t org)
689 if (!cl_particles.integer) return;
691 for (i=-16 ; i<16 ; i+=8)
692 for (j=-16 ; j<16 ; j+=8)
693 for (k=-24 ; k<32 ; k+=8)
694 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
698 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
700 vec3_t vec, dir, vel, pos;
701 float len, dec, speed, r;
702 int contents, smoke, blood, bubbles;
704 VectorSubtract(end, start, dir);
705 VectorNormalize(dir);
707 VectorSubtract (end, start, vec);
708 len = VectorNormalizeLength (vec);
709 dec = -ent->persistent.trail_time;
710 ent->persistent.trail_time += len;
711 if (ent->persistent.trail_time < 0.01f)
714 speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
715 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
716 VectorScale(vel, speed, vel);
718 // advance into this frame to reach the first puff location
719 VectorMA(start, dec, vec, pos);
722 // if we skip out, leave it reset
723 ent->persistent.trail_time = 0.0f;
725 contents = Mod_PointContents(pos, cl.worldmodel);
726 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
729 smoke = cl_particles.integer && cl_particles_smoke.integer;
730 blood = cl_particles.integer && cl_particles_blood.integer;
731 bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
737 case 0: // rocket trail
741 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
742 particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
747 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
751 case 1: // grenade trail
752 // FIXME: make it gradually stop smoking
754 if (cl_particles.integer && cl_particles_smoke.integer)
756 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
762 case 4: // slight blood
763 dec = cl_particles_blood_size.value;
766 particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
770 case 3: // green tracer
774 particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
778 case 5: // flame tracer
782 particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
786 case 6: // voor trail
790 particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
794 case 7: // Nehahra smoke tracer
798 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
803 // advance to next time and position
805 VectorMA (pos, dec, vec, pos);
807 ent->persistent.trail_time = len;
810 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
814 if (!cl_particles.integer) return;
815 if (!cl_particles_smoke.integer) return;
817 VectorCopy(start, pos);
818 VectorSubtract (end, start, vec);
819 len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
820 VectorScale(vec, 3, vec);
821 color = particlepalette[color];
824 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
825 VectorAdd (pos, vec, pos);
835 void CL_MoveParticles (void)
838 int i, activeparticles, maxparticle, j, a, pressureused = false, content;
839 float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
841 // LordHavoc: early out condition
842 if (!cl_numparticles)
845 frametime = cl.time - cl.oldtime;
846 gravity = frametime * sv_gravity.value;
847 dvel = 1+4*frametime;
848 bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
853 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
856 VectorCopy(p->org, p->oldorg);
857 VectorMA(p->org, frametime, p->vel, p->org);
858 VectorCopy(p->org, org);
861 if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
863 VectorCopy(v, p->org);
866 // assume it's blood (lame, but...)
867 if (cl_stainmaps.integer)
868 R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
870 freeparticles[j++] = p;
875 dist = DotProduct(p->vel, normal) * -p->bounce;
876 VectorMA(p->vel, dist, normal, p->vel);
877 if (DotProduct(p->vel, p->vel) < 0.03)
882 p->vel[2] -= p->gravity * gravity;
883 p->alpha -= p->alphafade * frametime;
886 f = p->friction * frametime;
888 content = Mod_PointContents(p->org, cl.worldmodel);
889 if (content != CONTENTS_EMPTY)
892 VectorScale(p->vel, f, p->vel);
895 if (p->type != pt_static)
901 content = Mod_PointContents(p->org, cl.worldmodel);
903 if (a != CONTENTS_EMPTY)
905 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
907 p->scalex += frametime * cl_particles_blood_size.value;
908 p->scaley += frametime * cl_particles_blood_size.value;
909 //p->alpha -= bloodwaterfade;
915 p->vel[2] -= gravity;
919 content = Mod_PointContents(p->org, cl.worldmodel);
920 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
927 if (cl.time > p->time2)
930 p->time2 = cl.time + (rand() & 3) * 0.1;
931 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
932 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
933 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
936 content = Mod_PointContents(p->org, cl.worldmodel);
938 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
942 printf("unknown particle type %i\n", p->type);
948 // remove dead particles
949 if (p->alpha < 1 || p->die < cl.time)
950 freeparticles[j++] = p;
959 // fill in gaps to compact the array
961 while (maxparticle >= activeparticles)
963 *freeparticles[i++] = particles[maxparticle--];
964 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
967 cl_numparticles = activeparticles;
972 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
974 freeparticles[activeparticles++] = p;
978 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
980 for (j = 0;j < activeparticles;j++)
982 if (freeparticles[j] != p)
985 VectorSubtract(p->org, freeparticles[j]->org, diff);
986 dist = DotProduct(diff, diff);
987 if (dist < 4096 && dist >= 1)
989 dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
990 VectorMA(p->vel, dist, diff, p->vel);
999 #define MAX_PARTICLETEXTURES 64
1000 // particletexture_t is a rectangle in the particlefonttexture
1003 float s1, t1, s2, t2;
1007 static rtexturepool_t *particletexturepool;
1009 static rtexture_t *particlefonttexture;
1010 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1012 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1014 static qbyte shadebubble(float dx, float dy, vec3_t light)
1018 dz = 1 - (dx*dx+dy*dy);
1019 if (dz > 0) // it does hit the sphere
1023 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1024 VectorNormalize(normal);
1025 dot = DotProduct(normal, light);
1026 if (dot > 0.5) // interior reflection
1027 f += ((dot * 2) - 1);
1028 else if (dot < -0.5) // exterior reflection
1029 f += ((dot * -2) - 1);
1031 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1032 VectorNormalize(normal);
1033 dot = DotProduct(normal, light);
1034 if (dot > 0.5) // interior reflection
1035 f += ((dot * 2) - 1);
1036 else if (dot < -0.5) // exterior reflection
1037 f += ((dot * -2) - 1);
1039 f += 16; // just to give it a haze so you can see the outline
1040 f = bound(0, f, 255);
1047 static void setuptex(int cltexnum, int rtexnum, qbyte *data, qbyte *particletexturedata)
1049 int basex, basey, y;
1050 basex = ((rtexnum >> 0) & 7) * 32;
1051 basey = ((rtexnum >> 3) & 7) * 32;
1052 particletexture[cltexnum].s1 = (basex + 1) / 256.0f;
1053 particletexture[cltexnum].t1 = (basey + 1) / 256.0f;
1054 particletexture[cltexnum].s2 = (basex + 31) / 256.0f;
1055 particletexture[cltexnum].t2 = (basey + 31) / 256.0f;
1056 for (y = 0;y < 32;y++)
1057 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1060 static void R_InitParticleTexture (void)
1063 float dx, dy, radius, f, f2;
1064 qbyte data[32][32][4], noise1[64][64], noise2[64][64];
1066 qbyte particletexturedata[256*256*4];
1068 memset(particletexturedata, 255, sizeof(particletexturedata));
1070 // the particletexture[][] array numbers must match the cl_part.c textures
1072 for (i = 0;i < 8;i++)
1076 fractalnoise(&noise1[0][0], 64, 4);
1077 fractalnoise(&noise2[0][0], 64, 8);
1079 for (y = 0;y < 32;y++)
1082 for (x = 0;x < 32;x++)
1084 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1086 d = (noise2[y][x] - 128) * 3 + 192;
1088 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1089 d = (d * noise1[y][x]) >> 7;
1090 d = bound(0, d, 255);
1091 data[y][x][3] = (qbyte) d;
1099 setuptex(i + 0, i + 0, &data[0][0][0], particletexturedata);
1103 for (i = 0;i < 16;i++)
1105 radius = i * 3.0f / 16.0f;
1106 f2 = 255.0f * ((15.0f - i) / 15.0f);
1107 for (y = 0;y < 32;y++)
1109 dy = (y - 16) * 0.25f;
1110 for (x = 0;x < 32;x++)
1112 dx = (x - 16) * 0.25f;
1113 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1114 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1115 f = bound(0.0f, f, 255.0f);
1116 data[y][x][3] = (int) f;
1119 setuptex(i + 8, i + 16, &data[0][0][0], particletexturedata);
1123 for (y = 0;y < 32;y++)
1126 for (x = 0;x < 32;x++)
1128 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1130 d = (256 - (dx*dx+dy*dy));
1131 d = bound(0, d, 255);
1132 data[y][x][3] = (qbyte) d;
1135 setuptex(24, 32, &data[0][0][0], particletexturedata);
1138 light[0] = 1;light[1] = 1;light[2] = 1;
1139 VectorNormalize(light);
1140 for (y = 0;y < 32;y++)
1142 for (x = 0;x < 32;x++)
1144 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1145 data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
1148 setuptex(25, 33, &data[0][0][0], particletexturedata);
1151 light[0] = 1;light[1] = 1;light[2] = 1;
1152 VectorNormalize(light);
1153 for (y = 0;y < 32;y++)
1155 for (x = 0;x < 32;x++)
1157 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1158 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1161 setuptex(26, 34, &data[0][0][0], particletexturedata);
1163 particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1166 static void r_part_start(void)
1168 particletexturepool = R_AllocTexturePool();
1169 R_InitParticleTexture ();
1172 static void r_part_shutdown(void)
1174 R_FreeTexturePool(&particletexturepool);
1177 static void r_part_newmap(void)
1181 void R_Particles_Init (void)
1183 Cvar_RegisterVariable(&r_drawparticles);
1184 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1187 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1189 int additive, texnum, orientation;
1190 float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1191 particletexture_t *tex;
1193 const particle_t *p = calldata1;
1195 VectorCopy(p->org, org);
1196 orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1197 texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1198 //dynlight = p->flags & P_DYNLIGHT;
1199 additive = p->flags & P_ADDITIVE;
1201 memset(&m, 0, sizeof(m));
1202 m.blendfunc1 = GL_SRC_ALPHA;
1204 m.blendfunc2 = GL_ONE;
1206 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1207 m.tex[0] = R_GetTexture(particlefonttexture);
1208 R_Mesh_Matrix(&r_identitymatrix);
1211 tex = &particletexture[texnum];
1212 cr = p->color[0] * (1.0f / 255.0f);
1213 cg = p->color[1] * (1.0f / 255.0f);
1214 cb = p->color[2] * (1.0f / 255.0f);
1215 ca = p->alpha * (1.0f / 255.0f);
1218 VectorSubtract(org, r_origin, fogvec);
1219 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1226 cr += fogcolor[0] * fog;
1227 cg += fogcolor[1] * fog;
1228 cb += fogcolor[2] * fog;
1235 varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = cr;
1236 varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = cg;
1237 varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = cb;
1238 varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = ca;
1239 varray_texcoord[0][0] = tex->s2;varray_texcoord[0][1] = tex->t1;
1240 varray_texcoord[0][2] = tex->s1;varray_texcoord[0][3] = tex->t1;
1241 varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t2;
1242 varray_texcoord[0][6] = tex->s2;varray_texcoord[0][7] = tex->t2;
1244 if (orientation == PARTICLE_BEAM)
1246 VectorMA(p->org, -p->scaley, p->vel, v);
1247 VectorMA(p->org, p->scaley, p->vel, up2);
1248 R_CalcBeamVerts(varray_vertex, v, up2, p->scalex);
1250 else if (orientation == PARTICLE_BILLBOARD)
1252 VectorScale(vright, p->scalex, right);
1253 VectorScale(vup, p->scaley, up);
1254 varray_vertex[ 0] = org[0] + right[0] - up[0];
1255 varray_vertex[ 1] = org[1] + right[1] - up[1];
1256 varray_vertex[ 2] = org[2] + right[2] - up[2];
1257 varray_vertex[ 4] = org[0] - right[0] - up[0];
1258 varray_vertex[ 5] = org[1] - right[1] - up[1];
1259 varray_vertex[ 6] = org[2] - right[2] - up[2];
1260 varray_vertex[ 8] = org[0] - right[0] + up[0];
1261 varray_vertex[ 9] = org[1] - right[1] + up[1];
1262 varray_vertex[10] = org[2] - right[2] + up[2];
1263 varray_vertex[12] = org[0] + right[0] + up[0];
1264 varray_vertex[13] = org[1] + right[1] + up[1];
1265 varray_vertex[14] = org[2] + right[2] + up[2];
1267 else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1270 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1272 VectorNegate(p->vel2, v);
1273 VectorVectors(v, right, up);
1276 VectorVectors(p->vel2, right, up);
1277 VectorScale(right, p->scalex, right);
1278 VectorScale(up, p->scaley, up);
1279 varray_vertex[ 0] = org[0] + right[0] - up[0];
1280 varray_vertex[ 1] = org[1] + right[1] - up[1];
1281 varray_vertex[ 2] = org[2] + right[2] - up[2];
1282 varray_vertex[ 4] = org[0] - right[0] - up[0];
1283 varray_vertex[ 5] = org[1] - right[1] - up[1];
1284 varray_vertex[ 6] = org[2] - right[2] - up[2];
1285 varray_vertex[ 8] = org[0] - right[0] + up[0];
1286 varray_vertex[ 9] = org[1] - right[1] + up[1];
1287 varray_vertex[10] = org[2] - right[2] + up[2];
1288 varray_vertex[12] = org[0] + right[0] + up[0];
1289 varray_vertex[13] = org[1] + right[1] + up[1];
1290 varray_vertex[14] = org[2] + right[2] + up[2];
1293 Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1294 R_Mesh_Draw(4, 2, polygonelements);
1297 void R_DrawParticles (void)
1300 float minparticledist;
1303 // LordHavoc: early out conditions
1304 if ((!cl_numparticles) || (!r_drawparticles.integer))
1307 c_particles += cl_numparticles;
1309 minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1311 // LordHavoc: only render if not too close
1312 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1313 if (DotProduct(p->org, vpn) >= minparticledist)
1314 R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);