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.
24 #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
25 #define NUMVERTEXNORMALS 162
26 siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
27 #define m_bytenormals r_avertexnormals
28 #define VectorNormalizeFast VectorNormalize
29 #define CL_PointQ1Contents(v) (Mod_PointInLeaf(v,cl.worldmodel)->contents)
30 typedef unsigned char qbyte;
31 #define cl_stainmaps.integer 0
32 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
35 #define CL_EntityParticles R_EntityParticles
36 #define CL_ReadPointFile_f R_ReadPointFile_f
37 #define CL_ParseParticleEffect R_ParseParticleEffect
38 #define CL_ParticleExplosion R_ParticleExplosion
39 #define CL_ParticleExplosion2 R_ParticleExplosion2
40 #define CL_BlobExplosion R_BlobExplosion
41 #define CL_RunParticleEffect R_RunParticleEffect
42 #define CL_LavaSplash R_LavaSplash
43 void R_CalcBeam_Vertex3f (float *vert, vec3_t org1, vec3_t org2, float width)
45 vec3_t right1, right2, diff, normal;
47 VectorSubtract (org2, org1, normal);
48 VectorNormalizeFast (normal);
50 // calculate 'right' vector for start
51 VectorSubtract (r_vieworigin, org1, diff);
52 VectorNormalizeFast (diff);
53 CrossProduct (normal, diff, right1);
55 // calculate 'right' vector for end
56 VectorSubtract (r_vieworigin, org2, diff);
57 VectorNormalizeFast (diff);
58 CrossProduct (normal, diff, right2);
60 vert[ 0] = org1[0] + width * right1[0];
61 vert[ 1] = org1[1] + width * right1[1];
62 vert[ 2] = org1[2] + width * right1[2];
63 vert[ 3] = org1[0] - width * right1[0];
64 vert[ 4] = org1[1] - width * right1[1];
65 vert[ 5] = org1[2] - width * right1[2];
66 vert[ 6] = org2[0] - width * right2[0];
67 vert[ 7] = org2[1] - width * right2[1];
68 vert[ 8] = org2[2] - width * right2[2];
69 vert[ 9] = org2[0] + width * right2[0];
70 vert[10] = org2[1] + width * right2[1];
71 vert[11] = org2[2] + width * right2[2];
73 void fractalnoise(qbyte *noise, int size, int startgrid)
75 int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
77 #define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
79 for (sizepower = 0;(1 << sizepower) < size;sizepower++);
80 if (size != (1 << sizepower))
81 Sys_Error("fractalnoise: size must be power of 2\n");
83 for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
84 if (startgrid != (1 << gridpower))
85 Sys_Error("fractalnoise: grid must be power of 2\n");
87 startgrid = bound(0, startgrid, size);
89 amplitude = 0xFFFF; // this gets halved before use
90 noisebuf = malloc(size*size*sizeof(int));
91 memset(noisebuf, 0, size*size*sizeof(int));
93 for (g2 = startgrid;g2;g2 >>= 1)
95 // brownian motion (at every smaller level there is random behavior)
97 for (y = 0;y < size;y += g2)
98 for (x = 0;x < size;x += g2)
99 n(x,y) += (rand()&litude);
104 // subdivide, diamond-square algorithm (really this has little to do with squares)
106 for (y = 0;y < size;y += g2)
107 for (x = 0;x < size;x += g2)
108 n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
110 for (y = 0;y < size;y += g2)
111 for (x = 0;x < size;x += g2)
113 n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
114 n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
118 // find range of noise values
120 for (y = 0;y < size;y++)
121 for (x = 0;x < size;x++)
123 if (n(x,y) < min) min = n(x,y);
124 if (n(x,y) > max) max = n(x,y);
128 // normalize noise and copy to output
129 for (y = 0;y < size;y++)
130 for (x = 0;x < size;x++)
131 *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
135 void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
139 right[0] = forward[2];
140 right[1] = -forward[0];
141 right[2] = forward[1];
143 d = DotProduct(forward, right);
144 right[0] -= d * forward[0];
145 right[1] -= d * forward[1];
146 right[2] -= d * forward[2];
147 VectorNormalizeFast(right);
148 CrossProduct(right, forward, up);
152 extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
154 float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int hitbmodels, void **hitent, int hitsupercontentsmask)
161 memset (&trace, 0, sizeof(trace));
163 VectorCopy (end, trace.endpos);
165 PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start, end, &trace);
167 RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
169 VectorCopy(trace.endpos, impact);
170 VectorCopy(trace.plane.normal, normal);
171 return trace.fraction;
174 #include "cl_collision.h"
178 #define MAX_PARTICLES 32768 // default max # of particles at one time
179 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
183 pt_dead, pt_static, pt_rain, pt_raindecal, pt_snow, pt_bubble, pt_blood, pt_grow, pt_decal, pt_ember
189 PARTICLE_BILLBOARD = 0,
191 PARTICLE_ORIENTED_DOUBLESIDED = 2,
204 typedef struct particle_s
215 float alpha; // 0-255
216 float alphafade; // how much alpha reduces per second
217 float time2; // used for various things (snow fluttering, for example)
218 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)
219 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
221 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
222 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
223 float pressure; // if non-zero, apply pressure to other particles
225 #ifndef WORKINGLQUAKE
226 entity_render_t *owner; // decal stuck to this entity
227 model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
228 vec3_t relativeorigin; // decal at this location in entity's coordinate space
229 vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space
234 static int particlepalette[256] =
236 0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
237 0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
238 0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
239 0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
240 0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
241 0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
242 0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
243 0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
244 0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
245 0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
246 0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
247 0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
248 0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
249 0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
250 0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
251 0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
252 0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
253 0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
254 0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
255 0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
256 0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
257 0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
258 0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
259 0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
260 0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
261 0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
262 0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
263 0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
264 0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
265 0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
266 0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
267 0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
270 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
272 // texture numbers in particle font
273 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
274 static const int tex_bulletdecal[8] = {8, 9, 10, 11, 12, 13, 14, 15};
275 static const int tex_blooddecal[8] = {16, 17, 18, 19, 20, 21, 22, 23};
276 static const int tex_bloodparticle[8] = {24, 25, 26, 27, 28, 29, 30, 31};
277 static const int tex_rainsplash[16] = {32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47};
278 static const int tex_particle = 63;
279 static const int tex_bubble = 62;
280 static const int tex_raindrop = 61;
281 static const int tex_beam = 60;
283 static int cl_maxparticles;
284 static int cl_numparticles;
285 static int cl_freeparticle;
286 static particle_t *particles;
288 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
289 cvar_t cl_particles_quality = {CVAR_SAVE, "cl_particles_quality", "1"};
290 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
291 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
292 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
293 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
294 cvar_t cl_particles_blood_bloodhack = {CVAR_SAVE, "cl_particles_blood_bloodhack", "1"};
295 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
296 cvar_t cl_particles_explosions_bubbles = {CVAR_SAVE, "cl_particles_explosions_bubbles", "1"};
297 cvar_t cl_particles_explosions_smoke = {CVAR_SAVE, "cl_particles_explosions_smokes", "0"};
298 cvar_t cl_particles_explosions_sparks = {CVAR_SAVE, "cl_particles_explosions_sparks", "1"};
299 cvar_t cl_particles_explosions_shell = {CVAR_SAVE, "cl_particles_explosions_shell", "0"};
300 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
301 cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5"};
302 cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55"};
303 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
304 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
305 cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0"};
306 cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0"};
307 cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20"};
309 #ifndef WORKINGLQUAKE
310 static mempool_t *cl_part_mempool;
313 void CL_Particles_Clear(void)
317 memset(particles, 0, sizeof(particle_t) * cl_maxparticles);
325 void CL_ReadPointFile_f (void);
326 void CL_Particles_Init (void)
330 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
331 i = COM_CheckParm ("-particles");
333 if (i && i < com_argc - 1)
335 cl_maxparticles = (int)(atoi(com_argv[i+1]));
336 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
337 cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
340 cl_maxparticles = MAX_PARTICLES;
342 Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
344 Cvar_RegisterVariable (&cl_particles);
345 Cvar_RegisterVariable (&cl_particles_quality);
346 Cvar_RegisterVariable (&cl_particles_size);
347 Cvar_RegisterVariable (&cl_particles_bloodshowers);
348 Cvar_RegisterVariable (&cl_particles_blood);
349 Cvar_RegisterVariable (&cl_particles_blood_alpha);
350 Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
351 Cvar_RegisterVariable (&cl_particles_explosions_bubbles);
352 Cvar_RegisterVariable (&cl_particles_explosions_smoke);
353 Cvar_RegisterVariable (&cl_particles_explosions_sparks);
354 Cvar_RegisterVariable (&cl_particles_explosions_shell);
355 Cvar_RegisterVariable (&cl_particles_bulletimpacts);
356 Cvar_RegisterVariable (&cl_particles_smoke);
357 Cvar_RegisterVariable (&cl_particles_smoke_alpha);
358 Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
359 Cvar_RegisterVariable (&cl_particles_sparks);
360 Cvar_RegisterVariable (&cl_particles_bubbles);
361 Cvar_RegisterVariable (&cl_decals);
362 Cvar_RegisterVariable (&cl_decals_time);
363 Cvar_RegisterVariable (&cl_decals_fadetime);
366 particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
368 cl_part_mempool = Mem_AllocPool("CL_Part", 0, NULL);
369 particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
371 CL_Particles_Clear();
374 void CL_Particles_Shutdown (void)
377 // No clue what to do here...
379 Mem_FreePool (&cl_part_mempool);
383 // list of all 26 parameters:
384 // ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file
385 // porientation - PARTICLE_ enum values (PARTICLE_BILLBOARD, PARTICLE_SPARK, etc)
386 // pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color
387 // ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle
388 // plight - no longer used (this used to turn on particle lighting)
389 // pblendmode - PBLEND_ enum values (PBLEND_ALPHA, PBLEND_ADD, etc)
390 // pscalex,pscaley - width and height of particle (according to orientation), these are normally the same except when making sparks and beams
391 // palpha - opacity of particle as 0-255 (can be more than 255)
392 // palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
393 // ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
394 // pgravity - how much effect gravity has on the particle (0-1)
395 // pbounce - how much bounce the particle has when it hits a surface (0-1), -1 makes a blood splat when it hits a surface, 0 does not even check for collisions
396 // px,py,pz - starting origin of particle
397 // pvx,pvy,pvz - starting velocity of particle
398 // ptime2 - extra time parameter for certain particle types (pt_decal delayed fades and pt_rain snowflutter use this)
399 // pvx2,pvy2,pvz2 - for PARTICLE_ORIENTED_DOUBLESIDED this is the surface normal of the orientation (forward vector), pt_rain uses this for snow fluttering
400 // pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
401 // ppressure - pushes other particles away if they are within 64 units distance, the force is based on scalex, this feature is supported but not currently used
402 particle_t *particle(ptype_t ptype, porientation_t porientation, int pcolor1, int pcolor2, int ptex, int plight, pblend_t pblendmode, float pscalex, float pscaley, float palpha, float palphafade, float ptime, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float ptime2, float pvx2, float pvy2, float pvz2, float pfriction, float ppressure)
405 int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;
406 ptempcolor = (pcolor1);
407 ptempcolor2 = (pcolor2);
408 pcr2 = ((ptempcolor2) >> 16) & 0xFF;
409 pcg2 = ((ptempcolor2) >> 8) & 0xFF;
410 pcb2 = (ptempcolor2) & 0xFF;
411 if (ptempcolor != ptempcolor2)
413 pcr1 = ((ptempcolor) >> 16) & 0xFF;
414 pcg1 = ((ptempcolor) >> 8) & 0xFF;
415 pcb1 = (ptempcolor) & 0xFF;
416 ptempcolor = rand() & 0xFF;
417 pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;
418 pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;
419 pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;
421 for (;cl_freeparticle < cl_maxparticles && particles[cl_freeparticle].type;cl_freeparticle++);
422 if (cl_freeparticle >= cl_maxparticles)
424 part = &particles[cl_freeparticle++];
425 if (cl_numparticles < cl_freeparticle)
426 cl_numparticles = cl_freeparticle;
427 memset(part, 0, sizeof(*part));
428 part->type = (ptype);
429 part->color[0] = pcr2;
430 part->color[1] = pcg2;
431 part->color[2] = pcb2;
432 part->color[3] = 0xFF;
433 part->orientation = porientation;
435 part->blendmode = pblendmode;
436 part->scalex = (pscalex);
437 part->scaley = (pscaley);
438 part->alpha = (palpha);
439 part->alphafade = (palphafade);
440 part->die = cl.time + (ptime);
441 part->gravity = (pgravity);
442 part->bounce = (pbounce);
446 part->vel[0] = (pvx);
447 part->vel[1] = (pvy);
448 part->vel[2] = (pvz);
449 part->time2 = (ptime2);
450 part->vel2[0] = (pvx2);
451 part->vel2[1] = (pvy2);
452 part->vel2[2] = (pvz2);
453 part->friction = (pfriction);
454 part->pressure = (ppressure);
458 void CL_SpawnDecalParticleForSurface(void *hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
461 if (!cl_decals.integer)
463 p = particle(pt_decal, PARTICLE_ORIENTED_DOUBLESIDED, color1, color2, texnum, false, PBLEND_MOD, size, size, alpha, 0, cl_decals_time.value + cl_decals_fadetime.value, 0, 0, org[0] + normal[0], org[1] + normal[1], org[2] + normal[2], 0, 0, 0, cl.time + cl_decals_time.value, normal[0], normal[1], normal[2], 0, 0);
464 #ifndef WORKINGLQUAKE
468 p->ownermodel = p->owner->model;
469 Matrix4x4_Transform(&p->owner->inversematrix, org, p->relativeorigin);
470 Matrix4x4_Transform3x3(&p->owner->inversematrix, normal, p->relativedirection);
471 VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
476 void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
479 float bestfrac, bestorg[3], bestnormal[3];
480 float frac, v[3], normal[3], org2[3];
482 void *besthitent = NULL, *hitent;
484 entity_render_t *besthitent = NULL, *hitent;
487 for (i = 0;i < 32;i++)
490 VectorMA(org, maxdist, org2, org2);
491 frac = CL_TraceLine(org, org2, v, normal, true, &hitent, SUPERCONTENTS_SOLID);
496 VectorCopy(v, bestorg);
497 VectorCopy(normal, bestnormal);
501 CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
509 void CL_EntityParticles (entity_t *ent)
513 float sp, sy, cp, cy;
517 static vec3_t avelocities[NUMVERTEXNORMALS];
518 if (!cl_particles.integer) return;
523 if (!avelocities[0][0])
524 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
525 avelocities[0][i] = (rand()&255) * 0.01;
527 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
529 angle = cl.time * avelocities[i][0];
532 angle = cl.time * avelocities[i][1];
541 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 2, 2, 255, 0, 0, 0, 0, ent->origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
543 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 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);
549 void CL_ReadPointFile_f (void)
553 char *pointfile = NULL, *pointfilepos, *t, tchar;
554 char name[MAX_OSPATH];
559 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
560 strlcat (name, ".pts", sizeof (name));
562 pointfile = COM_LoadTempFile (name);
564 pointfile = FS_LoadFile(name, tempmempool, true);
568 Con_Printf("Could not open %s\n", name);
572 Con_Printf("Reading %s...\n", name);
575 pointfilepos = pointfile;
576 while (*pointfilepos)
578 while (*pointfilepos == '\n' || *pointfilepos == '\r')
583 while (*t && *t != '\n' && *t != '\r')
587 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
593 VectorCopy(org, leakorg);
596 if (cl_numparticles < cl_maxparticles - 3)
599 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
602 #ifndef WORKINGLQUAKE
605 VectorCopy(leakorg, org);
606 Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
608 particle(pt_static, PARTICLE_BEAM, 0xFF0000, 0xFF0000, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0] - 4096, org[1], org[2], 0, 0, 0, 0, org[0] + 4096, org[1], org[2], 0, 0);
609 particle(pt_static, PARTICLE_BEAM, 0x00FF00, 0x00FF00, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1] - 4096, org[2], 0, 0, 0, 0, org[0], org[1] + 4096, org[2], 0, 0);
610 particle(pt_static, PARTICLE_BEAM, 0x0000FF, 0x0000FF, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1], org[2] - 4096, 0, 0, 0, 0, org[0], org[1], org[2] + 4096, 0, 0);
615 CL_ParseParticleEffect
617 Parse an effect out of the server message
620 void CL_ParseParticleEffect (void)
623 int i, count, msgcount, color;
625 MSG_ReadVector(org, cl.protocol);
626 for (i=0 ; i<3 ; i++)
627 dir[i] = MSG_ReadChar () * (1.0/16);
628 msgcount = MSG_ReadByte ();
629 color = MSG_ReadByte ();
636 if (cl_particles_blood_bloodhack.integer)
641 CL_BloodPuff(org, dir, count / 2);
647 CL_BloodPuff(org, dir, count / 2);
651 CL_RunParticleEffect (org, dir, color, count);
660 void CL_ParticleExplosion (vec3_t org)
665 if (cl_stainmaps.integer)
666 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
667 CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
669 i = CL_PointQ1Contents(org);
670 if (i == CONTENTS_SLIME || i == CONTENTS_WATER)
672 if (cl_particles.integer && cl_particles_bubbles.integer && cl_particles_explosions_bubbles.integer)
673 for (i = 0;i < 128 * cl_particles_quality.value;i++)
674 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, (1.0f / cl_particles_quality.value) * lhrandom(128, 255), (1.0f / cl_particles_quality.value) * 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);
678 // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
680 if (cl_particles.integer && cl_particles_smoke.integer && cl_particles_explosions_smoke.integer)
682 for (i = 0;i < 32;i++)
687 v2[0] = lhrandom(-48, 48);
688 v2[1] = lhrandom(-48, 48);
689 v2[2] = lhrandom(-48, 48);
691 for (k = 0;k < 16;k++)
693 v[0] = org[0] + lhrandom(-48, 48);
694 v[1] = org[1] + lhrandom(-48, 48);
695 v[2] = org[2] + lhrandom(-48, 48);
696 if (CL_TraceLine(org, v, v2, NULL, true, NULL, SUPERCONTENTS_SOLID) >= 0.1)
699 VectorSubtract(v2, org, v2);
701 VectorScale(v2, 2.0f, v2);
702 particle(pt_static, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_smoke[rand()&7], true, PBLEND_ADD, 12, 12, 32, 64, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
707 if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
708 for (i = 0;i < 128 * cl_particles_quality.value;i++)
709 particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.0f, 0.02f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-256, 256), lhrandom(-256, 256), lhrandom(-256, 256) + 80, 0, 0, 0, 0, 0.2, 0);
711 if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
712 for (i = 0;i < 64 * cl_particles_quality.value;i++)
713 particle(pt_ember, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.0f, 0.01f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 256, 9999, 0.7, 0, org[0], org[1], org[2], lhrandom(-256, 256), lhrandom(-256, 256), lhrandom(-256, 256) + 80, cl.time, 0, 0, 0, 0, 0);
715 if (cl_particles.integer && cl_particles_sparks.integer && cl_particles_explosions_sparks.integer)
716 for (i = 0;i < 256 * cl_particles_quality.value;i++)
717 particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5f, 0.05f, (1.0f / cl_particles_quality.value) * lhrandom(0, 255), (1.0f / cl_particles_quality.value) * 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0.2, 0);
721 if (cl_particles_explosions_shell.integer)
727 CL_ParticleExplosion2
731 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
737 if (!cl_particles.integer) return;
739 for (i = 0;i < 512 * cl_particles_quality.value;i++)
741 VectorRandom (offset);
742 VectorScale (offset, 192, vel);
743 VectorScale (offset, 8, offset);
744 k = particlepalette[colorStart + (i % colorLength)];
745 pscale = lhrandom(0.5, 1.5);
746 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, pscale, pscale, (1.0f / cl_particles_quality.value) * 255, (1.0f/cl_particles_quality.value)*512, 9999, 0, 0, org[0] + offset[0], org[1] + offset[1], org[2] + offset[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, lhrandom(1.5, 3), 0);
756 void CL_BlobExplosion (vec3_t org)
758 CL_ParticleExplosion(org);
767 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
773 CL_ParticleExplosion(org);
776 if (!cl_particles.integer) return;
777 count *= cl_particles_quality.value;
780 k = particlepalette[color + (rand()&7)];
781 if (gamemode == GAME_GOODVSBAD2)
782 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 5, 5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 300, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 0, 0, 0, 0, 0, 0);
784 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1, 1, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), dir[0] + lhrandom(-15, 15), dir[1] + lhrandom(-15, 15), dir[2] + lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
788 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
794 void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale)
798 if (!cl_particles.integer) return;
800 if (cl_particles_sparks.integer)
803 count *= cl_particles_quality.value;
806 k = particlepalette[0x68 + (rand() & 7)];
807 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 0.4f, 0.015f, (1.0f / cl_particles_quality.value) * lhrandom(64, 255), (1.0f / cl_particles_quality.value) * 512, 9999, gravityscale, 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);
812 void CL_Smoke (vec3_t org, vec3_t dir, int count)
817 if (!cl_particles.integer) return;
820 if (cl_particles_smoke.integer)
822 k = count * 0.25 * cl_particles_quality.value;
825 org2[0] = org[0] + 0.125f * lhrandom(-count, count);
826 org2[1] = org[1] + 0.125f * lhrandom(-count, count);
827 org2[2] = org[2] + 0.125f * lhrandom(-count, count);
828 CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
829 particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 1024, 9999, 0, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 15, 0, 0, 0, 0, 0);
834 void CL_BulletMark (vec3_t org)
836 if (cl_stainmaps.integer)
837 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
838 CL_SpawnDecalParticleForPoint(org, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
841 void CL_PlasmaBurn (vec3_t org)
843 if (cl_stainmaps.integer)
844 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
845 CL_SpawnDecalParticleForPoint(org, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
848 static float bloodcount = 0;
849 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
853 // bloodcount is used to accumulate counts too small to cause a blood particle
854 if (!cl_particles.integer) return;
855 if (!cl_particles_blood.integer) return;
862 while(bloodcount > 0)
864 org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
865 org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
866 org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
867 CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
868 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
869 bloodcount -= 16 / cl_particles_quality.value;
873 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
875 vec3_t org, vel, diff, center, velscale;
876 if (!cl_particles.integer) return;
877 if (!cl_particles_bloodshowers.integer) return;
878 if (!cl_particles_blood.integer) return;
880 VectorSubtract(maxs, mins, diff);
881 center[0] = (mins[0] + maxs[0]) * 0.5;
882 center[1] = (mins[1] + maxs[1]) * 0.5;
883 center[2] = (mins[2] + maxs[2]) * 0.5;
884 velscale[0] = velspeed * 2.0 / diff[0];
885 velscale[1] = velspeed * 2.0 / diff[1];
886 velscale[2] = velspeed * 2.0 / diff[2];
888 bloodcount += count * 5.0f;
889 while (bloodcount > 0)
891 org[0] = lhrandom(mins[0], maxs[0]);
892 org[1] = lhrandom(mins[1], maxs[1]);
893 org[2] = lhrandom(mins[2], maxs[2]);
894 vel[0] = (org[0] - center[0]) * velscale[0];
895 vel[1] = (org[1] - center[1]) * velscale[1];
896 vel[2] = (org[2] - center[2]) * velscale[2];
897 bloodcount -= 16 / cl_particles_quality.value;
898 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, cl_particles_blood_alpha.value * 768 / cl_particles_quality.value, cl_particles_blood_alpha.value * 384 / cl_particles_quality.value, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
902 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
906 if (!cl_particles.integer) return;
907 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
908 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
909 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
911 count *= cl_particles_quality.value;
914 k = particlepalette[colorbase + (rand()&3)];
915 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 2, 2, 255 / cl_particles_quality.value, 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);
919 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
922 float t, z, minz, maxz;
923 if (!cl_particles.integer) return;
924 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
925 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
926 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
927 if (dir[2] < 0) // falling
929 t = (maxs[2] - mins[2]) / -dir[2];
934 t = (maxs[2] - mins[2]) / dir[2];
937 if (t < 0 || t > 2) // sanity check
940 minz = z - fabs(dir[2]) * 0.1;
941 maxz = z + fabs(dir[2]) * 0.1;
942 minz = bound(mins[2], minz, maxs[2]);
943 maxz = bound(mins[2], maxz, maxs[2]);
945 count *= cl_particles_quality.value;
950 count *= 4; // ick, this should be in the mod or maps?
954 k = particlepalette[colorbase + (rand()&3)];
955 if (gamemode == GAME_GOODVSBAD2)
957 particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 20, 20, lhrandom(8, 16) / cl_particles_quality.value, 0, t, 0, -1, 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);
961 particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 0.5, 0.02, lhrandom(8, 16) / cl_particles_quality.value, 0, t, 0, -1, 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);
968 k = particlepalette[colorbase + (rand()&3)];
969 if (gamemode == GAME_GOODVSBAD2)
971 particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 20, 20, lhrandom(64, 128) / cl_particles_quality.value, 0, t, 0, -1, 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);
975 particle(pt_snow, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 1, 1, lhrandom(64, 128) / cl_particles_quality.value, 0, t, 0, -1, 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);
980 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
984 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
989 if (!cl_particles.integer) return;
991 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
992 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
993 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
995 center[0] = (mins[0] + maxs[0]) * 0.5f;
996 center[1] = (mins[1] + maxs[1]) * 0.5f;
997 center[2] = (mins[2] + maxs[2]) * 0.5f;
999 count *= cl_particles_quality.value;
1002 k = particlepalette[224 + (rand()&15)];
1003 o[0] = lhrandom(mins[0], maxs[0]);
1004 o[1] = lhrandom(mins[1], maxs[1]);
1005 o[2] = lhrandom(mins[2], maxs[2]);
1006 VectorSubtract(o, center, v);
1007 VectorNormalizeFast(v);
1008 VectorScale(v, 100, v);
1009 v[2] += sv_gravity.value * 0.15f;
1010 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5, 1.5, lhrandom(64, 128) / cl_particles_quality.value, 128 / cl_particles_quality.value, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0.2, 0);
1014 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
1018 if (!cl_particles.integer) return;
1019 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
1020 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
1021 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
1023 count *= cl_particles_quality.value;
1026 k = particlepalette[224 + (rand()&15)];
1027 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 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);
1029 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 6, 6, lhrandom(48, 96) / cl_particles_quality.value, 64 / cl_particles_quality.value, 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);
1033 void CL_Flames (vec3_t org, vec3_t vel, int count)
1036 if (!cl_particles.integer) return;
1038 count *= cl_particles_quality.value;
1041 k = particlepalette[224 + (rand()&15)];
1042 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128) / cl_particles_quality.value, 384 / cl_particles_quality.value, 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);
1054 void CL_LavaSplash (vec3_t origin)
1056 float i, j, inc, vel;
1059 if (!cl_particles.integer) return;
1061 inc = 32 / cl_particles_quality.value;
1062 for (i = -128;i < 128;i += inc)
1064 for (j = -128;j < 128;j += inc)
1066 dir[0] = j + lhrandom(0, 8);
1067 dir[1] = i + lhrandom(0, 8);
1069 org[0] = origin[0] + dir[0];
1070 org[1] = origin[1] + dir[1];
1071 org[2] = origin[2] + lhrandom(0, 64);
1072 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
1073 if (gamemode == GAME_GOODVSBAD2)
1075 k = particlepalette[0 + (rand()&255)];
1076 l = particlepalette[0 + (rand()&255)];
1077 particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 9999, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
1081 k = l = particlepalette[224 + (rand()&7)];
1082 particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, inc * 8, inc * 8, 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);
1095 void R_TeleportSplash (vec3_t org)
1098 if (!cl_particles.integer) return;
1100 inc = 8 / cl_particles_quality.value;
1101 for (i = -16;i < 16;i += inc)
1102 for (j = -16;j < 16;j += inc)
1103 for (k = -24;k < 32;k += inc)
1104 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, PBLEND_ADD, 10, 10, inc * 32, inc * lhrandom(8, 16), inc * 32, 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);
1108 #ifdef WORKINGLQUAKE
1109 void R_RocketTrail (vec3_t start, vec3_t end, int type)
1111 void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent)
1114 vec3_t vec, dir, vel, pos;
1115 float len, dec, speed, qd;
1116 int contents, smoke, blood, bubbles;
1118 if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
1121 VectorSubtract(end, start, dir);
1122 VectorNormalize(dir);
1124 VectorSubtract (end, start, vec);
1125 #ifdef WORKINGLQUAKE
1126 len = VectorNormalize (vec);
1128 speed = 1.0f / cl.frametime;
1129 VectorSubtract(end, start, vel);
1131 len = VectorNormalizeLength (vec);
1132 dec = -ent->persistent.trail_time;
1133 ent->persistent.trail_time += len;
1134 if (ent->persistent.trail_time < 0.01f)
1137 // if we skip out, leave it reset
1138 ent->persistent.trail_time = 0.0f;
1140 speed = ent->state_current.time - ent->state_previous.time;
1142 speed = 1.0f / speed;
1143 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
1144 color = particlepalette[color];
1146 VectorScale(vel, speed, vel);
1148 // advance into this frame to reach the first puff location
1149 VectorMA(start, dec, vec, pos);
1152 contents = CL_PointQ1Contents(pos);
1153 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
1156 smoke = cl_particles.integer && cl_particles_smoke.integer;
1157 blood = cl_particles.integer && cl_particles_blood.integer;
1158 bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
1159 qd = 1.0f / cl_particles_quality.value;
1165 case 0: // rocket trail
1169 particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*125, qd*cl_particles_smoke_alphafade.value*125, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0);
1170 particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*288, qd*cl_particles_smoke_alphafade.value*1400, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
1173 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, qd*lhrandom(64, 255), qd*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);
1176 case 1: // grenade trail
1177 // FIXME: make it gradually stop smoking
1180 particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 3, 3, qd*cl_particles_smoke_alpha.value*100, qd*cl_particles_smoke_alphafade.value*100, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 7, 0, 0, 0, 0, 0);
1185 case 4: // slight blood
1188 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_bloodparticle[rand()&7], true, PBLEND_MOD, 8, 8, qd * cl_particles_blood_alpha.value * 768.0f, qd * cl_particles_blood_alpha.value * 384.0f, 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);
1191 case 3: // green tracer
1195 if (gamemode == GAME_GOODVSBAD2)
1196 particle(pt_static, PARTICLE_BILLBOARD, 0x00002E, 0x000030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
1198 particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
1202 case 5: // flame tracer
1205 particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
1208 case 6: // voor trail
1212 if (gamemode == GAME_GOODVSBAD2)
1213 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, false, PBLEND_ALPHA, 6, 6, qd*255, qd*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);
1214 else if (gamemode == GAME_PRYDON)
1215 particle(pt_static, PARTICLE_BILLBOARD, 0x103040, 0x204050, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
1217 particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, PBLEND_ADD, 6, 6, qd*128, qd*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);
1220 #ifndef WORKINGLQUAKE
1221 case 7: // Nehahra smoke tracer
1224 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, PBLEND_ALPHA, 7, 7, qd*64, qd*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);
1226 case 8: // Nexuiz plasma trail
1229 particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, 4, 4, qd*255, qd*1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1231 case 9: // glow trail
1234 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, qd*128, qd*320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1239 // advance to next time and position
1241 VectorMA (pos, dec, vec, pos);
1243 #ifndef WORKINGLQUAKE
1244 ent->persistent.trail_time = len;
1248 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
1250 int tempcolor2, cr, cg, cb;
1254 tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
1255 particle(pt_static, PARTICLE_BEAM, tempcolor2, tempcolor2, tex_beam, false, PBLEND_ADD, radius, radius, alpha * 255, alpha * 255 / lifetime, 9999, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, end[0], end[1], end[2], 0, 0);
1258 void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
1261 if (!cl_particles.integer) return;
1264 if (cl_particles_smoke.integer)
1265 for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
1266 particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count) * 0.5f, dir[1] + lhrandom(-count, count) * 0.5f, dir[2] + lhrandom(-count, count) * 0.5f, 15, 0, 0, 0, 0, 0);
1269 void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
1272 if (!cl_particles.integer) return;
1274 if (cl_stainmaps.integer)
1275 R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40);
1276 CL_SpawnDecalParticleForPoint(org, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1279 if (cl_particles_smoke.integer)
1280 for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
1281 particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255 / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count), dir[1] + lhrandom(-count, count), dir[2] + lhrandom(-count, count), 15, 0, 0, 0, 0, 0);
1284 if (cl_particles_sparks.integer)
1285 for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
1286 particle(pt_static, PARTICLE_SPARK, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 2.0f, 0.1f, lhrandom(64, 255) / cl_particles_quality.value, 512 / cl_particles_quality.value, 9999, 0, 0, org[0], org[1], org[2], lhrandom(-count, count) * 3.0f + dir[0], lhrandom(-count, count) * 3.0f + dir[1], lhrandom(-count, count) * 3.0f + dir[2], 0, 0, 0, 0, 0, 0);
1294 void CL_MoveParticles (void)
1297 int i, maxparticle, j, a, content;
1298 float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
1299 #ifdef WORKINGLQUAKE
1302 entity_render_t *hitent;
1305 // LordHavoc: early out condition
1306 if (!cl_numparticles)
1308 cl_freeparticle = 0;
1312 #ifdef WORKINGLQUAKE
1313 frametime = cl.frametime;
1315 frametime = cl.time - cl.oldtime;
1317 gravity = frametime * sv_gravity.value;
1318 dvel = 1+4*frametime;
1319 bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
1323 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1329 VectorCopy(p->org, p->oldorg);
1330 VectorMA(p->org, frametime, p->vel, p->org);
1331 VectorCopy(p->org, org);
1334 if (p->type == pt_rain)
1336 // raindrop - splash on solid/water/slime/lava
1337 if (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK) < 1)
1339 VectorCopy(v, p->org);
1341 p->type = pt_raindecal;
1342 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1343 // convert from a raindrop particle to a rainsplash decal
1344 p->texnum = tex_rainsplash[0];
1346 p->die = p->time2 + 0.4;
1347 p->alphafade = p->alpha / 0.4;
1348 VectorCopy(normal, p->vel2);
1349 VectorClear(p->vel);
1350 VectorAdd(p->org, normal, p->org);
1358 else if (p->type == pt_blood)
1360 // blood - splash on solid
1361 if (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
1363 VectorCopy(v, p->org);
1364 #ifndef WORKINGLQUAKE
1365 if (cl_stainmaps.integer)
1366 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));
1368 if (!cl_decals.integer)
1375 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1376 // convert from a blood particle to a blood decal
1377 p->texnum = tex_blooddecal[rand()&7];
1378 #ifndef WORKINGLQUAKE
1380 p->ownermodel = hitent->model;
1381 Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin);
1382 Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection);
1383 VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
1386 p->die = p->time2 + cl_decals_time.value + cl_decals_fadetime.value;
1388 VectorCopy(normal, p->vel2);
1389 VectorClear(p->vel);
1390 VectorAdd(p->org, normal, p->org);
1400 if (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
1402 VectorCopy(v, p->org);
1410 dist = DotProduct(p->vel, normal) * -p->bounce;
1411 VectorMA(p->vel, dist, normal, p->vel);
1412 if (DotProduct(p->vel, p->vel) < 0.03)
1413 VectorClear(p->vel);
1419 p->vel[2] -= p->gravity * gravity;
1421 p->alpha -= p->alphafade * frametime;
1423 if (p->alpha <= 0 || cl.time > p->die)
1431 f = p->friction * frametime;
1433 content = CL_PointQ1Contents(p->org);
1434 if (content != CONTENTS_EMPTY)
1437 VectorScale(p->vel, f, p->vel);
1440 if (p->type != pt_static)
1446 content = CL_PointQ1Contents(p->org);
1448 if (a != CONTENTS_EMPTY)
1450 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1452 p->scalex += frametime * 8;
1453 p->scaley += frametime * 8;
1454 //p->alpha -= bloodwaterfade;
1460 p->vel[2] -= gravity;
1464 content = CL_PointQ1Contents(p->org);
1465 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1473 content = CL_PointQ1Contents(p->org);
1475 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1479 if (cl.time > p->time2)
1482 p->time2 = cl.time + (rand() & 3) * 0.1;
1483 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1484 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1485 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1488 content = CL_PointQ1Contents(p->org);
1490 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1494 p->scalex += frametime * p->time2;
1495 p->scaley += frametime * p->time2;
1498 p->alphafade = cl.time > (p->time2 + cl_decals_time.value) ? (p->alpha / cl_decals_fadetime.value) : 0;
1499 #ifndef WORKINGLQUAKE
1500 if (p->owner->model == p->ownermodel)
1502 Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
1503 Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
1510 a = max(0, (cl.time - p->time2) * 40);
1512 p->texnum = tex_rainsplash[a];
1517 while (cl.time > p->time2)
1520 particle(pt_static, PARTICLE_SPARK, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, p->scalex * 0.75, p->scaley * 0.75, p->alpha, p->alphafade, 9999, 0.5, 0, p->org[0], p->org[1], p->org[2], p->vel[0] * lhrandom(0.4, 0.6), p->vel[1] * lhrandom(0.4, 0.6), p->vel[2] * lhrandom(0.4, 0.6), 0, 0, 0, 0, 0, 0);
1524 Con_Printf("unknown particle type %i\n", p->type);
1530 cl_numparticles = maxparticle + 1;
1531 cl_freeparticle = 0;
1534 #define MAX_PARTICLETEXTURES 64
1535 // particletexture_t is a rectangle in the particlefonttexture
1538 rtexture_t *texture;
1539 float s1, t1, s2, t2;
1544 static int particlefonttexture;
1546 static rtexturepool_t *particletexturepool;
1547 static rtexture_t *particlefonttexture;
1549 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1551 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1553 #define PARTICLETEXTURESIZE 64
1554 #define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
1556 static qbyte shadebubble(float dx, float dy, vec3_t light)
1560 dz = 1 - (dx*dx+dy*dy);
1561 if (dz > 0) // it does hit the sphere
1565 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1566 VectorNormalize(normal);
1567 dot = DotProduct(normal, light);
1568 if (dot > 0.5) // interior reflection
1569 f += ((dot * 2) - 1);
1570 else if (dot < -0.5) // exterior reflection
1571 f += ((dot * -2) - 1);
1573 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1574 VectorNormalize(normal);
1575 dot = DotProduct(normal, light);
1576 if (dot > 0.5) // interior reflection
1577 f += ((dot * 2) - 1);
1578 else if (dot < -0.5) // exterior reflection
1579 f += ((dot * -2) - 1);
1581 f += 16; // just to give it a haze so you can see the outline
1582 f = bound(0, f, 255);
1589 static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
1591 int basex, basey, y;
1592 basex = ((texnum >> 0) & 7) * PARTICLETEXTURESIZE;
1593 basey = ((texnum >> 3) & 7) * PARTICLETEXTURESIZE;
1594 particletexture[texnum].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
1595 particletexture[texnum].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
1596 particletexture[texnum].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
1597 particletexture[texnum].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
1598 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1599 memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
1602 void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha)
1605 float cx, cy, dx, dy, f, iradius;
1607 cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
1608 cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
1609 iradius = 1.0f / radius;
1610 alpha *= (1.0f / 255.0f);
1611 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1613 for (x = 0;x < PARTICLETEXTURESIZE;x++)
1617 f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
1620 d = data + (y * PARTICLETEXTURESIZE + x) * 4;
1621 d[0] += f * (red - d[0]);
1622 d[1] += f * (green - d[1]);
1623 d[2] += f * (blue - d[2]);
1629 void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
1632 for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
1634 data[0] = bound(minr, data[0], maxr);
1635 data[1] = bound(ming, data[1], maxg);
1636 data[2] = bound(minb, data[2], maxb);
1640 void particletextureinvert(qbyte *data)
1643 for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
1645 data[0] = 255 - data[0];
1646 data[1] = 255 - data[1];
1647 data[2] = 255 - data[2];
1651 static void R_InitParticleTexture (void)
1653 int x, y, d, i, j, k, m;
1654 float dx, dy, radius, f, f2;
1655 qbyte data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4], noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise3[64][64], data2[64][16][4];
1657 qbyte *particletexturedata;
1659 // a note: decals need to modulate (multiply) the background color to
1660 // properly darken it (stain), and they need to be able to alpha fade,
1661 // this is a very difficult challenge because it means fading to white
1662 // (no change to background) rather than black (darkening everything
1663 // behind the whole decal polygon), and to accomplish this the texture is
1664 // inverted (dark red blood on white background becomes brilliant cyan
1665 // and white on black background) so we can alpha fade it to black, then
1666 // we invert it again during the blendfunc to make it work...
1668 particletexturedata = Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
1669 memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
1672 for (i = 0;i < 8;i++)
1674 memset(&data[0][0][0], 255, sizeof(data));
1677 fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
1678 fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
1680 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1682 dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1683 for (x = 0;x < PARTICLETEXTURESIZE;x++)
1685 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1686 d = (noise2[y][x] - 128) * 3 + 192;
1688 d = d * (1-(dx*dx+dy*dy));
1689 d = (d * noise1[y][x]) >> 7;
1690 d = bound(0, d, 255);
1691 data[y][x][3] = (qbyte) d;
1698 setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
1702 for (i = 0;i < 16;i++)
1704 memset(&data[0][0][0], 255, sizeof(data));
1705 radius = i * 3.0f / 4.0f / 16.0f;
1706 f2 = 255.0f * ((15.0f - i) / 15.0f);
1707 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1709 dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1710 for (x = 0;x < PARTICLETEXTURESIZE;x++)
1712 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1713 f = f2 * (1.0 - 4.0f * fabs(radius - sqrt(dx*dx+dy*dy)));
1714 data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
1717 setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
1721 memset(&data[0][0][0], 255, sizeof(data));
1722 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1724 dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1725 for (x = 0;x < PARTICLETEXTURESIZE;x++)
1727 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1728 d = 256 * (1 - (dx*dx+dy*dy));
1729 d = bound(0, d, 255);
1730 data[y][x][3] = (qbyte) d;
1733 setuptex(tex_particle, &data[0][0][0], particletexturedata);
1736 memset(&data[0][0][0], 255, sizeof(data));
1737 light[0] = 1;light[1] = 1;light[2] = 1;
1738 VectorNormalize(light);
1739 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1741 dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1742 // stretch upper half of bubble by +50% and shrink lower half by -50%
1743 // (this gives an elongated teardrop shape)
1745 dy = (dy - 0.5f) * 2.0f;
1747 dy = (dy - 0.5f) / 1.5f;
1748 for (x = 0;x < PARTICLETEXTURESIZE;x++)
1750 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1751 // shrink bubble width to half
1753 data[y][x][3] = shadebubble(dx, dy, light);
1756 setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
1759 memset(&data[0][0][0], 255, sizeof(data));
1760 light[0] = 1;light[1] = 1;light[2] = 1;
1761 VectorNormalize(light);
1762 for (y = 0;y < PARTICLETEXTURESIZE;y++)
1764 dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1765 for (x = 0;x < PARTICLETEXTURESIZE;x++)
1767 dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
1768 data[y][x][3] = shadebubble(dx, dy, light);
1771 setuptex(tex_bubble, &data[0][0][0], particletexturedata);
1774 for (i = 0;i < 8;i++)
1776 memset(&data[0][0][0], 255, sizeof(data));
1777 for (k = 0;k < 24;k++)
1778 particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
1779 //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
1780 particletextureinvert(&data[0][0][0]);
1781 setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata);
1785 for (i = 0;i < 8;i++)
1787 memset(&data[0][0][0], 255, sizeof(data));
1789 for (j = 1;j < 10;j++)
1790 for (k = min(j, m - 1);k < m;k++)
1791 particletextureblotch(&data[0][0][0], (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 192 - j * 8);
1792 //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
1793 particletextureinvert(&data[0][0][0]);
1794 setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
1798 for (i = 0;i < 8;i++)
1800 memset(&data[0][0][0], 255, sizeof(data));
1801 for (k = 0;k < 12;k++)
1802 particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
1803 for (k = 0;k < 3;k++)
1804 particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
1805 //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
1806 particletextureinvert(&data[0][0][0]);
1807 setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
1811 glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1812 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1813 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1817 Image_WriteTGARGBA ("particles/particlefont.tga", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata);
1820 particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
1821 if (!particlefonttexture)
1822 particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
1823 for (i = 0;i < MAX_PARTICLETEXTURES;i++)
1824 particletexture[i].texture = particlefonttexture;
1827 fractalnoise(&noise3[0][0], 64, 4);
1829 for (y = 0;y < 64;y++)
1831 dy = (y - 0.5f*64) / (64*0.5f-1);
1832 for (x = 0;x < 16;x++)
1834 dx = (x - 0.5f*16) / (16*0.5f-2);
1835 d = (1 - sqrt(fabs(dx))) * noise3[y][x];
1836 data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
1837 data2[y][x][3] = 255;
1842 Image_WriteTGARGBA ("particles/nexbeam.tga", 64, 64, &data2[0][0][0]);
1845 particletexture[tex_beam].texture = loadtextureimage(particletexturepool, "particles/nexbeam.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
1846 if (!particletexture[tex_beam].texture)
1847 particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "nexbeam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1848 particletexture[tex_beam].s1 = 0;
1849 particletexture[tex_beam].t1 = 0;
1850 particletexture[tex_beam].s2 = 1;
1851 particletexture[tex_beam].t2 = 1;
1853 Mem_Free(particletexturedata);
1856 static void r_part_start(void)
1858 particletexturepool = R_AllocTexturePool();
1859 R_InitParticleTexture ();
1862 static void r_part_shutdown(void)
1864 R_FreeTexturePool(&particletexturepool);
1867 static void r_part_newmap(void)
1869 cl_numparticles = 0;
1870 cl_freeparticle = 0;
1873 void R_Particles_Init (void)
1875 Cvar_RegisterVariable(&r_drawparticles);
1876 #ifdef WORKINGLQUAKE
1879 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1883 #ifdef WORKINGLQUAKE
1884 void R_InitParticles(void)
1886 CL_Particles_Init();
1891 float particle_vertex3f[12], particle_texcoord2f[8];
1893 #ifdef WORKINGLQUAKE
1894 void R_DrawParticle(particle_t *p)
1897 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1899 const particle_t *p = calldata1;
1902 float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca, scalex, scaley;
1903 particletexture_t *tex;
1905 VectorCopy(p->org, org);
1907 tex = &particletexture[p->texnum];
1908 cr = p->color[0] * (1.0f / 255.0f);
1909 cg = p->color[1] * (1.0f / 255.0f);
1910 cb = p->color[2] * (1.0f / 255.0f);
1911 ca = p->alpha * (1.0f / 255.0f);
1912 if (p->blendmode == PBLEND_MOD)
1923 #ifndef WORKINGLQUAKE
1924 if (fogenabled && p->blendmode != PBLEND_MOD)
1926 VectorSubtract(org, r_vieworigin, fogvec);
1927 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1932 if (p->blendmode == 0)
1934 cr += fogcolor[0] * fog;
1935 cg += fogcolor[1] * fog;
1936 cb += fogcolor[2] * fog;
1940 R_Mesh_Matrix(&r_identitymatrix);
1942 memset(&m, 0, sizeof(m));
1943 m.tex[0] = R_GetTexture(tex->texture);
1944 m.pointer_texcoord[0] = particle_texcoord2f;
1945 m.pointer_vertex = particle_vertex3f;
1948 GL_Color(cr, cg, cb, ca);
1950 if (p->blendmode == 0)
1951 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1952 else if (p->blendmode == 1)
1953 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1955 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1956 GL_DepthMask(false);
1959 scalex = p->scalex * cl_particles_size.value;
1960 scaley = p->scaley * cl_particles_size.value;
1961 if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1963 if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1966 if (DotProduct(p->vel2, r_vieworigin) > DotProduct(p->vel2, org))
1968 VectorNegate(p->vel2, v);
1969 VectorVectors(v, right, up);
1972 VectorVectors(p->vel2, right, up);
1973 VectorScale(right, scalex, right);
1974 VectorScale(up, scaley, up);
1978 VectorScale(r_viewleft, -scalex, right);
1979 VectorScale(r_viewup, scaley, up);
1981 particle_vertex3f[ 0] = org[0] - right[0] - up[0];
1982 particle_vertex3f[ 1] = org[1] - right[1] - up[1];
1983 particle_vertex3f[ 2] = org[2] - right[2] - up[2];
1984 particle_vertex3f[ 3] = org[0] - right[0] + up[0];
1985 particle_vertex3f[ 4] = org[1] - right[1] + up[1];
1986 particle_vertex3f[ 5] = org[2] - right[2] + up[2];
1987 particle_vertex3f[ 6] = org[0] + right[0] + up[0];
1988 particle_vertex3f[ 7] = org[1] + right[1] + up[1];
1989 particle_vertex3f[ 8] = org[2] + right[2] + up[2];
1990 particle_vertex3f[ 9] = org[0] + right[0] - up[0];
1991 particle_vertex3f[10] = org[1] + right[1] - up[1];
1992 particle_vertex3f[11] = org[2] + right[2] - up[2];
1993 particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
1994 particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
1995 particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
1996 particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
1998 else if (p->orientation == PARTICLE_SPARK)
2000 VectorMA(p->org, -scaley, p->vel, v);
2001 VectorMA(p->org, scaley, p->vel, up2);
2002 R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, scalex);
2003 particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
2004 particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
2005 particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
2006 particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
2008 else if (p->orientation == PARTICLE_BEAM)
2010 R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel2, scalex);
2011 VectorSubtract(p->vel2, p->org, up);
2012 VectorNormalizeFast(up);
2013 v[0] = DotProduct(p->org, up) * (1.0f / 64.0f);
2014 v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f);
2015 particle_texcoord2f[0] = 1;particle_texcoord2f[1] = v[0];
2016 particle_texcoord2f[2] = 0;particle_texcoord2f[3] = v[0];
2017 particle_texcoord2f[4] = 0;particle_texcoord2f[5] = v[1];
2018 particle_texcoord2f[6] = 1;particle_texcoord2f[7] = v[1];
2021 Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
2024 if (p->blendmode == 0)
2025 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2026 else if (p->blendmode == 1)
2027 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
2029 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
2030 glColor4f(cr, cg, cb, ca);
2032 glTexCoord2f(particle_texcoord2f[0], particle_texcoord2f[1]);glVertex3f(particle_vertex3f[ 0], particle_vertex3f[ 1], particle_vertex3f[ 2]);
2033 glTexCoord2f(particle_texcoord2f[2], particle_texcoord2f[3]);glVertex3f(particle_vertex3f[ 3], particle_vertex3f[ 4], particle_vertex3f[ 5]);
2034 glTexCoord2f(particle_texcoord2f[4], particle_texcoord2f[5]);glVertex3f(particle_vertex3f[ 6], particle_vertex3f[ 7], particle_vertex3f[ 8]);
2035 glTexCoord2f(particle_texcoord2f[6], particle_texcoord2f[7]);glVertex3f(particle_vertex3f[ 9], particle_vertex3f[10], particle_vertex3f[11]);
2038 R_Mesh_Draw(4, 2, polygonelements);
2042 void R_DrawParticles (void)
2045 float minparticledist;
2048 #ifdef WORKINGLQUAKE
2052 // LordHavoc: early out conditions
2053 if ((!cl_numparticles) || (!r_drawparticles.integer))
2056 minparticledist = DotProduct(r_vieworigin, r_viewforward) + 4.0f;
2058 #ifdef WORKINGLQUAKE
2059 glBindTexture(GL_TEXTURE_2D, particlefonttexture);
2061 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2063 // LordHavoc: only render if not too close
2064 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
2065 if (p->type && DotProduct(p->org, r_viewforward) >= minparticledist)
2068 glDisable(GL_BLEND);
2069 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2071 // LordHavoc: only render if not too close
2072 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
2077 if (DotProduct(p->org, r_viewforward) >= minparticledist || p->orientation == PARTICLE_BEAM)
2079 if (p->type == pt_decal)
2080 R_DrawParticleCallback(p, 0);
2082 R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);