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 #define CL_RocketTrail2 R_RocketTrail2
44 void R_CalcBeam_Vertex3f (float *vert, vec3_t org1, vec3_t org2, float width)
46 vec3_t right1, right2, diff, normal;
48 VectorSubtract (org2, org1, normal);
49 VectorNormalizeFast (normal);
51 // calculate 'right' vector for start
52 VectorSubtract (r_vieworigin, org1, diff);
53 VectorNormalizeFast (diff);
54 CrossProduct (normal, diff, right1);
56 // calculate 'right' vector for end
57 VectorSubtract (r_vieworigin, org2, diff);
58 VectorNormalizeFast (diff);
59 CrossProduct (normal, diff, right2);
61 vert[ 0] = org1[0] + width * right1[0];
62 vert[ 1] = org1[1] + width * right1[1];
63 vert[ 2] = org1[2] + width * right1[2];
64 vert[ 3] = org1[0] - width * right1[0];
65 vert[ 4] = org1[1] - width * right1[1];
66 vert[ 5] = org1[2] - width * right1[2];
67 vert[ 6] = org2[0] - width * right2[0];
68 vert[ 7] = org2[1] - width * right2[1];
69 vert[ 8] = org2[2] - width * right2[2];
70 vert[ 9] = org2[0] + width * right2[0];
71 vert[10] = org2[1] + width * right2[1];
72 vert[11] = org2[2] + width * right2[2];
74 void fractalnoise(qbyte *noise, int size, int startgrid)
76 int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
78 #define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
80 for (sizepower = 0;(1 << sizepower) < size;sizepower++);
81 if (size != (1 << sizepower))
82 Sys_Error("fractalnoise: size must be power of 2\n");
84 for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
85 if (startgrid != (1 << gridpower))
86 Sys_Error("fractalnoise: grid must be power of 2\n");
88 startgrid = bound(0, startgrid, size);
90 amplitude = 0xFFFF; // this gets halved before use
91 noisebuf = malloc(size*size*sizeof(int));
92 memset(noisebuf, 0, size*size*sizeof(int));
94 for (g2 = startgrid;g2;g2 >>= 1)
96 // brownian motion (at every smaller level there is random behavior)
98 for (y = 0;y < size;y += g2)
99 for (x = 0;x < size;x += g2)
100 n(x,y) += (rand()&litude);
105 // subdivide, diamond-square algorithm (really this has little to do with squares)
107 for (y = 0;y < size;y += g2)
108 for (x = 0;x < size;x += g2)
109 n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
111 for (y = 0;y < size;y += g2)
112 for (x = 0;x < size;x += g2)
114 n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
115 n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
119 // find range of noise values
121 for (y = 0;y < size;y++)
122 for (x = 0;x < size;x++)
124 if (n(x,y) < min) min = n(x,y);
125 if (n(x,y) > max) max = n(x,y);
129 // normalize noise and copy to output
130 for (y = 0;y < size;y++)
131 for (x = 0;x < size;x++)
132 *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
136 void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
140 right[0] = forward[2];
141 right[1] = -forward[0];
142 right[2] = forward[1];
144 d = DotProduct(forward, right);
145 right[0] -= d * forward[0];
146 right[1] -= d * forward[1];
147 right[2] -= d * forward[2];
148 VectorNormalizeFast(right);
149 CrossProduct(right, forward, up);
153 extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
155 float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int hitbmodels, void **hitent, int hitsupercontentsmask)
162 memset (&trace, 0, sizeof(trace));
164 VectorCopy (end, trace.endpos);
166 PM_RecursiveHullCheck (cl.model_precache[1]->hulls, 0, 0, 1, start, end, &trace);
168 RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
170 VectorCopy(trace.endpos, impact);
171 VectorCopy(trace.plane.normal, normal);
172 return trace.fraction;
175 #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_bubble, pt_blood, pt_grow, pt_decal, pt_decalfade
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_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
297 cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5"};
298 cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55"};
299 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
300 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
301 cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0"};
302 cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0"};
303 cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20"};
305 #ifndef WORKINGLQUAKE
306 static mempool_t *cl_part_mempool;
309 void CL_Particles_Clear(void)
320 void CL_ReadPointFile_f (void);
321 void CL_Particles_Init (void)
325 i = COM_CheckParm ("-particles");
327 if (i && i < com_argc - 1)
329 cl_maxparticles = (int)(atoi(com_argv[i+1]));
330 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
331 cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
334 cl_maxparticles = MAX_PARTICLES;
336 Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
338 Cvar_RegisterVariable (&cl_particles);
339 Cvar_RegisterVariable (&cl_particles_quality);
340 Cvar_RegisterVariable (&cl_particles_size);
341 Cvar_RegisterVariable (&cl_particles_bloodshowers);
342 Cvar_RegisterVariable (&cl_particles_blood);
343 Cvar_RegisterVariable (&cl_particles_blood_alpha);
344 Cvar_RegisterVariable (&cl_particles_blood_bloodhack);
345 Cvar_RegisterVariable (&cl_particles_bulletimpacts);
346 Cvar_RegisterVariable (&cl_particles_smoke);
347 Cvar_RegisterVariable (&cl_particles_smoke_alpha);
348 Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
349 Cvar_RegisterVariable (&cl_particles_sparks);
350 Cvar_RegisterVariable (&cl_particles_bubbles);
351 Cvar_RegisterVariable (&cl_decals);
352 Cvar_RegisterVariable (&cl_decals_time);
353 Cvar_RegisterVariable (&cl_decals_fadetime);
356 particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
358 cl_part_mempool = Mem_AllocPool("CL_Part");
359 particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
365 // list of all 26 parameters:
366 // ptype - any of the pt_ enum values (pt_static, pt_blood, etc), see ptype_t near the top of this file
367 // porientation - PARTICLE_ enum values (PARTICLE_BILLBOARD, PARTICLE_SPARK, etc)
368 // pcolor1,pcolor2 - minimum and maximum ranges of color, randomly interpolated to decide particle color
369 // ptex - any of the tex_ values such as tex_smoke[rand()&7] or tex_particle
370 // plight - no longer used (this used to turn on particle lighting)
371 // pblendmode - PBLEND_ enum values (PBLEND_ALPHA, PBLEND_ADD, etc)
372 // pscalex,pscaley - width and height of particle (according to orientation), these are normally the same except when making sparks and beams
373 // palpha - opacity of particle as 0-255 (can be more than 255)
374 // palphafade - rate of fade per second (so 256 would mean a 256 alpha particle would fade to nothing in 1 second)
375 // ptime - how long the particle can live (note it is also removed if alpha drops to nothing)
376 // pgravity - how much effect gravity has on the particle (0-1)
377 // 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
378 // px,py,pz - starting origin of particle
379 // pvx,pvy,pvz - starting velocity of particle
380 // ptime2 - extra time parameter for certain particle types (pt_decal delayed fades and pt_rain snowflutter use this)
381 // pvx2,pvy2,pvz2 - for PARTICLE_ORIENTED_DOUBLESIDED this is the surface normal of the orientation (forward vector), pt_rain uses this for snow fluttering
382 // pfriction - how much the particle slows down per second (0-1 typically, can slowdown faster than 1)
383 // 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
384 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)
387 int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;
388 ptempcolor = (pcolor1);
389 ptempcolor2 = (pcolor2);
390 pcr2 = ((ptempcolor2) >> 16) & 0xFF;
391 pcg2 = ((ptempcolor2) >> 8) & 0xFF;
392 pcb2 = (ptempcolor2) & 0xFF;
393 if (ptempcolor != ptempcolor2)
395 pcr1 = ((ptempcolor) >> 16) & 0xFF;
396 pcg1 = ((ptempcolor) >> 8) & 0xFF;
397 pcb1 = (ptempcolor) & 0xFF;
398 ptempcolor = rand() & 0xFF;
399 pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;
400 pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;
401 pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;
403 for (;cl_freeparticle < cl_maxparticles && particles[cl_freeparticle].type;cl_freeparticle++);
404 if (cl_freeparticle >= cl_maxparticles)
406 part = &particles[cl_freeparticle++];
407 if (cl_numparticles < cl_freeparticle)
408 cl_numparticles = cl_freeparticle;
409 memset(part, 0, sizeof(*part));
410 part->type = (ptype);
411 part->color[0] = pcr2;
412 part->color[1] = pcg2;
413 part->color[2] = pcb2;
414 part->color[3] = 0xFF;
415 part->orientation = porientation;
417 part->blendmode = pblendmode;
418 part->scalex = (pscalex);
419 part->scaley = (pscaley);
420 part->alpha = (palpha);
421 part->alphafade = (palphafade);
422 part->die = cl.time + (ptime);
423 part->gravity = (pgravity);
424 part->bounce = (pbounce);
428 part->vel[0] = (pvx);
429 part->vel[1] = (pvy);
430 part->vel[2] = (pvz);
431 part->time2 = (ptime2);
432 part->vel2[0] = (pvx2);
433 part->vel2[1] = (pvy2);
434 part->vel2[2] = (pvz2);
435 part->friction = (pfriction);
436 part->pressure = (ppressure);
440 void CL_SpawnDecalParticleForSurface(void *hitent, const vec3_t org, const vec3_t normal, int color1, int color2, int texnum, float size, float alpha)
443 if (!cl_decals.integer)
445 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);
446 #ifndef WORKINGLQUAKE
450 p->ownermodel = p->owner->model;
451 Matrix4x4_Transform(&p->owner->inversematrix, org, p->relativeorigin);
452 Matrix4x4_Transform3x3(&p->owner->inversematrix, normal, p->relativedirection);
453 VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
458 void CL_SpawnDecalParticleForPoint(const vec3_t org, float maxdist, float size, float alpha, int texnum, int color1, int color2)
461 float bestfrac, bestorg[3], bestnormal[3];
462 float frac, v[3], normal[3], org2[3];
464 void *besthitent = NULL, *hitent;
466 entity_render_t *besthitent = NULL, *hitent;
469 for (i = 0;i < 32;i++)
472 VectorMA(org, maxdist, org2, org2);
473 frac = CL_TraceLine(org, org2, v, normal, true, &hitent, SUPERCONTENTS_SOLID);
478 VectorCopy(v, bestorg);
479 VectorCopy(normal, bestnormal);
483 CL_SpawnDecalParticleForSurface(besthitent, bestorg, bestnormal, color1, color2, texnum, size, alpha);
491 void CL_EntityParticles (entity_t *ent)
495 float sp, sy, cp, cy;
499 static vec3_t avelocities[NUMVERTEXNORMALS];
500 if (!cl_particles.integer) return;
505 if (!avelocities[0][0])
506 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
507 avelocities[0][i] = (rand()&255) * 0.01;
509 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
511 angle = cl.time * avelocities[i][0];
514 angle = cl.time * avelocities[i][1];
523 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);
525 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);
531 void CL_ReadPointFile_f (void)
535 char *pointfile = NULL, *pointfilepos, *t, tchar;
536 char name[MAX_OSPATH];
541 FS_StripExtension (cl.worldmodel->name, name, sizeof (name));
542 strlcat (name, ".pts", sizeof (name));
544 pointfile = COM_LoadTempFile (name);
546 pointfile = FS_LoadFile(name, tempmempool, true);
550 Con_Printf("Could not open %s\n", name);
554 Con_Printf("Reading %s...\n", name);
557 pointfilepos = pointfile;
558 while (*pointfilepos)
560 while (*pointfilepos == '\n' || *pointfilepos == '\r')
565 while (*t && *t != '\n' && *t != '\r')
569 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
575 VectorCopy(org, leakorg);
578 if (cl_numparticles < cl_maxparticles - 3)
581 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);
584 #ifndef WORKINGLQUAKE
587 VectorCopy(leakorg, org);
588 Con_Printf("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
590 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);
591 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);
592 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);
597 CL_ParseParticleEffect
599 Parse an effect out of the server message
602 void CL_ParseParticleEffect (void)
605 int i, count, msgcount, color;
608 for (i=0 ; i<3 ; i++)
609 dir[i] = MSG_ReadChar () * (1.0/16);
610 msgcount = MSG_ReadByte ();
611 color = MSG_ReadByte ();
618 if (cl_particles_blood_bloodhack.integer)
623 CL_BloodPuff(org, dir, count / 2);
629 CL_BloodPuff(org, dir, count / 2);
633 CL_RunParticleEffect (org, dir, color, count);
642 void CL_ParticleExplosion (vec3_t org)
647 if (cl_stainmaps.integer)
648 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
649 CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
651 i = CL_PointQ1Contents(org);
652 if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
654 for (i = 0;i < 128 * cl_particles_quality.value;i++)
655 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);
660 // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
662 if (cl_particles.integer && cl_particles_smoke.integer)
664 for (i = 0;i < 64;i++)
667 v2[0] = lhrandom(-64, 64);
668 v2[1] = lhrandom(-64, 64);
669 v2[2] = lhrandom(-8, 24);
671 for (k = 0;k < 16;k++)
673 v[0] = org[0] + lhrandom(-64, 64);
674 v[1] = org[1] + lhrandom(-64, 64);
675 v[2] = org[2] + lhrandom(-8, 24);
676 if (CL_TraceLine(org, v, v2, NULL, true, NULL, SUPERCONTENTS_SOLID) >= 0.1)
679 VectorSubtract(v2, org, v2);
681 VectorScale(v2, 2.0f, v2);
682 particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 12, 12, 255, 512, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
687 if (cl_particles.integer && cl_particles_sparks.integer)
690 for (i = 0;i < 256 * cl_particles_quality.value;i++)
692 k = particlepalette[0x68 + (rand() & 7)];
693 particle(pt_static, PARTICLE_SPARK, k, k, 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);
698 if (cl_explosions.integer)
704 CL_ParticleExplosion2
708 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
711 if (!cl_particles.integer) return;
713 for (i = 0;i < 512 * cl_particles_quality.value;i++)
715 k = particlepalette[colorStart + (i % colorLength)];
716 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1.5, 1.5, (1.0f / cl_particles_quality.value) * 255, (1.0f / cl_particles_quality.value) * 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);
726 void CL_BlobExplosion (vec3_t org)
728 if (cl_stainmaps.integer)
729 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
730 CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
732 if (cl_explosions.integer)
742 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
748 CL_ParticleExplosion(org);
751 if (!cl_particles.integer) return;
752 count *= cl_particles_quality.value;
755 k = particlepalette[color + (rand()&7)];
756 if (gamemode == GAME_GOODVSBAD2)
757 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);
759 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);
763 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
769 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
774 if (cl_stainmaps.integer)
775 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
776 CL_SpawnDecalParticleForPoint(org, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
778 if (!cl_particles.integer) return;
780 if (cl_particles_bulletimpacts.integer)
783 if (cl_particles_smoke.integer)
785 k = count * 0.25 * cl_particles_quality.value;
788 org2[0] = org[0] + 0.125f * lhrandom(-count, count);
789 org2[1] = org[1] + 0.125f * lhrandom(-count, count);
790 org2[2] = org[2] + 0.125f * lhrandom(-count, count);
791 CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
792 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, -0.2, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0.2, 0);
796 if (cl_particles_sparks.integer)
799 count *= cl_particles_quality.value;
802 k = particlepalette[0x68 + (rand() & 7)];
803 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, 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, 0.2, 0);
809 void CL_PlasmaBurn (vec3_t org)
811 if (cl_stainmaps.integer)
812 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
813 CL_SpawnDecalParticleForPoint(org, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
816 static float bloodcount = 0;
817 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
821 // bloodcount is used to accumulate counts too small to cause a blood particle
822 if (!cl_particles.integer) return;
823 if (!cl_particles_blood.integer) return;
830 while(bloodcount > 0)
832 org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
833 org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
834 org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
835 CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
836 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);
837 bloodcount -= 16 / cl_particles_quality.value;
841 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
843 vec3_t org, vel, diff, center, velscale;
844 if (!cl_particles.integer) return;
845 if (!cl_particles_bloodshowers.integer) return;
846 if (!cl_particles_blood.integer) return;
848 VectorSubtract(maxs, mins, diff);
849 center[0] = (mins[0] + maxs[0]) * 0.5;
850 center[1] = (mins[1] + maxs[1]) * 0.5;
851 center[2] = (mins[2] + maxs[2]) * 0.5;
852 velscale[0] = velspeed * 2.0 / diff[0];
853 velscale[1] = velspeed * 2.0 / diff[1];
854 velscale[2] = velspeed * 2.0 / diff[2];
856 bloodcount += count * 5.0f;
857 while (bloodcount > 0)
859 org[0] = lhrandom(mins[0], maxs[0]);
860 org[1] = lhrandom(mins[1], maxs[1]);
861 org[2] = lhrandom(mins[2], maxs[2]);
862 vel[0] = (org[0] - center[0]) * velscale[0];
863 vel[1] = (org[1] - center[1]) * velscale[1];
864 vel[2] = (org[2] - center[2]) * velscale[2];
865 bloodcount -= 16 / cl_particles_quality.value;
866 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);
870 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
874 if (!cl_particles.integer) return;
875 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
876 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
877 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
879 count *= cl_particles_quality.value;
882 k = particlepalette[colorbase + (rand()&3)];
883 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);
887 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
890 float t, z, minz, maxz;
891 if (!cl_particles.integer) return;
892 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
893 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
894 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
895 if (dir[2] < 0) // falling
897 t = (maxs[2] - mins[2]) / -dir[2];
902 t = (maxs[2] - mins[2]) / dir[2];
905 if (t < 0 || t > 2) // sanity check
908 minz = z - fabs(dir[2]) * 0.1;
909 maxz = z + fabs(dir[2]) * 0.1;
910 minz = bound(mins[2], minz, maxs[2]);
911 maxz = bound(mins[2], maxz, maxs[2]);
913 count *= cl_particles_quality.value;
918 count *= 4; // ick, this should be in the mod or maps?
922 k = particlepalette[colorbase + (rand()&3)];
923 if (gamemode == GAME_GOODVSBAD2)
925 particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 20, 20, lhrandom(8, 16) / cl_particles_quality.value, 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);
929 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, 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);
936 k = particlepalette[colorbase + (rand()&3)];
937 if (gamemode == GAME_GOODVSBAD2)
939 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 20, 20, lhrandom(64, 128) / cl_particles_quality.value, 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);
943 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 1, 1, lhrandom(64, 128) / cl_particles_quality.value, 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);
948 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
952 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
957 if (!cl_particles.integer) return;
959 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
960 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
961 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
963 center[0] = (mins[0] + maxs[0]) * 0.5f;
964 center[1] = (mins[1] + maxs[1]) * 0.5f;
965 center[2] = (mins[2] + maxs[2]) * 0.5f;
967 count *= cl_particles_quality.value;
970 k = particlepalette[224 + (rand()&15)];
971 o[0] = lhrandom(mins[0], maxs[0]);
972 o[1] = lhrandom(mins[1], maxs[1]);
973 o[2] = lhrandom(mins[2], maxs[2]);
974 VectorSubtract(o, center, v);
975 VectorNormalizeFast(v);
976 VectorScale(v, 100, v);
977 v[2] += sv_gravity.value * 0.15f;
978 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);
982 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
986 if (!cl_particles.integer) return;
987 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
988 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
989 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
991 count *= cl_particles_quality.value;
994 k = particlepalette[224 + (rand()&15)];
995 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);
997 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);
1001 void CL_Flames (vec3_t org, vec3_t vel, int count)
1004 if (!cl_particles.integer) return;
1006 count *= cl_particles_quality.value;
1009 k = particlepalette[224 + (rand()&15)];
1010 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);
1022 void CL_LavaSplash (vec3_t origin)
1024 float i, j, inc, vel;
1027 if (!cl_particles.integer) return;
1029 inc = 32 / cl_particles_quality.value;
1030 for (i = -128;i < 128;i += inc)
1032 for (j = -128;j < 128;j += inc)
1034 dir[0] = j + lhrandom(0, 8);
1035 dir[1] = i + lhrandom(0, 8);
1037 org[0] = origin[0] + dir[0];
1038 org[1] = origin[1] + dir[1];
1039 org[2] = origin[2] + lhrandom(0, 64);
1040 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
1041 if (gamemode == GAME_GOODVSBAD2)
1043 k = particlepalette[0 + (rand()&255)];
1044 l = particlepalette[0 + (rand()&255)];
1045 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);
1049 k = l = particlepalette[224 + (rand()&7)];
1050 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);
1063 void R_TeleportSplash (vec3_t org)
1066 if (!cl_particles.integer) return;
1068 inc = 8 / cl_particles_quality.value;
1069 for (i = -16;i < 16;i += inc)
1070 for (j = -16;j < 16;j += inc)
1071 for (k = -24;k < 32;k += inc)
1072 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);
1076 #ifdef WORKINGLQUAKE
1077 void R_RocketTrail (vec3_t start, vec3_t end, int type)
1079 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
1082 vec3_t vec, dir, vel, pos;
1083 float len, dec, speed, qd;
1084 int contents, smoke, blood, bubbles;
1086 if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
1089 VectorSubtract(end, start, dir);
1090 VectorNormalize(dir);
1092 VectorSubtract (end, start, vec);
1093 #ifdef WORKINGLQUAKE
1094 len = VectorNormalize (vec);
1096 speed = 1.0f / cl.frametime;
1097 VectorSubtract(end, start, vel);
1099 len = VectorNormalizeLength (vec);
1100 dec = -ent->persistent.trail_time;
1101 ent->persistent.trail_time += len;
1102 if (ent->persistent.trail_time < 0.01f)
1105 // if we skip out, leave it reset
1106 ent->persistent.trail_time = 0.0f;
1108 speed = ent->state_current.time - ent->state_previous.time;
1110 speed = 1.0f / speed;
1111 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
1113 VectorScale(vel, speed, vel);
1115 // advance into this frame to reach the first puff location
1116 VectorMA(start, dec, vec, pos);
1119 contents = CL_PointQ1Contents(pos);
1120 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
1123 smoke = cl_particles.integer && cl_particles_smoke.integer;
1124 blood = cl_particles.integer && cl_particles_blood.integer;
1125 bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
1126 qd = 1.0f / cl_particles_quality.value;
1132 case 0: // rocket trail
1136 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);
1137 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);
1140 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);
1143 case 1: // grenade trail
1144 // FIXME: make it gradually stop smoking
1147 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);
1152 case 4: // slight blood
1155 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);
1158 case 3: // green tracer
1162 if (gamemode == GAME_GOODVSBAD2)
1163 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);
1165 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);
1169 case 5: // flame tracer
1172 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);
1175 case 6: // voor trail
1179 if (gamemode == GAME_GOODVSBAD2)
1180 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);
1182 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);
1186 case 7: // Nehahra smoke tracer
1189 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);
1191 case 8: // Nexuiz plasma trail
1194 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);
1198 // advance to next time and position
1200 VectorMA (pos, dec, vec, pos);
1202 #ifndef WORKINGLQUAKE
1203 ent->persistent.trail_time = len;
1207 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1211 if (!cl_particles.integer) return;
1212 if (!cl_particles_smoke.integer) return;
1214 VectorCopy(start, pos);
1215 VectorSubtract(end, start, vec);
1216 #ifdef WORKINGLQUAKE
1217 len = VectorNormalize(vec);
1219 len = VectorNormalizeLength(vec);
1221 color = particlepalette[color];
1222 dec = 3.0f / cl_particles_quality.value;
1225 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, 128 / cl_particles_quality.value, 320 / cl_particles_quality.value, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1227 VectorMA(pos, dec, vec, pos);
1231 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
1233 int tempcolor2, cr, cg, cb;
1237 tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
1238 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);
1241 void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
1244 if (!cl_particles.integer) return;
1247 if (cl_particles_smoke.integer)
1248 for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
1249 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);
1252 void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
1255 if (!cl_particles.integer) return;
1257 if (cl_stainmaps.integer)
1258 R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40);
1259 CL_SpawnDecalParticleForPoint(org, 6, 8, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
1262 if (cl_particles_smoke.integer)
1263 for (f = 0;f < count;f += 4.0f / cl_particles_quality.value)
1264 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);
1267 if (cl_particles_sparks.integer)
1268 for (f = 0;f < count;f += 1.0f / cl_particles_quality.value)
1269 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);
1277 void CL_MoveParticles (void)
1280 int i, maxparticle, j, a, content;
1281 float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
1282 #ifdef WORKINGLQUAKE
1285 entity_render_t *hitent;
1288 cl_freeparticle = 0;
1290 // LordHavoc: early out condition
1291 if (!cl_numparticles)
1294 #ifdef WORKINGLQUAKE
1295 frametime = cl.frametime;
1297 frametime = cl.time - cl.oldtime;
1299 gravity = frametime * sv_gravity.value;
1300 dvel = 1+4*frametime;
1301 bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
1305 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1311 VectorCopy(p->org, p->oldorg);
1312 VectorMA(p->org, frametime, p->vel, p->org);
1313 VectorCopy(p->org, org);
1316 if (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
1318 VectorCopy(v, p->org);
1321 // assume it's blood (lame, but...)
1322 #ifndef WORKINGLQUAKE
1323 if (cl_stainmaps.integer)
1324 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));
1326 if (!cl_decals.integer)
1333 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1334 // convert from a blood particle to a blood decal
1335 p->texnum = tex_blooddecal[rand()&7];
1336 #ifndef WORKINGLQUAKE
1338 p->ownermodel = hitent->model;
1339 Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin);
1340 Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection);
1341 VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
1343 p->time2 = cl.time + cl_decals_time.value;
1344 p->die = p->time2 + cl_decals_fadetime.value;
1346 VectorCopy(normal, p->vel2);
1347 VectorClear(p->vel);
1348 VectorAdd(p->org, normal, p->org);
1357 dist = DotProduct(p->vel, normal) * -p->bounce;
1358 VectorMA(p->vel, dist, normal, p->vel);
1359 if (DotProduct(p->vel, p->vel) < 0.03)
1360 VectorClear(p->vel);
1365 p->vel[2] -= p->gravity * gravity;
1367 p->alpha -= p->alphafade * frametime;
1369 if (p->alpha <= 0 || cl.time > p->die)
1377 f = p->friction * frametime;
1379 content = CL_PointQ1Contents(p->org);
1380 if (content != CONTENTS_EMPTY)
1383 VectorScale(p->vel, f, p->vel);
1386 if (p->type != pt_static)
1392 content = CL_PointQ1Contents(p->org);
1394 if (a != CONTENTS_EMPTY)
1396 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1398 p->scalex += frametime * 8;
1399 p->scaley += frametime * 8;
1400 //p->alpha -= bloodwaterfade;
1406 p->vel[2] -= gravity;
1410 content = CL_PointQ1Contents(p->org);
1411 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1418 if (cl.time > p->time2)
1421 p->time2 = cl.time + (rand() & 3) * 0.1;
1422 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1423 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1424 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1427 content = CL_PointQ1Contents(p->org);
1429 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1433 p->scalex += frametime * p->time2;
1434 p->scaley += frametime * p->time2;
1437 #ifndef WORKINGLQUAKE
1438 if (p->owner->model == p->ownermodel)
1440 Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
1441 Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
1442 if (cl.time > p->time2)
1444 p->alphafade = p->alpha / (p->die - cl.time);
1445 p->type = pt_decalfade;
1453 #ifndef WORKINGLQUAKE
1454 if (p->owner->model == p->ownermodel)
1456 Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
1457 Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
1464 Con_Printf("unknown particle type %i\n", p->type);
1470 cl_numparticles = maxparticle + 1;
1473 #define MAX_PARTICLETEXTURES 64
1474 // particletexture_t is a rectangle in the particlefonttexture
1477 rtexture_t *texture;
1478 float s1, t1, s2, t2;
1483 static int particlefonttexture;
1485 static rtexturepool_t *particletexturepool;
1486 static rtexture_t *particlefonttexture;
1488 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1490 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1492 static qbyte shadebubble(float dx, float dy, vec3_t light)
1496 dz = 1 - (dx*dx+dy*dy);
1497 if (dz > 0) // it does hit the sphere
1501 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1502 VectorNormalize(normal);
1503 dot = DotProduct(normal, light);
1504 if (dot > 0.5) // interior reflection
1505 f += ((dot * 2) - 1);
1506 else if (dot < -0.5) // exterior reflection
1507 f += ((dot * -2) - 1);
1509 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1510 VectorNormalize(normal);
1511 dot = DotProduct(normal, light);
1512 if (dot > 0.5) // interior reflection
1513 f += ((dot * 2) - 1);
1514 else if (dot < -0.5) // exterior reflection
1515 f += ((dot * -2) - 1);
1517 f += 16; // just to give it a haze so you can see the outline
1518 f = bound(0, f, 255);
1525 static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
1527 int basex, basey, y;
1528 basex = ((texnum >> 0) & 7) * 32;
1529 basey = ((texnum >> 3) & 7) * 32;
1530 particletexture[texnum].s1 = (basex + 1) / 256.0f;
1531 particletexture[texnum].t1 = (basey + 1) / 256.0f;
1532 particletexture[texnum].s2 = (basex + 31) / 256.0f;
1533 particletexture[texnum].t2 = (basey + 31) / 256.0f;
1534 for (y = 0;y < 32;y++)
1535 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1538 void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha)
1541 float cx, cy, dx, dy, f, iradius;
1543 cx = lhrandom(radius + 1, 30 - radius);
1544 cy = lhrandom(radius + 1, 30 - radius);
1545 iradius = 1.0f / radius;
1546 alpha *= (1.0f / 255.0f);
1547 for (y = 0;y < 32;y++)
1549 for (x = 0;x < 32;x++)
1553 f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
1556 d = data + (y * 32 + x) * 4;
1557 d[0] += f * (red - d[0]);
1558 d[1] += f * (green - d[1]);
1559 d[2] += f * (blue - d[2]);
1565 void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
1568 for (i = 0;i < 32*32;i++, data += 4)
1570 data[0] = bound(minr, data[0], maxr);
1571 data[1] = bound(ming, data[1], maxg);
1572 data[2] = bound(minb, data[2], maxb);
1576 void particletextureinvert(qbyte *data)
1579 for (i = 0;i < 32*32;i++, data += 4)
1581 data[0] = 255 - data[0];
1582 data[1] = 255 - data[1];
1583 data[2] = 255 - data[2];
1587 static void R_InitParticleTexture (void)
1589 int x, y, d, i, j, k, m;
1590 float dx, dy, radius, f, f2;
1591 qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
1593 qbyte particletexturedata[256*256*4];
1595 // a note: decals need to modulate (multiply) the background color to
1596 // properly darken it (stain), and they need to be able to alpha fade,
1597 // this is a very difficult challenge because it means fading to white
1598 // (no change to background) rather than black (darkening everything
1599 // behind the whole decal polygon), and to accomplish this the texture is
1600 // inverted (dark red blood on white background becomes brilliant cyan
1601 // and white on black background) so we can alpha fade it to black, then
1602 // we invert it again during the blendfunc to make it work...
1604 memset(particletexturedata, 255, sizeof(particletexturedata));
1607 for (i = 0;i < 8;i++)
1609 memset(&data[0][0][0], 255, sizeof(data));
1612 fractalnoise(&noise1[0][0], 64, 4);
1613 fractalnoise(&noise2[0][0], 64, 8);
1615 for (y = 0;y < 32;y++)
1618 for (x = 0;x < 32;x++)
1621 d = (noise2[y][x] - 128) * 3 + 192;
1623 d = d * (256 - (int) (dx*dx+dy*dy)) / 256;
1624 d = (d * noise1[y][x]) >> 7;
1625 d = bound(0, d, 255);
1626 data[y][x][3] = (qbyte) d;
1633 setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
1637 for (i = 0;i < 16;i++)
1639 memset(&data[0][0][0], 255, sizeof(data));
1640 radius = i * 3.0f / 16.0f;
1641 f2 = 255.0f * ((15.0f - i) / 15.0f);
1642 for (y = 0;y < 32;y++)
1644 dy = (y - 16) * 0.25f;
1645 for (x = 0;x < 32;x++)
1647 dx = (x - 16) * 0.25f;
1648 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1649 data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
1652 setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
1656 memset(&data[0][0][0], 255, sizeof(data));
1657 for (y = 0;y < 32;y++)
1660 for (x = 0;x < 32;x++)
1663 d = (256 - (dx*dx+dy*dy));
1664 d = bound(0, d, 255);
1665 data[y][x][3] = (qbyte) d;
1668 setuptex(tex_particle, &data[0][0][0], particletexturedata);
1671 memset(&data[0][0][0], 255, sizeof(data));
1672 light[0] = 1;light[1] = 1;light[2] = 1;
1673 VectorNormalize(light);
1674 for (y = 0;y < 32;y++)
1675 for (x = 0;x < 32;x++)
1676 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);
1677 setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
1680 memset(&data[0][0][0], 255, sizeof(data));
1681 light[0] = 1;light[1] = 1;light[2] = 1;
1682 VectorNormalize(light);
1683 for (y = 0;y < 32;y++)
1684 for (x = 0;x < 32;x++)
1685 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1686 setuptex(tex_bubble, &data[0][0][0], particletexturedata);
1689 for (i = 0;i < 8;i++)
1691 memset(&data[0][0][0], 255, sizeof(data));
1692 for (k = 0;k < 24;k++)
1693 particletextureblotch(&data[0][0][0], 2, 96, 0, 0, 160);
1694 //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
1695 particletextureinvert(&data[0][0][0]);
1696 setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata);
1700 for (i = 0;i < 8;i++)
1702 memset(&data[0][0][0], 255, sizeof(data));
1703 for (k = 0;k < 24;k++)
1704 particletextureblotch(&data[0][0][0], 2, 96, 0, 0, 96);
1705 for (j = 3;j < 7;j++)
1706 for (k = 0, m = rand() % 12;k < m;k++)
1707 particletextureblotch(&data[0][0][0], j, 96, 0, 0, 192);
1708 //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
1709 particletextureinvert(&data[0][0][0]);
1710 setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
1714 for (i = 0;i < 8;i++)
1716 memset(&data[0][0][0], 255, sizeof(data));
1717 for (k = 0;k < 12;k++)
1718 particletextureblotch(&data[0][0][0], 2, 0, 0, 0, 128);
1719 for (k = 0;k < 3;k++)
1720 particletextureblotch(&data[0][0][0], 14, 0, 0, 0, 160);
1721 //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
1722 particletextureinvert(&data[0][0][0]);
1723 setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
1727 glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1728 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1729 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1731 particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
1732 for (i = 0;i < MAX_PARTICLETEXTURES;i++)
1733 particletexture[i].texture = particlefonttexture;
1736 fractalnoise(&noise1[0][0], 64, 4);
1738 for (y = 0;y < 64;y++)
1740 for (x = 0;x < 16;x++)
1746 d = d * d * noise1[y][x] / (7 * 7);
1747 data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
1748 data2[y][x][3] = 255;
1752 particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "beam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1753 particletexture[tex_beam].s1 = 0;
1754 particletexture[tex_beam].t1 = 0;
1755 particletexture[tex_beam].s2 = 1;
1756 particletexture[tex_beam].t2 = 1;
1760 static void r_part_start(void)
1762 particletexturepool = R_AllocTexturePool();
1763 R_InitParticleTexture ();
1766 static void r_part_shutdown(void)
1768 R_FreeTexturePool(&particletexturepool);
1771 static void r_part_newmap(void)
1773 cl_numparticles = 0;
1774 cl_freeparticle = 0;
1777 void R_Particles_Init (void)
1779 Cvar_RegisterVariable(&r_drawparticles);
1780 #ifdef WORKINGLQUAKE
1783 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1787 #ifdef WORKINGLQUAKE
1788 void R_InitParticles(void)
1790 CL_Particles_Init();
1795 float particle_vertex3f[12], particle_texcoord2f[8];
1797 #ifdef WORKINGLQUAKE
1798 void R_DrawParticle(particle_t *p)
1801 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1803 const particle_t *p = calldata1;
1806 float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1807 particletexture_t *tex;
1809 VectorCopy(p->org, org);
1811 tex = &particletexture[p->texnum];
1812 cr = p->color[0] * (1.0f / 255.0f);
1813 cg = p->color[1] * (1.0f / 255.0f);
1814 cb = p->color[2] * (1.0f / 255.0f);
1815 ca = p->alpha * (1.0f / 255.0f);
1816 if (p->blendmode == PBLEND_MOD)
1827 #ifndef WORKINGLQUAKE
1828 if (fogenabled && p->blendmode != PBLEND_MOD)
1830 VectorSubtract(org, r_vieworigin, fogvec);
1831 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1836 if (p->blendmode == 0)
1838 cr += fogcolor[0] * fog;
1839 cg += fogcolor[1] * fog;
1840 cb += fogcolor[2] * fog;
1844 R_Mesh_Matrix(&r_identitymatrix);
1846 memset(&m, 0, sizeof(m));
1847 m.tex[0] = R_GetTexture(tex->texture);
1848 m.pointer_texcoord[0] = particle_texcoord2f;
1849 m.pointer_vertex = particle_vertex3f;
1852 GL_Color(cr, cg, cb, ca);
1854 if (p->blendmode == 0)
1855 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1856 else if (p->blendmode == 1)
1857 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1859 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1860 GL_DepthMask(false);
1863 if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1865 if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1868 if (DotProduct(p->vel2, r_vieworigin) > DotProduct(p->vel2, org))
1870 VectorNegate(p->vel2, v);
1871 VectorVectors(v, right, up);
1874 VectorVectors(p->vel2, right, up);
1875 VectorScale(right, p->scalex, right);
1876 VectorScale(up, p->scaley, up);
1880 VectorScale(r_viewleft, -p->scalex, right);
1881 VectorScale(r_viewup, p->scaley, up);
1883 particle_vertex3f[ 0] = org[0] - right[0] - up[0];
1884 particle_vertex3f[ 1] = org[1] - right[1] - up[1];
1885 particle_vertex3f[ 2] = org[2] - right[2] - up[2];
1886 particle_vertex3f[ 3] = org[0] - right[0] + up[0];
1887 particle_vertex3f[ 4] = org[1] - right[1] + up[1];
1888 particle_vertex3f[ 5] = org[2] - right[2] + up[2];
1889 particle_vertex3f[ 6] = org[0] + right[0] + up[0];
1890 particle_vertex3f[ 7] = org[1] + right[1] + up[1];
1891 particle_vertex3f[ 8] = org[2] + right[2] + up[2];
1892 particle_vertex3f[ 9] = org[0] + right[0] - up[0];
1893 particle_vertex3f[10] = org[1] + right[1] - up[1];
1894 particle_vertex3f[11] = org[2] + right[2] - up[2];
1895 particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
1896 particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
1897 particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
1898 particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
1900 else if (p->orientation == PARTICLE_SPARK)
1902 VectorMA(p->org, -p->scaley, p->vel, v);
1903 VectorMA(p->org, p->scaley, p->vel, up2);
1904 R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, p->scalex);
1905 particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
1906 particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
1907 particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
1908 particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
1910 else if (p->orientation == PARTICLE_BEAM)
1912 R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel2, p->scalex);
1913 VectorSubtract(p->vel2, p->org, up);
1914 VectorNormalizeFast(up);
1915 v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
1916 v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
1917 particle_texcoord2f[0] = 1;particle_texcoord2f[1] = v[0];
1918 particle_texcoord2f[2] = 0;particle_texcoord2f[3] = v[0];
1919 particle_texcoord2f[4] = 0;particle_texcoord2f[5] = v[1];
1920 particle_texcoord2f[6] = 1;particle_texcoord2f[7] = v[1];
1923 Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
1926 if (p->blendmode == 0)
1927 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1928 else if (p->blendmode == 1)
1929 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1931 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1932 glColor4f(cr, cg, cb, ca);
1934 glTexCoord2f(particle_texcoord2f[0], particle_texcoord2f[1]);glVertex3f(particle_vertex3f[ 0], particle_vertex3f[ 1], particle_vertex3f[ 2]);
1935 glTexCoord2f(particle_texcoord2f[2], particle_texcoord2f[3]);glVertex3f(particle_vertex3f[ 3], particle_vertex3f[ 4], particle_vertex3f[ 5]);
1936 glTexCoord2f(particle_texcoord2f[4], particle_texcoord2f[5]);glVertex3f(particle_vertex3f[ 6], particle_vertex3f[ 7], particle_vertex3f[ 8]);
1937 glTexCoord2f(particle_texcoord2f[6], particle_texcoord2f[7]);glVertex3f(particle_vertex3f[ 9], particle_vertex3f[10], particle_vertex3f[11]);
1940 R_Mesh_Draw(4, 2, polygonelements);
1944 void R_DrawParticles (void)
1947 float minparticledist;
1950 #ifdef WORKINGLQUAKE
1954 // LordHavoc: early out conditions
1955 if ((!cl_numparticles) || (!r_drawparticles.integer))
1958 minparticledist = DotProduct(r_vieworigin, r_viewforward) + 4.0f;
1960 #ifdef WORKINGLQUAKE
1961 glBindTexture(GL_TEXTURE_2D, particlefonttexture);
1963 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1965 // LordHavoc: only render if not too close
1966 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1967 if (p->type && DotProduct(p->org, r_viewforward) >= minparticledist)
1970 glDisable(GL_BLEND);
1971 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1973 // LordHavoc: only render if not too close
1974 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1979 if (DotProduct(p->org, r_viewforward) >= minparticledist || p->orientation == PARTICLE_BEAM)
1980 R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);