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, 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_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);
688 if (cl_particles.integer && cl_particles_sparks.integer)
689 for (i = 0;i < 128 * cl_particles_quality.value;i++)
690 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);
693 //if (cl_explosions.integer)
694 // R_NewExplosion(org);
696 if (cl_particles.integer && cl_particles_sparks.integer)
697 for (i = 0;i < 64 * cl_particles_quality.value;i++)
698 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);
701 //if (cl_explosions.integer)
702 // R_NewExplosion(org);
704 if (cl_particles.integer && cl_particles_sparks.integer)
705 for (i = 0;i < 256 * cl_particles_quality.value;i++)
706 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);
709 if (cl_explosions.integer)
716 CL_ParticleExplosion2
720 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
725 if (!cl_particles.integer) return;
727 for (i = 0;i < 512 * cl_particles_quality.value;i++)
729 VectorRandom (offset);
730 VectorScale (offset, 192, vel);
731 VectorScale (offset, 8, offset);
732 k = particlepalette[colorStart + (i % colorLength)];
733 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] + offset[0], org[1] + offset[1], org[2] + offset[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
743 void CL_BlobExplosion (vec3_t org)
745 if (cl_stainmaps.integer)
746 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
747 CL_SpawnDecalParticleForPoint(org, 40, 48, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
749 if (cl_explosions.integer)
759 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
765 CL_ParticleExplosion(org);
768 if (!cl_particles.integer) return;
769 count *= cl_particles_quality.value;
772 k = particlepalette[color + (rand()&7)];
773 if (gamemode == GAME_GOODVSBAD2)
774 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);
776 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);
780 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
786 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
791 if (cl_stainmaps.integer)
792 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
793 CL_SpawnDecalParticleForPoint(org, 6, 3, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
795 if (!cl_particles.integer) return;
797 if (cl_particles_bulletimpacts.integer)
800 if (cl_particles_smoke.integer)
802 k = count * 0.25 * cl_particles_quality.value;
805 org2[0] = org[0] + 0.125f * lhrandom(-count, count);
806 org2[1] = org[1] + 0.125f * lhrandom(-count, count);
807 org2[2] = org[2] + 0.125f * lhrandom(-count, count);
808 CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
809 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);
813 if (cl_particles_sparks.integer)
816 count *= cl_particles_quality.value;
819 k = particlepalette[0x68 + (rand() & 7)];
820 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);
826 void CL_PlasmaBurn (vec3_t org)
828 if (cl_stainmaps.integer)
829 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
830 CL_SpawnDecalParticleForPoint(org, 6, 6, 255, tex_bulletdecal[rand()&7], 0xFFFFFF, 0xFFFFFF);
833 static float bloodcount = 0;
834 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
838 // bloodcount is used to accumulate counts too small to cause a blood particle
839 if (!cl_particles.integer) return;
840 if (!cl_particles_blood.integer) return;
847 while(bloodcount > 0)
849 org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
850 org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
851 org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
852 CL_TraceLine(org, org2, org3, NULL, true, NULL, SUPERCONTENTS_SOLID);
853 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);
854 bloodcount -= 16 / cl_particles_quality.value;
858 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
860 vec3_t org, vel, diff, center, velscale;
861 if (!cl_particles.integer) return;
862 if (!cl_particles_bloodshowers.integer) return;
863 if (!cl_particles_blood.integer) return;
865 VectorSubtract(maxs, mins, diff);
866 center[0] = (mins[0] + maxs[0]) * 0.5;
867 center[1] = (mins[1] + maxs[1]) * 0.5;
868 center[2] = (mins[2] + maxs[2]) * 0.5;
869 velscale[0] = velspeed * 2.0 / diff[0];
870 velscale[1] = velspeed * 2.0 / diff[1];
871 velscale[2] = velspeed * 2.0 / diff[2];
873 bloodcount += count * 5.0f;
874 while (bloodcount > 0)
876 org[0] = lhrandom(mins[0], maxs[0]);
877 org[1] = lhrandom(mins[1], maxs[1]);
878 org[2] = lhrandom(mins[2], maxs[2]);
879 vel[0] = (org[0] - center[0]) * velscale[0];
880 vel[1] = (org[1] - center[1]) * velscale[1];
881 vel[2] = (org[2] - center[2]) * velscale[2];
882 bloodcount -= 16 / cl_particles_quality.value;
883 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);
887 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
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;}
896 count *= cl_particles_quality.value;
899 k = particlepalette[colorbase + (rand()&3)];
900 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);
904 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
907 float t, z, minz, maxz;
908 if (!cl_particles.integer) return;
909 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
910 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
911 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
912 if (dir[2] < 0) // falling
914 t = (maxs[2] - mins[2]) / -dir[2];
919 t = (maxs[2] - mins[2]) / dir[2];
922 if (t < 0 || t > 2) // sanity check
925 minz = z - fabs(dir[2]) * 0.1;
926 maxz = z + fabs(dir[2]) * 0.1;
927 minz = bound(mins[2], minz, maxs[2]);
928 maxz = bound(mins[2], maxz, maxs[2]);
930 count *= cl_particles_quality.value;
935 count *= 4; // ick, this should be in the mod or maps?
939 k = particlepalette[colorbase + (rand()&3)];
940 if (gamemode == GAME_GOODVSBAD2)
942 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);
946 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);
953 k = particlepalette[colorbase + (rand()&3)];
954 if (gamemode == GAME_GOODVSBAD2)
956 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);
960 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);
965 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
969 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
974 if (!cl_particles.integer) return;
976 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
977 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
978 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
980 center[0] = (mins[0] + maxs[0]) * 0.5f;
981 center[1] = (mins[1] + maxs[1]) * 0.5f;
982 center[2] = (mins[2] + maxs[2]) * 0.5f;
984 count *= cl_particles_quality.value;
987 k = particlepalette[224 + (rand()&15)];
988 o[0] = lhrandom(mins[0], maxs[0]);
989 o[1] = lhrandom(mins[1], maxs[1]);
990 o[2] = lhrandom(mins[2], maxs[2]);
991 VectorSubtract(o, center, v);
992 VectorNormalizeFast(v);
993 VectorScale(v, 100, v);
994 v[2] += sv_gravity.value * 0.15f;
995 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);
999 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
1003 if (!cl_particles.integer) return;
1004 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
1005 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
1006 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
1008 count *= cl_particles_quality.value;
1011 k = particlepalette[224 + (rand()&15)];
1012 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);
1014 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);
1018 void CL_Flames (vec3_t org, vec3_t vel, int count)
1021 if (!cl_particles.integer) return;
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, 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);
1039 void CL_LavaSplash (vec3_t origin)
1041 float i, j, inc, vel;
1044 if (!cl_particles.integer) return;
1046 inc = 32 / cl_particles_quality.value;
1047 for (i = -128;i < 128;i += inc)
1049 for (j = -128;j < 128;j += inc)
1051 dir[0] = j + lhrandom(0, 8);
1052 dir[1] = i + lhrandom(0, 8);
1054 org[0] = origin[0] + dir[0];
1055 org[1] = origin[1] + dir[1];
1056 org[2] = origin[2] + lhrandom(0, 64);
1057 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
1058 if (gamemode == GAME_GOODVSBAD2)
1060 k = particlepalette[0 + (rand()&255)];
1061 l = particlepalette[0 + (rand()&255)];
1062 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);
1066 k = l = particlepalette[224 + (rand()&7)];
1067 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);
1080 void R_TeleportSplash (vec3_t org)
1083 if (!cl_particles.integer) return;
1085 inc = 8 / cl_particles_quality.value;
1086 for (i = -16;i < 16;i += inc)
1087 for (j = -16;j < 16;j += inc)
1088 for (k = -24;k < 32;k += inc)
1089 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);
1093 #ifdef WORKINGLQUAKE
1094 void R_RocketTrail (vec3_t start, vec3_t end, int type)
1096 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
1099 vec3_t vec, dir, vel, pos;
1100 float len, dec, speed, qd;
1101 int contents, smoke, blood, bubbles;
1103 if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
1106 VectorSubtract(end, start, dir);
1107 VectorNormalize(dir);
1109 VectorSubtract (end, start, vec);
1110 #ifdef WORKINGLQUAKE
1111 len = VectorNormalize (vec);
1113 speed = 1.0f / cl.frametime;
1114 VectorSubtract(end, start, vel);
1116 len = VectorNormalizeLength (vec);
1117 dec = -ent->persistent.trail_time;
1118 ent->persistent.trail_time += len;
1119 if (ent->persistent.trail_time < 0.01f)
1122 // if we skip out, leave it reset
1123 ent->persistent.trail_time = 0.0f;
1125 speed = ent->state_current.time - ent->state_previous.time;
1127 speed = 1.0f / speed;
1128 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
1130 VectorScale(vel, speed, vel);
1132 // advance into this frame to reach the first puff location
1133 VectorMA(start, dec, vec, pos);
1136 contents = CL_PointQ1Contents(pos);
1137 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
1140 smoke = cl_particles.integer && cl_particles_smoke.integer;
1141 blood = cl_particles.integer && cl_particles_blood.integer;
1142 bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
1143 qd = 1.0f / cl_particles_quality.value;
1149 case 0: // rocket trail
1153 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);
1154 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);
1157 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);
1160 case 1: // grenade trail
1161 // FIXME: make it gradually stop smoking
1164 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);
1169 case 4: // slight blood
1172 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);
1175 case 3: // green tracer
1179 if (gamemode == GAME_GOODVSBAD2)
1180 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);
1182 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);
1186 case 5: // flame tracer
1189 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);
1192 case 6: // voor trail
1196 if (gamemode == GAME_GOODVSBAD2)
1197 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);
1199 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);
1203 case 7: // Nehahra smoke tracer
1206 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);
1208 case 8: // Nexuiz plasma trail
1211 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);
1215 // advance to next time and position
1217 VectorMA (pos, dec, vec, pos);
1219 #ifndef WORKINGLQUAKE
1220 ent->persistent.trail_time = len;
1224 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1228 if (!cl_particles.integer) return;
1229 if (!cl_particles_smoke.integer) return;
1231 VectorCopy(start, pos);
1232 VectorSubtract(end, start, vec);
1233 #ifdef WORKINGLQUAKE
1234 len = VectorNormalize(vec);
1236 len = VectorNormalizeLength(vec);
1238 color = particlepalette[color];
1239 dec = 3.0f / cl_particles_quality.value;
1242 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);
1244 VectorMA(pos, dec, vec, pos);
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 (CL_TraceLine(p->oldorg, p->org, v, normal, true, &hitent, SUPERCONTENTS_SOLID) < 1)
1336 VectorCopy(v, p->org);
1339 // assume it's blood (lame, but...)
1340 #ifndef WORKINGLQUAKE
1341 if (cl_stainmaps.integer)
1342 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));
1344 if (!cl_decals.integer)
1351 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1352 // convert from a blood particle to a blood decal
1353 p->texnum = tex_blooddecal[rand()&7];
1354 #ifndef WORKINGLQUAKE
1356 p->ownermodel = hitent->model;
1357 Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin);
1358 Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection);
1359 VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
1361 p->time2 = cl.time + cl_decals_time.value;
1362 p->die = p->time2 + cl_decals_fadetime.value;
1364 VectorCopy(normal, p->vel2);
1365 VectorClear(p->vel);
1366 VectorAdd(p->org, normal, p->org);
1375 dist = DotProduct(p->vel, normal) * -p->bounce;
1376 VectorMA(p->vel, dist, normal, p->vel);
1377 if (DotProduct(p->vel, p->vel) < 0.03)
1378 VectorClear(p->vel);
1383 p->vel[2] -= p->gravity * gravity;
1385 p->alpha -= p->alphafade * frametime;
1387 if (p->alpha <= 0 || cl.time > p->die)
1395 f = p->friction * frametime;
1397 content = CL_PointQ1Contents(p->org);
1398 if (content != CONTENTS_EMPTY)
1401 VectorScale(p->vel, f, p->vel);
1404 if (p->type != pt_static)
1410 content = CL_PointQ1Contents(p->org);
1412 if (a != CONTENTS_EMPTY)
1414 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1416 p->scalex += frametime * 8;
1417 p->scaley += frametime * 8;
1418 //p->alpha -= bloodwaterfade;
1424 p->vel[2] -= gravity;
1428 content = CL_PointQ1Contents(p->org);
1429 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1436 if (cl.time > p->time2)
1439 p->time2 = cl.time + (rand() & 3) * 0.1;
1440 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1441 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1442 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1445 content = CL_PointQ1Contents(p->org);
1447 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1451 p->scalex += frametime * p->time2;
1452 p->scaley += frametime * p->time2;
1455 #ifndef WORKINGLQUAKE
1456 if (p->owner->model == p->ownermodel)
1458 Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
1459 Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
1460 if (cl.time > p->time2)
1462 p->alphafade = p->alpha / (p->die - cl.time);
1463 p->type = pt_decalfade;
1471 #ifndef WORKINGLQUAKE
1472 if (p->owner->model == p->ownermodel)
1474 Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
1475 Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
1482 while (cl.time > p->time2)
1485 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);
1489 Con_Printf("unknown particle type %i\n", p->type);
1495 cl_numparticles = maxparticle + 1;
1496 cl_freeparticle = 0;
1499 #define MAX_PARTICLETEXTURES 64
1500 // particletexture_t is a rectangle in the particlefonttexture
1503 rtexture_t *texture;
1504 float s1, t1, s2, t2;
1509 static int particlefonttexture;
1511 static rtexturepool_t *particletexturepool;
1512 static rtexture_t *particlefonttexture;
1514 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1516 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1518 static qbyte shadebubble(float dx, float dy, vec3_t light)
1522 dz = 1 - (dx*dx+dy*dy);
1523 if (dz > 0) // it does hit the sphere
1527 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1528 VectorNormalize(normal);
1529 dot = DotProduct(normal, light);
1530 if (dot > 0.5) // interior reflection
1531 f += ((dot * 2) - 1);
1532 else if (dot < -0.5) // exterior reflection
1533 f += ((dot * -2) - 1);
1535 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1536 VectorNormalize(normal);
1537 dot = DotProduct(normal, light);
1538 if (dot > 0.5) // interior reflection
1539 f += ((dot * 2) - 1);
1540 else if (dot < -0.5) // exterior reflection
1541 f += ((dot * -2) - 1);
1543 f += 16; // just to give it a haze so you can see the outline
1544 f = bound(0, f, 255);
1551 static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
1553 int basex, basey, y;
1554 basex = ((texnum >> 0) & 7) * 32;
1555 basey = ((texnum >> 3) & 7) * 32;
1556 particletexture[texnum].s1 = (basex + 1) / 256.0f;
1557 particletexture[texnum].t1 = (basey + 1) / 256.0f;
1558 particletexture[texnum].s2 = (basex + 31) / 256.0f;
1559 particletexture[texnum].t2 = (basey + 31) / 256.0f;
1560 for (y = 0;y < 32;y++)
1561 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1564 void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha)
1567 float cx, cy, dx, dy, f, iradius;
1569 cx = lhrandom(radius + 1, 30 - radius);
1570 cy = lhrandom(radius + 1, 30 - radius);
1571 iradius = 1.0f / radius;
1572 alpha *= (1.0f / 255.0f);
1573 for (y = 0;y < 32;y++)
1575 for (x = 0;x < 32;x++)
1579 f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
1582 d = data + (y * 32 + x) * 4;
1583 d[0] += f * (red - d[0]);
1584 d[1] += f * (green - d[1]);
1585 d[2] += f * (blue - d[2]);
1591 void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
1594 for (i = 0;i < 32*32;i++, data += 4)
1596 data[0] = bound(minr, data[0], maxr);
1597 data[1] = bound(ming, data[1], maxg);
1598 data[2] = bound(minb, data[2], maxb);
1602 void particletextureinvert(qbyte *data)
1605 for (i = 0;i < 32*32;i++, data += 4)
1607 data[0] = 255 - data[0];
1608 data[1] = 255 - data[1];
1609 data[2] = 255 - data[2];
1613 static void R_InitParticleTexture (void)
1615 int x, y, d, i, j, k, m;
1616 float dx, dy, radius, f, f2;
1617 qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
1619 qbyte particletexturedata[256*256*4];
1621 // a note: decals need to modulate (multiply) the background color to
1622 // properly darken it (stain), and they need to be able to alpha fade,
1623 // this is a very difficult challenge because it means fading to white
1624 // (no change to background) rather than black (darkening everything
1625 // behind the whole decal polygon), and to accomplish this the texture is
1626 // inverted (dark red blood on white background becomes brilliant cyan
1627 // and white on black background) so we can alpha fade it to black, then
1628 // we invert it again during the blendfunc to make it work...
1630 memset(particletexturedata, 255, sizeof(particletexturedata));
1633 for (i = 0;i < 8;i++)
1635 memset(&data[0][0][0], 255, sizeof(data));
1638 fractalnoise(&noise1[0][0], 64, 4);
1639 fractalnoise(&noise2[0][0], 64, 8);
1641 for (y = 0;y < 32;y++)
1644 for (x = 0;x < 32;x++)
1647 d = (noise2[y][x] - 128) * 3 + 192;
1649 d = d * (256 - (int) (dx*dx+dy*dy)) / 256;
1650 d = (d * noise1[y][x]) >> 7;
1651 d = bound(0, d, 255);
1652 data[y][x][3] = (qbyte) d;
1659 setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
1663 for (i = 0;i < 16;i++)
1665 memset(&data[0][0][0], 255, sizeof(data));
1666 radius = i * 3.0f / 16.0f;
1667 f2 = 255.0f * ((15.0f - i) / 15.0f);
1668 for (y = 0;y < 32;y++)
1670 dy = (y - 16) * 0.25f;
1671 for (x = 0;x < 32;x++)
1673 dx = (x - 16) * 0.25f;
1674 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1675 data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
1678 setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
1682 memset(&data[0][0][0], 255, sizeof(data));
1683 for (y = 0;y < 32;y++)
1686 for (x = 0;x < 32;x++)
1689 d = (256 - (dx*dx+dy*dy));
1690 d = bound(0, d, 255);
1691 data[y][x][3] = (qbyte) d;
1694 setuptex(tex_particle, &data[0][0][0], particletexturedata);
1697 memset(&data[0][0][0], 255, sizeof(data));
1698 light[0] = 1;light[1] = 1;light[2] = 1;
1699 VectorNormalize(light);
1700 for (y = 0;y < 32;y++)
1701 for (x = 0;x < 32;x++)
1702 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);
1703 setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
1706 memset(&data[0][0][0], 255, sizeof(data));
1707 light[0] = 1;light[1] = 1;light[2] = 1;
1708 VectorNormalize(light);
1709 for (y = 0;y < 32;y++)
1710 for (x = 0;x < 32;x++)
1711 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1712 setuptex(tex_bubble, &data[0][0][0], particletexturedata);
1715 for (i = 0;i < 8;i++)
1717 memset(&data[0][0][0], 255, sizeof(data));
1718 for (k = 0;k < 24;k++)
1719 particletextureblotch(&data[0][0][0], 2, 96, 0, 0, 160);
1720 //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
1721 particletextureinvert(&data[0][0][0]);
1722 setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata);
1726 for (i = 0;i < 8;i++)
1728 memset(&data[0][0][0], 255, sizeof(data));
1729 for (k = 0;k < 24;k++)
1730 particletextureblotch(&data[0][0][0], 2, 96, 0, 0, 96);
1731 for (j = 3;j < 7;j++)
1732 for (k = 0, m = rand() % 12;k < m;k++)
1733 particletextureblotch(&data[0][0][0], j, 96, 0, 0, 192);
1734 //particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
1735 particletextureinvert(&data[0][0][0]);
1736 setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
1740 for (i = 0;i < 8;i++)
1742 memset(&data[0][0][0], 255, sizeof(data));
1743 for (k = 0;k < 12;k++)
1744 particletextureblotch(&data[0][0][0], 2, 0, 0, 0, 128);
1745 for (k = 0;k < 3;k++)
1746 particletextureblotch(&data[0][0][0], 14, 0, 0, 0, 160);
1747 //particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
1748 particletextureinvert(&data[0][0][0]);
1749 setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
1753 glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1754 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1755 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1757 particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
1758 for (i = 0;i < MAX_PARTICLETEXTURES;i++)
1759 particletexture[i].texture = particlefonttexture;
1762 fractalnoise(&noise1[0][0], 64, 4);
1764 for (y = 0;y < 64;y++)
1766 for (x = 0;x < 16;x++)
1772 d = d * d * noise1[y][x] / (7 * 7);
1773 data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
1774 data2[y][x][3] = 255;
1778 particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "beam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1779 particletexture[tex_beam].s1 = 0;
1780 particletexture[tex_beam].t1 = 0;
1781 particletexture[tex_beam].s2 = 1;
1782 particletexture[tex_beam].t2 = 1;
1786 static void r_part_start(void)
1788 particletexturepool = R_AllocTexturePool();
1789 R_InitParticleTexture ();
1792 static void r_part_shutdown(void)
1794 R_FreeTexturePool(&particletexturepool);
1797 static void r_part_newmap(void)
1799 cl_numparticles = 0;
1800 cl_freeparticle = 0;
1803 void R_Particles_Init (void)
1805 Cvar_RegisterVariable(&r_drawparticles);
1806 #ifdef WORKINGLQUAKE
1809 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1813 #ifdef WORKINGLQUAKE
1814 void R_InitParticles(void)
1816 CL_Particles_Init();
1821 float particle_vertex3f[12], particle_texcoord2f[8];
1823 #ifdef WORKINGLQUAKE
1824 void R_DrawParticle(particle_t *p)
1827 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1829 const particle_t *p = calldata1;
1832 float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1833 particletexture_t *tex;
1835 VectorCopy(p->org, org);
1837 tex = &particletexture[p->texnum];
1838 cr = p->color[0] * (1.0f / 255.0f);
1839 cg = p->color[1] * (1.0f / 255.0f);
1840 cb = p->color[2] * (1.0f / 255.0f);
1841 ca = p->alpha * (1.0f / 255.0f);
1842 if (p->blendmode == PBLEND_MOD)
1853 #ifndef WORKINGLQUAKE
1854 if (fogenabled && p->blendmode != PBLEND_MOD)
1856 VectorSubtract(org, r_vieworigin, fogvec);
1857 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1862 if (p->blendmode == 0)
1864 cr += fogcolor[0] * fog;
1865 cg += fogcolor[1] * fog;
1866 cb += fogcolor[2] * fog;
1870 R_Mesh_Matrix(&r_identitymatrix);
1872 memset(&m, 0, sizeof(m));
1873 m.tex[0] = R_GetTexture(tex->texture);
1874 m.pointer_texcoord[0] = particle_texcoord2f;
1875 m.pointer_vertex = particle_vertex3f;
1878 GL_Color(cr, cg, cb, ca);
1880 if (p->blendmode == 0)
1881 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1882 else if (p->blendmode == 1)
1883 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1885 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1886 GL_DepthMask(false);
1889 if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1891 if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1894 if (DotProduct(p->vel2, r_vieworigin) > DotProduct(p->vel2, org))
1896 VectorNegate(p->vel2, v);
1897 VectorVectors(v, right, up);
1900 VectorVectors(p->vel2, right, up);
1901 VectorScale(right, p->scalex, right);
1902 VectorScale(up, p->scaley, up);
1906 VectorScale(r_viewleft, -p->scalex, right);
1907 VectorScale(r_viewup, p->scaley, up);
1909 particle_vertex3f[ 0] = org[0] - right[0] - up[0];
1910 particle_vertex3f[ 1] = org[1] - right[1] - up[1];
1911 particle_vertex3f[ 2] = org[2] - right[2] - up[2];
1912 particle_vertex3f[ 3] = org[0] - right[0] + up[0];
1913 particle_vertex3f[ 4] = org[1] - right[1] + up[1];
1914 particle_vertex3f[ 5] = org[2] - right[2] + up[2];
1915 particle_vertex3f[ 6] = org[0] + right[0] + up[0];
1916 particle_vertex3f[ 7] = org[1] + right[1] + up[1];
1917 particle_vertex3f[ 8] = org[2] + right[2] + up[2];
1918 particle_vertex3f[ 9] = org[0] + right[0] - up[0];
1919 particle_vertex3f[10] = org[1] + right[1] - up[1];
1920 particle_vertex3f[11] = org[2] + right[2] - up[2];
1921 particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
1922 particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
1923 particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
1924 particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
1926 else if (p->orientation == PARTICLE_SPARK)
1928 VectorMA(p->org, -p->scaley, p->vel, v);
1929 VectorMA(p->org, p->scaley, p->vel, up2);
1930 R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, p->scalex);
1931 particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
1932 particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
1933 particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
1934 particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
1936 else if (p->orientation == PARTICLE_BEAM)
1938 R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel2, p->scalex);
1939 VectorSubtract(p->vel2, p->org, up);
1940 VectorNormalizeFast(up);
1941 v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
1942 v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
1943 particle_texcoord2f[0] = 1;particle_texcoord2f[1] = v[0];
1944 particle_texcoord2f[2] = 0;particle_texcoord2f[3] = v[0];
1945 particle_texcoord2f[4] = 0;particle_texcoord2f[5] = v[1];
1946 particle_texcoord2f[6] = 1;particle_texcoord2f[7] = v[1];
1949 Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
1952 if (p->blendmode == 0)
1953 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1954 else if (p->blendmode == 1)
1955 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1957 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1958 glColor4f(cr, cg, cb, ca);
1960 glTexCoord2f(particle_texcoord2f[0], particle_texcoord2f[1]);glVertex3f(particle_vertex3f[ 0], particle_vertex3f[ 1], particle_vertex3f[ 2]);
1961 glTexCoord2f(particle_texcoord2f[2], particle_texcoord2f[3]);glVertex3f(particle_vertex3f[ 3], particle_vertex3f[ 4], particle_vertex3f[ 5]);
1962 glTexCoord2f(particle_texcoord2f[4], particle_texcoord2f[5]);glVertex3f(particle_vertex3f[ 6], particle_vertex3f[ 7], particle_vertex3f[ 8]);
1963 glTexCoord2f(particle_texcoord2f[6], particle_texcoord2f[7]);glVertex3f(particle_vertex3f[ 9], particle_vertex3f[10], particle_vertex3f[11]);
1966 R_Mesh_Draw(4, 2, polygonelements);
1970 void R_DrawParticles (void)
1973 float minparticledist;
1976 #ifdef WORKINGLQUAKE
1980 // LordHavoc: early out conditions
1981 if ((!cl_numparticles) || (!r_drawparticles.integer))
1984 minparticledist = DotProduct(r_vieworigin, r_viewforward) + 4.0f;
1986 #ifdef WORKINGLQUAKE
1987 glBindTexture(GL_TEXTURE_2D, particlefonttexture);
1989 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1991 // LordHavoc: only render if not too close
1992 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1993 if (p->type && DotProduct(p->org, r_viewforward) >= minparticledist)
1996 glDisable(GL_BLEND);
1997 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1999 // LordHavoc: only render if not too close
2000 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
2005 if (DotProduct(p->org, r_viewforward) >= minparticledist || p->orientation == PARTICLE_BEAM)
2006 R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);