2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #include "cl_collision.h"
24 #define MAX_PARTICLES 16384 // default max # of particles at one time
25 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
29 pt_static, pt_rain, pt_bubble, pt_blood
33 #define P_TEXNUM_FIRSTBIT 0
34 #define P_TEXNUM_BITS 6
35 #define P_ORIENTATION_FIRSTBIT (P_TEXNUM_FIRSTBIT + P_TEXNUM_BITS)
36 #define P_ORIENTATION_BITS 2
37 #define P_FLAGS_FIRSTBIT (P_ORIENTATION_FIRSTBIT + P_ORIENTATION_BITS)
38 #define P_DYNLIGHT (1 << (P_FLAGS_FIRSTBIT + 0))
39 #define P_ADDITIVE (1 << (P_FLAGS_FIRSTBIT + 1))
41 typedef struct particle_s
44 unsigned int flags; // dynamically lit, orientation, additive blending, texnum
51 float alphafade; // how much alpha reduces per second
52 float time2; // used for various things (snow fluttering, for example)
53 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)
54 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
56 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
57 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
58 float pressure; // if non-zero, apply pressure to other particles
63 static int particlepalette[256] =
65 0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
66 0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
67 0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
68 0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
69 0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
70 0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
71 0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
72 0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
73 0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
74 0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
75 0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
76 0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
77 0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
78 0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
79 0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
80 0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
81 0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
82 0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
83 0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
84 0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
85 0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
86 0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
87 0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
88 0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
89 0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
90 0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
91 0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
92 0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
93 0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
94 0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
95 0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
96 0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
99 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
101 // these must match r_part.c's textures
102 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
103 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
104 static const int tex_particle = 24;
105 static const int tex_rain = 25;
106 static const int tex_bubble = 26;
108 static int cl_maxparticles;
109 static int cl_numparticles;
110 static particle_t *particles;
111 static particle_t **freeparticles; // list used only in compacting particles array
113 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
114 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
115 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
116 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
117 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
118 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
119 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
120 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
121 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
122 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
124 static mempool_t *cl_part_mempool;
126 void CL_Particles_Clear(void)
136 void CL_ReadPointFile_f (void);
137 void CL_Particles_Init (void)
141 i = COM_CheckParm ("-particles");
143 if (i && i < com_argc - 1)
145 cl_maxparticles = (int)(atoi(com_argv[i+1]));
146 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
147 cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
150 cl_maxparticles = MAX_PARTICLES;
152 Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
154 Cvar_RegisterVariable (&cl_particles);
155 Cvar_RegisterVariable (&cl_particles_size);
156 Cvar_RegisterVariable (&cl_particles_bloodshowers);
157 Cvar_RegisterVariable (&cl_particles_blood);
158 Cvar_RegisterVariable (&cl_particles_blood_size);
159 Cvar_RegisterVariable (&cl_particles_blood_alpha);
160 Cvar_RegisterVariable (&cl_particles_bulletimpacts);
161 Cvar_RegisterVariable (&cl_particles_smoke);
162 Cvar_RegisterVariable (&cl_particles_sparks);
163 Cvar_RegisterVariable (&cl_particles_bubbles);
165 cl_part_mempool = Mem_AllocPool("CL_Part");
166 particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
167 freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
171 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, padditive, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
173 if (cl_numparticles >= cl_maxparticles)\
177 int tempcolor, tempcolor2, cr1, cg1, cb1, cr2, cg2, cb2;\
178 unsigned int partflags;\
179 partflags = ((porientation) << P_ORIENTATION_FIRSTBIT) | ((ptex) << P_TEXNUM_FIRSTBIT);\
181 partflags |= P_ADDITIVE;\
183 partflags |= P_DYNLIGHT;\
184 tempcolor = (pcolor1);\
185 tempcolor2 = (pcolor2);\
186 cr2 = ((tempcolor2) >> 16) & 0xFF;\
187 cg2 = ((tempcolor2) >> 8) & 0xFF;\
188 cb2 = (tempcolor2) & 0xFF;\
189 if (tempcolor != tempcolor2)\
191 cr1 = ((tempcolor) >> 16) & 0xFF;\
192 cg1 = ((tempcolor) >> 8) & 0xFF;\
193 cb1 = (tempcolor) & 0xFF;\
194 tempcolor = rand() & 0xFF;\
195 cr2 = (((cr2 - cr1) * tempcolor) >> 8) + cr1;\
196 cg2 = (((cg2 - cg1) * tempcolor) >> 8) + cg1;\
197 cb2 = (((cb2 - cb1) * tempcolor) >> 8) + cb1;\
199 part = &particles[cl_numparticles++];\
200 part->type = (ptype);\
201 part->color[0] = cr2;\
202 part->color[1] = cg2;\
203 part->color[2] = cb2;\
204 part->color[3] = 0xFF;\
205 part->flags = partflags;\
206 part->scalex = (pscalex);\
207 part->scaley = (pscaley);\
208 part->alpha = (palpha);\
209 part->alphafade = (palphafade);\
210 part->die = cl.time + (ptime);\
211 part->gravity = (pgravity);\
212 part->bounce = (pbounce);\
213 part->org[0] = (px);\
214 part->org[1] = (py);\
215 part->org[2] = (pz);\
216 part->vel[0] = (pvx);\
217 part->vel[1] = (pvy);\
218 part->vel[2] = (pvz);\
219 part->time2 = (ptime2);\
220 part->vel2[0] = (pvx2);\
221 part->vel2[1] = (pvy2);\
222 part->vel2[2] = (pvz2);\
223 part->friction = (pfriction);\
224 part->pressure = (ppressure);\
233 void CL_EntityParticles (entity_t *ent)
237 float sp, sy, cp, cy;
241 static vec3_t avelocities[NUMVERTEXNORMALS];
242 if (!cl_particles.integer) return;
247 if (!avelocities[0][0])
248 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
249 avelocities[0][i] = (rand()&255) * 0.01;
251 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
253 angle = cl.time * avelocities[i][0];
256 angle = cl.time * avelocities[i][1];
264 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, -19999, 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);
269 void CL_ReadPointFile_f (void)
273 char *pointfile, *pointfilepos, *t, tchar;
275 pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
278 Con_Printf ("couldn't open %s.pts\n", sv.name);
282 Con_Printf ("Reading %s.pts...\n", sv.name);
284 pointfilepos = pointfile;
285 while (*pointfilepos)
287 while (*pointfilepos == '\n' || *pointfilepos == '\r')
292 while (*t && *t != '\n' && *t != '\r')
296 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
303 if (cl_numparticles >= cl_maxparticles)
305 Con_Printf ("Not enough free particles\n");
308 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
312 Con_Printf ("%i points read\n", c);
317 CL_ParseParticleEffect
319 Parse an effect out of the server message
322 void CL_ParseParticleEffect (void)
325 int i, count, msgcount, color;
327 for (i=0 ; i<3 ; i++)
328 org[i] = MSG_ReadCoord ();
329 for (i=0 ; i<3 ; i++)
330 dir[i] = MSG_ReadChar () * (1.0/16);
331 msgcount = MSG_ReadByte ();
332 color = MSG_ReadByte ();
339 CL_RunParticleEffect (org, dir, color, count);
348 void CL_ParticleExplosion (vec3_t org, int smoke)
351 if (cl_stainmaps.integer)
352 R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
354 i = Mod_PointInLeaf(org, cl.worldmodel)->contents;
355 if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
357 for (i = 0;i < 128;i++)
359 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
363 if (cl_explosions.integer)
369 CL_ParticleExplosion2
373 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
376 if (!cl_particles.integer) return;
378 for (i = 0;i < 512;i++)
380 k = particlepalette[colorStart + (i % colorLength)];
381 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
391 void CL_BlobExplosion (vec3_t org)
393 if (cl_stainmaps.integer)
394 R_Stain(org, 96, 80, 80, 80, 128, 176, 176, 176, 128);
396 if (cl_explosions.integer)
406 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
412 CL_ParticleExplosion(org, false);
415 if (!cl_particles.integer) return;
418 k = particlepalette[color + (rand()&7)];
419 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-15, 15), lhrandom(-15, 15), lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
423 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
429 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
432 if (!cl_particles.integer) return;
434 if (cl_stainmaps.integer)
435 R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
437 if (cl_particles_bulletimpacts.integer)
440 if (cl_particles_smoke.integer)
441 particle(pt_static, PARTICLE_BILLBOARD, 0x606060, 0xA0A0A0, tex_smoke[rand()&7], true, true, 4, 4, 255, 1024, 9999, -0.2, 0, org[0], org[1], org[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
443 if (cl_particles_sparks.integer)
448 k = particlepalette[0x68 + (rand() & 7)];
449 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 1, 0);
455 void CL_PlasmaBurn (vec3_t org)
457 if (cl_stainmaps.integer)
458 R_Stain(org, 48, 96, 96, 96, 48, 128, 128, 128, 48);
461 static float bloodcount = 0;
462 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
465 // bloodcount is used to accumulate counts too small to cause a blood particle
466 if (!cl_particles.integer) return;
467 if (!cl_particles_blood.integer) return;
474 r = cl_particles_blood_size.value;
475 a = cl_particles_blood_alpha.value * 255;
476 while(bloodcount > 0)
478 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
483 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
487 vec3_t diff, center, velscale;
488 if (!cl_particles.integer) return;
489 if (!cl_particles_bloodshowers.integer) return;
490 if (!cl_particles_blood.integer) return;
492 VectorSubtract(maxs, mins, diff);
493 center[0] = (mins[0] + maxs[0]) * 0.5;
494 center[1] = (mins[1] + maxs[1]) * 0.5;
495 center[2] = (mins[2] + maxs[2]) * 0.5;
496 // FIXME: change velspeed back to 2.0x after fixing mod
497 velscale[0] = velspeed * 2.0 / diff[0];
498 velscale[1] = velspeed * 2.0 / diff[1];
499 velscale[2] = velspeed * 2.0 / diff[2];
501 bloodcount += count * 5.0f;
502 r = cl_particles_blood_size.value;
503 a = cl_particles_blood_alpha.value * 255;
504 while (bloodcount > 0)
507 org[0] = lhrandom(mins[0], maxs[0]);
508 org[1] = lhrandom(mins[1], maxs[1]);
509 org[2] = lhrandom(mins[2], maxs[2]);
510 vel[0] = (org[0] - center[0]) * velscale[0];
511 vel[1] = (org[1] - center[1]) * velscale[1];
512 vel[2] = (org[2] - center[2]) * velscale[2];
514 particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, false, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
518 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
522 if (!cl_particles.integer) return;
523 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
524 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
525 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
529 k = particlepalette[colorbase + (rand()&3)];
530 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, false, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
534 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
537 float t, z, minz, maxz;
538 if (!cl_particles.integer) return;
539 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
540 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
541 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
542 if (dir[2] < 0) // falling
544 t = (maxs[2] - mins[2]) / -dir[2];
549 t = (maxs[2] - mins[2]) / dir[2];
552 if (t < 0 || t > 2) // sanity check
555 minz = z - fabs(dir[2]) * 0.1;
556 maxz = z + fabs(dir[2]) * 0.1;
557 minz = bound(mins[2], minz, maxs[2]);
558 maxz = bound(mins[2], maxz, maxs[2]);
563 count *= 4; // ick, this should be in the mod or maps?
567 k = particlepalette[colorbase + (rand()&3)];
568 particle(pt_rain, PARTICLE_UPRIGHT_FACING, k, k, tex_particle, true, true, 0.5, 8, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
574 k = particlepalette[colorbase + (rand()&3)];
575 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
579 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
583 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
588 if (!cl_particles.integer) return;
590 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
591 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
592 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
594 center[0] = (mins[0] + maxs[0]) * 0.5f;
595 center[1] = (mins[1] + maxs[1]) * 0.5f;
596 center[2] = (mins[2] + maxs[2]) * 0.5f;
600 k = particlepalette[224 + (rand()&15)];
601 o[0] = lhrandom(mins[0], maxs[0]);
602 o[1] = lhrandom(mins[1], maxs[1]);
603 o[2] = lhrandom(mins[2], maxs[2]);
604 VectorSubtract(o, center, v);
605 VectorNormalizeFast(v);
606 VectorScale(v, 100, v);
607 v[2] += sv_gravity.value * 0.15f;
608 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, true, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
612 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
616 if (!cl_particles.integer) return;
617 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
618 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
619 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
623 k = particlepalette[224 + (rand()&15)];
624 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
626 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
630 void CL_Flames (vec3_t org, vec3_t vel, int count)
633 if (!cl_particles.integer) return;
637 k = particlepalette[224 + (rand()&15)];
638 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
650 void CL_LavaSplash (vec3_t origin)
655 if (!cl_particles.integer) return;
657 for (i=-128 ; i<128 ; i+=16)
659 for (j=-128 ; j<128 ; j+=16)
661 dir[0] = j + lhrandom(0, 8);
662 dir[1] = i + lhrandom(0, 8);
664 org[0] = origin[0] + dir[0];
665 org[1] = origin[1] + dir[1];
666 org[2] = origin[2] + lhrandom(0, 64);
667 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
668 k = particlepalette[224 + (rand()&7)];
669 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, true, 7, 7, 255, 192, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
681 void CL_TeleportSplash (vec3_t org)
684 if (!cl_particles.integer) return;
686 for (i=-16 ; i<16 ; i+=8)
687 for (j=-16 ; j<16 ; j+=8)
688 for (k=-24 ; k<32 ; k+=8)
689 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
693 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
695 vec3_t vec, dir, vel, pos;
696 float len, dec, speed, r;
697 int contents, smoke, blood, bubbles;
699 VectorSubtract(end, start, dir);
700 VectorNormalize(dir);
702 VectorSubtract (end, start, vec);
703 len = VectorNormalizeLength (vec);
704 dec = -ent->persistent.trail_time;
705 ent->persistent.trail_time += len;
706 if (ent->persistent.trail_time < 0.01f)
709 speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
710 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
711 VectorScale(vel, speed, vel);
713 // advance into this frame to reach the first puff location
714 VectorMA(start, dec, vec, pos);
717 // if we skip out, leave it reset
718 ent->persistent.trail_time = 0.0f;
720 contents = Mod_PointInLeaf(pos, cl.worldmodel)->contents;
721 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
724 smoke = cl_particles.integer && cl_particles_smoke.integer;
725 blood = cl_particles.integer && cl_particles_blood.integer;
726 bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
732 case 0: // rocket trail
736 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 64, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
737 particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, true, dec, dec, 128, 768, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
742 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
746 case 1: // grenade trail
747 // FIXME: make it gradually stop smoking
749 if (cl_particles.integer && cl_particles_smoke.integer)
751 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, true, dec, dec, 32, 96, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), 0, 0, 0, 0, 0, 0);
757 case 4: // slight blood
758 dec = cl_particles_blood_size.value;
761 particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, false, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
765 case 3: // green tracer
769 particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
773 case 5: // flame tracer
777 particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
781 case 6: // voor trail
785 particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, true, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
789 case 7: // Nehahra smoke tracer
793 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, false, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
798 // advance to next time and position
800 VectorMA (pos, dec, vec, pos);
802 ent->persistent.trail_time = len;
805 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
809 if (!cl_particles.integer) return;
810 if (!cl_particles_smoke.integer) return;
812 VectorCopy(start, pos);
813 VectorSubtract (end, start, vec);
814 len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
815 VectorScale(vec, 3, vec);
816 color = particlepalette[color];
819 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, false, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
820 VectorAdd (pos, vec, pos);
830 void CL_MoveParticles (void)
833 int i, activeparticles, maxparticle, j, a, pressureused = false, content;
834 float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
836 // LordHavoc: early out condition
837 if (!cl_numparticles)
840 frametime = cl.time - cl.oldtime;
842 return; // if absolutely still, don't update particles
843 gravity = frametime * sv_gravity.value;
844 dvel = 1+4*frametime;
845 bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
850 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
853 VectorCopy(p->org, p->oldorg);
854 VectorMA(p->org, frametime, p->vel, p->org);
855 VectorCopy(p->org, org);
858 if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true) < 1)
860 VectorCopy(v, p->org);
863 // assume it's blood (lame, but...)
864 R_Stain(v, 64, 32, 16, 16, p->alpha * p->scalex * (1.0f / 100.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 100.0f));
866 freeparticles[j++] = p;
871 dist = DotProduct(p->vel, normal) * -p->bounce;
872 VectorMA(p->vel, dist, normal, p->vel);
873 if (DotProduct(p->vel, p->vel) < 0.03)
878 p->vel[2] -= p->gravity * gravity;
881 f = p->friction * frametime;
883 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
884 if (content != CONTENTS_EMPTY)
887 VectorScale(p->vel, f, p->vel);
897 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
899 if (a != CONTENTS_EMPTY)
901 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
903 p->scalex += frametime * cl_particles_blood_size.value;
904 p->scaley += frametime * cl_particles_blood_size.value;
905 //p->alpha -= bloodwaterfade;
911 p->vel[2] -= gravity;
915 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
916 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
923 if (cl.time > p->time2)
926 p->time2 = cl.time + (rand() & 3) * 0.1;
927 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
928 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
929 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
932 content = Mod_PointInLeaf(p->org, cl.worldmodel)->contents;
934 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
938 printf("unknown particle type %i\n", p->type);
942 p->alpha -= p->alphafade * frametime;
944 // remove dead particles
945 if (p->alpha < 1 || p->die < cl.time)
946 freeparticles[j++] = p;
955 // fill in gaps to compact the array
957 while (maxparticle >= activeparticles)
959 *freeparticles[i++] = particles[maxparticle--];
960 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
963 cl_numparticles = activeparticles;
968 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
970 freeparticles[activeparticles++] = p;
974 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
976 for (j = 0;j < activeparticles;j++)
978 if (freeparticles[j] != p)
981 VectorSubtract(p->org, freeparticles[j]->org, diff);
982 dist = DotProduct(diff, diff);
983 if (dist < 4096 && dist >= 1)
985 dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
986 VectorMA(p->vel, dist, diff, p->vel);
995 static rtexturepool_t *particletexturepool;
997 static rtexture_t *particlefonttexture;
998 // [0] is normal, [1] is fog, they may be the same
999 static particletexture_t particletexture[MAX_PARTICLETEXTURES][2];
1001 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1002 static cvar_t r_particles_lighting = {0, "r_particles_lighting", "0"};
1004 static qbyte shadebubble(float dx, float dy, vec3_t light)
1008 dz = 1 - (dx*dx+dy*dy);
1009 if (dz > 0) // it does hit the sphere
1013 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1014 VectorNormalize(normal);
1015 dot = DotProduct(normal, light);
1016 if (dot > 0.5) // interior reflection
1017 f += ((dot * 2) - 1);
1018 else if (dot < -0.5) // exterior reflection
1019 f += ((dot * -2) - 1);
1021 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1022 VectorNormalize(normal);
1023 dot = DotProduct(normal, light);
1024 if (dot > 0.5) // interior reflection
1025 f += ((dot * 2) - 1);
1026 else if (dot < -0.5) // exterior reflection
1027 f += ((dot * -2) - 1);
1029 f += 16; // just to give it a haze so you can see the outline
1030 f = bound(0, f, 255);
1037 static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
1039 int basex, basey, y;
1040 basex = ((rtexnum >> 0) & 7) * 32;
1041 basey = ((rtexnum >> 3) & 7) * 32;
1042 particletexture[cltexnum][fog].s1 = (basex + 1) / 256.0f;
1043 particletexture[cltexnum][fog].t1 = (basey + 1) / 256.0f;
1044 particletexture[cltexnum][fog].s2 = (basex + 31) / 256.0f;
1045 particletexture[cltexnum][fog].t2 = (basey + 31) / 256.0f;
1046 for (y = 0;y < 32;y++)
1047 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1050 static void R_InitParticleTexture (void)
1053 float dx, dy, radius, f, f2;
1054 qbyte data[32][32][4], noise1[64][64], noise2[64][64];
1056 qbyte particletexturedata[256*256*4];
1058 memset(particletexturedata, 255, sizeof(particletexturedata));
1060 // the particletexture[][] array numbers must match the cl_part.c textures
1062 for (i = 0;i < 8;i++)
1066 fractalnoise(&noise1[0][0], 64, 4);
1067 fractalnoise(&noise2[0][0], 64, 8);
1069 for (y = 0;y < 32;y++)
1072 for (x = 0;x < 32;x++)
1074 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1076 d = (noise2[y][x] - 128) * 3 + 192;
1078 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1079 d = (d * noise1[y][x]) >> 7;
1080 d = bound(0, d, 255);
1081 data[y][x][3] = (qbyte) d;
1089 setuptex(i + 0, 0, i + 0, &data[0][0][0], particletexturedata);
1090 setuptex(i + 0, 1, i + 0, &data[0][0][0], particletexturedata);
1094 for (i = 0;i < 16;i++)
1096 radius = i * 3.0f / 16.0f;
1097 f2 = 255.0f * ((15.0f - i) / 15.0f);
1098 for (y = 0;y < 32;y++)
1100 dy = (y - 16) * 0.25f;
1101 for (x = 0;x < 32;x++)
1103 dx = (x - 16) * 0.25f;
1104 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1105 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1106 f = bound(0.0f, f, 255.0f);
1107 data[y][x][3] = (int) f;
1110 setuptex(i + 8, 0, i + 16, &data[0][0][0], particletexturedata);
1111 setuptex(i + 8, 1, i + 16, &data[0][0][0], particletexturedata);
1115 for (y = 0;y < 32;y++)
1118 for (x = 0;x < 32;x++)
1120 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1122 d = (256 - (dx*dx+dy*dy));
1123 d = bound(0, d, 255);
1124 data[y][x][3] = (qbyte) d;
1127 setuptex(24, 0, 32, &data[0][0][0], particletexturedata);
1128 setuptex(24, 1, 32, &data[0][0][0], particletexturedata);
1131 light[0] = 1;light[1] = 1;light[2] = 1;
1132 VectorNormalize(light);
1133 for (y = 0;y < 32;y++)
1135 for (x = 0;x < 32;x++)
1137 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1138 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);
1141 setuptex(25, 0, 33, &data[0][0][0], particletexturedata);
1142 setuptex(25, 1, 33, &data[0][0][0], particletexturedata);
1145 light[0] = 1;light[1] = 1;light[2] = 1;
1146 VectorNormalize(light);
1147 for (y = 0;y < 32;y++)
1149 for (x = 0;x < 32;x++)
1151 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1152 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1155 setuptex(26, 0, 34, &data[0][0][0], particletexturedata);
1156 setuptex(26, 1, 34, &data[0][0][0], particletexturedata);
1158 particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
1161 static void r_part_start(void)
1163 particletexturepool = R_AllocTexturePool();
1164 R_InitParticleTexture ();
1167 static void r_part_shutdown(void)
1169 R_FreeTexturePool(&particletexturepool);
1172 static void r_part_newmap(void)
1176 void R_Particles_Init (void)
1178 Cvar_RegisterVariable(&r_drawparticles);
1179 Cvar_RegisterVariable(&r_particles_lighting);
1180 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1183 int partindexarray[6] = {0, 1, 2, 0, 2, 3};
1185 void R_DrawParticles (void)
1187 int i, lighting, dynlight, additive, texnum, orientation;
1188 float minparticledist, org[3], uprightangles[3], up2[3], right2[3], v[3], right[3], up[3], tvxyz[4][4], tvst[4][2], fog, ifog, fogvec[3];
1190 particletexture_t *tex, *texfog;
1194 // LordHavoc: early out conditions
1195 if ((!cl_numparticles) || (!r_drawparticles.integer))
1198 lighting = r_particles_lighting.integer;
1199 if (!r_dynamic.integer)
1202 c_particles += cl_numparticles;
1204 uprightangles[0] = 0;
1205 uprightangles[1] = r_refdef.viewangles[1];
1206 uprightangles[2] = 0;
1207 AngleVectors (uprightangles, NULL, right2, up2);
1209 minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1211 // LordHavoc: this meshinfo must match up with R_Mesh_DrawDecal
1212 // LordHavoc: the commented out lines are hardwired behavior in R_Mesh_DrawDecal
1213 memset(&m, 0, sizeof(m));
1214 m.transparent = true;
1215 m.blendfunc1 = GL_SRC_ALPHA;
1216 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1218 m.index = partindexarray;
1220 m.vertex = &tvxyz[0][0];
1221 m.vertexstep = sizeof(float[4]);
1222 m.tex[0] = R_GetTexture(particlefonttexture);
1223 m.texcoords[0] = &tvst[0][0];
1224 m.texcoordstep[0] = sizeof(float[2]);
1226 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1228 // LordHavoc: only render if not too close
1229 if (DotProduct(p->org, vpn) < minparticledist)
1232 // LordHavoc: check if it's in a visible leaf
1233 leaf = Mod_PointInLeaf(p->org, cl.worldmodel);
1234 if (leaf->visframe != r_framecount)
1237 VectorCopy(p->org, org);
1238 orientation = (p->flags >> P_ORIENTATION_FIRSTBIT) & ((1 << P_ORIENTATION_BITS) - 1);
1239 texnum = (p->flags >> P_TEXNUM_FIRSTBIT) & ((1 << P_TEXNUM_BITS) - 1);
1240 dynlight = p->flags & P_DYNLIGHT;
1241 additive = p->flags & P_ADDITIVE;
1242 if (orientation == PARTICLE_BILLBOARD)
1244 VectorScale(vright, p->scalex, right);
1245 VectorScale(vup, p->scaley, up);
1247 else if (orientation == PARTICLE_UPRIGHT_FACING)
1249 VectorScale(right2, p->scalex, right);
1250 VectorScale(up2, p->scaley, up);
1252 else if (orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1255 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1257 VectorNegate(p->vel2, v);
1258 VectorVectors(v, right, up);
1261 VectorVectors(p->vel2, right, up);
1262 VectorScale(right, p->scalex, right);
1263 VectorScale(up, p->scaley, up);
1266 Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
1268 m.cr = p->color[0] * (1.0f / 255.0f);
1269 m.cg = p->color[1] * (1.0f / 255.0f);
1270 m.cb = p->color[2] * (1.0f / 255.0f);
1271 m.ca = p->alpha * (1.0f / 255.0f);
1272 if (lighting >= 1 && (dynlight || lighting >= 2))
1274 R_CompleteLightPoint(v, org, true, leaf);
1280 tex = &particletexture[texnum][0];
1282 tvxyz[0][0] = org[0] - right[0] - up[0];
1283 tvxyz[0][1] = org[1] - right[1] - up[1];
1284 tvxyz[0][2] = org[2] - right[2] - up[2];
1285 tvxyz[1][0] = org[0] - right[0] + up[0];
1286 tvxyz[1][1] = org[1] - right[1] + up[1];
1287 tvxyz[1][2] = org[2] - right[2] + up[2];
1288 tvxyz[2][0] = org[0] + right[0] + up[0];
1289 tvxyz[2][1] = org[1] + right[1] + up[1];
1290 tvxyz[2][2] = org[2] + right[2] + up[2];
1291 tvxyz[3][0] = org[0] + right[0] - up[0];
1292 tvxyz[3][1] = org[1] + right[1] - up[1];
1293 tvxyz[3][2] = org[2] + right[2] - up[2];
1294 tvst[0][0] = tex->s1;
1295 tvst[0][1] = tex->t1;
1296 tvst[1][0] = tex->s1;
1297 tvst[1][1] = tex->t2;
1298 tvst[2][0] = tex->s2;
1299 tvst[2][1] = tex->t2;
1300 tvst[3][0] = tex->s2;
1301 tvst[3][1] = tex->t1;
1305 m.blendfunc2 = GL_ONE;
1309 texfog = &particletexture[texnum][1];
1310 VectorSubtract(org, r_origin, fogvec);
1311 ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
1312 if (ifog < (1.0f - (1.0f / 64.0f)))
1314 if (ifog >= (1.0f / 64.0f))
1316 // partially fogged, darken it
1331 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1335 texfog = &particletexture[texnum][1];
1336 VectorSubtract(org, r_origin, fogvec);
1337 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1338 if (fog >= (1.0f / 64.0f))
1340 if (fog >= (1.0f - (1.0f / 64.0f)))
1342 // fully fogged, just use the fog texture and render as alpha
1346 tvst[0][0] = texfog->s1;
1347 tvst[0][1] = texfog->t1;
1348 tvst[1][0] = texfog->s1;
1349 tvst[1][1] = texfog->t2;
1350 tvst[2][0] = texfog->s2;
1351 tvst[2][1] = texfog->t2;
1352 tvst[3][0] = texfog->s2;
1353 tvst[3][1] = texfog->t1;
1358 // partially fogged, darken the first pass
1363 if (tex->s1 == texfog->s1 && tex->t1 == texfog->t1)
1365 // fog texture is the same as the base, just change the color
1366 m.cr += fogcolor[0] * fog;
1367 m.cg += fogcolor[1] * fog;
1368 m.cb += fogcolor[2] * fog;
1373 // render the first pass (alpha), then do additive fog
1376 m.blendfunc2 = GL_ONE;
1377 m.cr = fogcolor[0] * fog;
1378 m.cg = fogcolor[1] * fog;
1379 m.cb = fogcolor[2] * fog;
1380 tvst[0][0] = texfog->s1;
1381 tvst[0][1] = texfog->t1;
1382 tvst[1][0] = texfog->s1;
1383 tvst[1][1] = texfog->t2;
1384 tvst[2][0] = texfog->s2;
1385 tvst[2][1] = texfog->t2;
1386 tvst[3][0] = texfog->s2;
1387 tvst[3][1] = texfog->t1;