2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Particle/Particle.cpp $
15 * Code for particle system
18 * Revision 1.6 2003/05/25 02:30:43 taylor
21 * Revision 1.5 2002/06/17 06:33:10 relnev
22 * ryan's struct patch for gcc 2.95
24 * Revision 1.4 2002/06/09 04:41:25 relnev
25 * added copyright header
27 * Revision 1.3 2002/06/09 03:16:04 relnev
30 * removed unneeded asm, old sdl 2d setup.
32 * fixed crash caused by opengl_get_region.
34 * Revision 1.2 2002/05/07 03:16:48 theoddone33
35 * The Great Newline Fix
37 * Revision 1.1.1.1 2002/05/03 03:28:10 root
41 * 11 7/21/99 8:10p Dave
42 * First run of supernova effect.
44 * 10 7/15/99 9:20a Andsager
45 * FS2_DEMO initial checkin
47 * 9 7/07/99 3:11p Dave
48 * Fix for uninitialized particle system data.
50 * 8 4/22/99 11:06p Dave
51 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
52 * now is to tweak and fix bugs as they come up. No new beam weapon
55 * 7 1/29/99 12:47a Dave
56 * Put in sounds for beam weapon. A bunch of interface screens (tech
59 * 6 1/28/99 9:10a Andsager
60 * Particles increased in width, life, number. Max particles increased
62 * 5 1/27/99 9:56a Dave
63 * Temporary checkin of beam weapons for Dan to make cool sounds.
65 * 4 1/24/99 11:37p Dave
66 * First full rev of beam weapons. Very customizable. Removed some bogus
67 * Int3()'s in low level net code.
69 * 3 1/21/99 2:06p Dave
70 * Final checkin for multiplayer testing.
72 * 2 10/07/98 10:53a Dave
75 * 1 10/07/98 10:50a Dave
77 * 28 5/13/98 3:25p John
78 * Added code to make explosion impacts not get removed by other
81 * 27 5/11/98 10:06a John
82 * Added new particle for Adam
84 * 26 4/30/98 11:31a Andsager
85 * Added particles to big ship explosions. Modified particle_emit() to
86 * take optional range to increase range at which pariticles are created.
88 * 25 4/17/98 1:42p Allender
89 * fixed NDEBUG build problems
91 * 24 4/17/98 6:58a John
92 * Made particles not reduce in low mem conditions.
94 * 23 4/15/98 4:21p John
95 * Made particles drop off with distance smoothly. Made old particles get
96 * deleted by new ones.
98 * 22 4/15/98 11:15a Adam
99 * upped MAX_PARTICLES to 1500 (from 800). Primary weapon hit sparks were
102 * 21 4/12/98 10:24a John
103 * Made particle drop off distance larger for larger detail levels.
105 * 20 4/09/98 7:58p John
106 * Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff.
107 * Took out XPARENT flag settings in all the alpha-blended texture stuff.
109 * 19 4/02/98 11:40a Lawrance
110 * check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
112 * 18 4/01/98 9:21p John
113 * Made NDEBUG, optimized build with no warnings or errors.
115 * 17 4/01/98 10:57a Mike
116 * Reduce array sizes to save memory.
118 * 16 3/31/98 5:18p John
119 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
120 * bunch of debug stuff out of player file. Made model code be able to
121 * unload models and malloc out only however many models are needed.
124 * 15 3/30/98 4:02p John
125 * Made machines with < 32 MB of RAM use every other frame of certain
126 * bitmaps. Put in code to keep track of how much RAM we've malloc'd.
128 * 14 3/26/98 5:26p John
129 * added new paging code. nonfunctional.
131 * 13 3/22/98 11:02a John
132 * Made a bunch of the detail levels actually do something
134 * 12 2/13/98 5:01p John
135 * Made particles behind you not render
137 * 11 2/06/98 7:28p John
138 * Made debris and particles not get created if > 200 m from eye. Added
139 * max_velocity to asteroid's physics info for aiding in throwing out
142 * 10 2/05/98 9:21p John
143 * Some new Direct3D code. Added code to monitor a ton of stuff in the
146 * 9 1/29/98 11:48a John
147 * Added new counter measure rendering as model code. Made weapons be
148 * able to have impact explosion.
150 * 8 1/26/98 5:10p John
151 * Took particle use out of registry.
153 * 7 1/23/98 5:08p John
154 * Took L out of vertex structure used B (blue) instead. Took all small
155 * fireballs out of fireball types and used particles instead. Fixed some
156 * debris explosion things. Restructured fireball code. Restructured
157 * some lighting code. Made dynamic lighting on by default. Made groups
158 * of lasers only cast one light. Made fireballs not cast light.
160 * 6 1/13/98 8:09p John
161 * Removed the old collision system that checked all pairs. Added code
162 * to disable collisions and particles.
164 * 5 1/02/98 5:04p John
165 * Several explosion related changes. Made fireballs not be used as
166 * ani's. Made ship spark system expell particles. Took away impact
167 * explosion for weapon hitting ship... this needs to get added to weapon
168 * info and makes shield hit more obvious. Only make sparks when hit
171 * 4 12/30/97 6:44p John
172 * Made g3_Draw_bitmap functions account for aspect of bitmap.
174 * 3 12/26/97 5:42p Adam
176 * 2 12/23/97 3:58p John
177 * Second rev of particles
179 * 1 12/23/97 8:26a John
185 #include "freespace.h"
186 #include "linklist.h"
189 #include "particle.h"
194 typedef struct particle {
196 vector pos; // position
197 vector velocity; // velocity
198 float age; // How long it's been alive
199 float max_life; // How much life we had
200 float radius; // radius
201 int type; // type // -1 = None
202 uint optional_data; // depends on type
203 int nframes; // If an ani, how many frames?
206 float tracer_length; // if this is set, draw as a rod to simulate a "tracer" effect
207 short attached_objnum; // if this is set, pos is relative to the attached object. velocity is ignored
208 int attached_sig; // to check for dead/nonexistent objects
209 ubyte reverse; // play any animations in reverse
212 #if defined(FS2_DEMO) || defined(FS1_DEMO)
213 #define MAX_PARTICLES 500
215 #define MAX_PARTICLES 2000 // Reduced from 2000 to 800 by MK on 4/1/98. Most I ever saw was 400 and the system recovers
216 // gracefully from running out of slots.
217 // AP: Put it to 1500 on 4/15/98. Primary hit sparks weren't finding open slots.
218 // Made todo item for John to force oldest smoke particles to give up their slots.
221 int Num_particles = 0;
222 particle Particles[MAX_PARTICLES];
223 int Next_particle = 0;
225 int Anim_bitmap_id_fire = -1;
226 int Anim_num_frames_fire = -1;
228 int Anim_bitmap_id_smoke = -1;
229 int Anim_num_frames_smoke = -1;
231 int Anim_bitmap_id_smoke2 = -1;
232 int Anim_num_frames_smoke2 = -1;
234 static int Particles_enabled = 1;
236 // Reset everything between levels
241 // Particles_enabled = os_config_read_uint( NULL, "UseParticles", 0 );
246 for (i=0; i<MAX_PARTICLES; i++ ) {
247 Particles[i].type = -1;
250 if ( Anim_bitmap_id_fire == -1 ) {
252 Anim_bitmap_id_fire = bm_load_animation( "particleexp01", &Anim_num_frames_fire, &fps, 1 );
254 //Anim_bitmap_id = bm_load( "particleglow01" );
255 //Anim_num_frames = 1;
257 if ( Anim_bitmap_id_smoke == -1 ) {
259 Anim_bitmap_id_smoke = bm_load_animation( "particlesmoke01", &Anim_num_frames_smoke, &fps, 1 );
262 if ( Anim_bitmap_id_smoke2 == -1 ) {
264 Anim_bitmap_id_smoke2 = bm_load_animation( "particlesmoke02", &Anim_num_frames_smoke2, &fps, 1 );
269 void particle_page_in()
273 for (i=0; i<MAX_PARTICLES; i++ ) {
274 Particles[i].type = -1;
277 for (i=0; i<Anim_num_frames_fire; i++ ) {
278 bm_page_in_texture( Anim_bitmap_id_fire + i );
281 for (i=0; i<Anim_num_frames_smoke; i++ ) {
282 bm_page_in_texture( Anim_bitmap_id_smoke + i );
285 for (i=0; i<Anim_num_frames_smoke2; i++ ) {
286 bm_page_in_texture( Anim_bitmap_id_smoke2 + i );
290 DCF(particles,"Turns particles on/off")
293 dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
294 if ( Dc_arg_type & ARG_TRUE ) Particles_enabled = 1;
295 else if ( Dc_arg_type & ARG_FALSE ) Particles_enabled = 0;
296 else if ( Dc_arg_type & ARG_NONE ) Particles_enabled ^= 1;
298 if ( Dc_help ) dc_printf( "Usage: particles [bool]\nTurns particle system on/off. If nothing passed, then toggles it.\n" );
299 if ( Dc_status ) dc_printf( "particles are %s\n", (Particles_enabled?"ON":"OFF") );
301 // os_config_write_uint( NULL, "UseParticles", Particles_enabled );
305 //mprintf(( "%s\n", text ));
307 int Num_particles_hwm = 0;
310 int Total_requested = 0;
311 int Total_killed = 0;
312 int next_message = -1;
315 // Creates a single particle. See the PARTICLE_?? defines for types.
316 void particle_create( particle_info *pinfo )
322 if ( next_message == -1 ) {
323 next_message = timestamp(10000);
326 if ( timestamp_elapsed(next_message)) {
327 next_message = timestamp(10000);
328 if ( Total_requested > 1 ) {
329 nprintf(( "Particles", "Particles: Killed off %d%% of the particles\n", (Total_killed*100/Total_requested) ));
336 if ( !Particles_enabled ) return;
343 int FirstParticleFound = Next_particle;
345 p = &Particles[Next_particle++];
346 if ( Next_particle >= MAX_PARTICLES ) {
350 if ( p->type > -1 ) {
351 // Only remove non-persistent ones
352 if ( p->type != PARTICLE_BITMAP_PERSISTENT ) {
360 // Keep trying to find a non-persistent one until we searched through 1/3 the slots.
361 if ( RetryCount < MAX_PARTICLES/3 ) {
364 // Couldn't find any non-persistent ones to remove, so just remove the
365 // first one we would have removed.
366 mprintf(( "DELETING A PERSISTENT PARTICLE!!! This is ok if this only happens rarely. Get John if not.\n" ));
367 Next_particle = FirstParticleFound;
368 p = &Particles[Next_particle++];
369 if ( Next_particle >= MAX_PARTICLES ) {
377 if (Num_particles > Num_particles_hwm) {
378 Num_particles_hwm = Num_particles;
380 if ( Num_particles_hwm == MAX_PARTICLES ) {
381 mprintf(( "All particle slots filled!\n" ));
383 //mprintf(( "Num_particles high water mark = %i\n", Num_particles_hwm));
387 particle_num = p-Particles;
389 // Init the particle data
391 p->velocity = pinfo->vel;
393 p->max_life = pinfo->lifetime;
394 p->radius = pinfo->rad;
395 p->type = pinfo->type;
396 p->optional_data = pinfo->optional_data;
397 p->tracer_length = pinfo->tracer_length;
398 p->attached_objnum = pinfo->attached_objnum;
399 p->attached_sig = pinfo->attached_sig;
400 p->reverse = pinfo->reverse;
402 if ( (p->type == PARTICLE_BITMAP) || (p->type == PARTICLE_BITMAP_PERSISTENT) ) {
404 bm_get_info( p->optional_data,NULL, NULL, NULL, &p->nframes, &fps );
405 if ( p->nframes > 1 ) {
406 // Recalculate max life for ani's
407 p->max_life = i2fl(p->nframes) / i2fl(fps);
414 void particle_create( vector *pos, vector *vel, float lifetime, float rad, int type, uint optional_data )
421 pinfo.lifetime = lifetime;
424 pinfo.optional_data = optional_data;
427 pinfo.tracer_length = -1.0f;
428 pinfo.attached_objnum = -1;
429 pinfo.attached_sig = -1;
432 // lower level function
433 particle_create(&pinfo);
436 MONITOR( NumParticles );
438 void particle_move_all(float frametime)
442 MONITOR_INC( NumParticles, Num_particles );
444 if ( !Particles_enabled ) return;
449 for ( i=0; i<MAX_PARTICLES; i++, p++ ) {
451 if ( p->type == -1 ) {
455 // bogus attached objnum
456 if(p->attached_objnum >= MAX_OBJECTS){
462 Assert(Num_particles >= 0);
466 // if the vector is attached to an object which has become invalid, kill if
467 if(p->attached_objnum >= 0){
468 // if the signature has changed, kill it
469 if(p->attached_sig != Objects[p->attached_objnum].signature){
475 Assert(Num_particles >= 0);
479 // move as a regular particle
482 vm_vec_scale_add2( &p->pos, &p->velocity, frametime );
487 if ( p->age > p->max_life ) {
489 // If it's time expired, remove it from the used list and
490 // into the free list
496 Assert(Num_particles >= 0);
501 // kill all active particles
502 void particle_kill_all()
506 // kill all active particles
509 Num_particles_hwm = 0;
510 for(idx=0; idx<MAX_PARTICLES; idx++){
511 Particles[idx].type = -1;
515 MONITOR( NumParticlesRend );
517 void particle_render_all()
527 if ( !Particles_enabled ) return;
529 MONITOR_INC( NumParticlesRend, Num_particles );
537 for ( i=0; i<MAX_PARTICLES; i++, p++ ) {
539 if ( p->type == -1 ) {
545 // pct complete for the particle
546 pct_complete = p->age / p->max_life;
548 // calculate the alpha to draw at
551 // if this is a tracer style particle, calculate tracer vectors
552 if(p->tracer_length > 0.0f){
555 vm_vec_normalize_quick(&temp);
556 vm_vec_scale_add(&te, &ts, &temp, p->tracer_length);
558 // don't bother rotating
561 // if this is an "attached" particle. move it
562 else if(p->attached_objnum >= 0){
563 // offset the vector, and transform to view coords
564 // vm_vec_add(&te, &Objects[p->attached_objnum].pos, &p->pos);
565 vm_vec_unrotate(&temp, &p->pos, &Objects[p->attached_objnum].orient);
566 vm_vec_add2(&temp, &Objects[p->attached_objnum].pos);
568 flags = g3_rotate_vertex(&pos, &temp);
574 // don't bother rotating again
580 flags = g3_rotate_vertex( &pos, &p->pos );
589 case PARTICLE_DEBUG: // A red sphere, no optional data required
590 gr_set_color( 255, 0, 0 );
591 g3_draw_sphere_ez( &p->pos, p->radius );
594 case PARTICLE_BITMAP:
595 case PARTICLE_BITMAP_PERSISTENT:
596 { // A bitmap, optional data is the bitmap number
597 int framenum = p->optional_data;
599 if ( p->nframes > 1 ) {
600 int n = fl2i(pct_complete * p->nframes + 0.5);
603 else if ( n > p->nframes-1 ) n = p->nframes-1;
609 gr_set_bitmap( framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
611 // if this is a tracer style particle
612 if(p->tracer_length > 0.0f){
613 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
615 // draw as a regular bitmap
617 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
622 case PARTICLE_FIRE: {
623 int framenum = fl2i(pct_complete * Anim_num_frames_fire + 0.5);
625 if ( framenum < 0 ) framenum = 0;
626 else if ( framenum > Anim_num_frames_fire-1 ) framenum = Anim_num_frames_fire-1;
630 flags = g3_rotate_vertex( &pos, &p->pos );
638 gr_set_bitmap(p->reverse ? Anim_bitmap_id_fire+(Anim_num_frames_fire - framenum - 1) : Anim_bitmap_id_fire+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
640 // if this is a tracer style particle
641 if(p->tracer_length > 0.0f){
642 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
644 // draw as a regular bitmap
646 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
651 case PARTICLE_SMOKE: {
652 int framenum = fl2i(pct_complete * Anim_num_frames_smoke + 0.5);
654 if ( framenum < 0 ) framenum = 0;
655 else if ( framenum > Anim_num_frames_smoke-1 ) framenum = Anim_num_frames_smoke-1;
659 flags = g3_rotate_vertex( &pos, &p->pos );
667 gr_set_bitmap(p->reverse ? Anim_bitmap_id_smoke+(Anim_num_frames_smoke - framenum - 1) : Anim_bitmap_id_smoke+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
669 // if this is a tracer style particle
670 if(p->tracer_length > 0.0f){
671 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
673 // draw as a regular bitmap
675 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
680 case PARTICLE_SMOKE2: {
681 int framenum = fl2i(pct_complete * Anim_num_frames_smoke2 + 0.5);
683 if ( framenum < 0 ) framenum = 0;
684 else if ( framenum > Anim_num_frames_smoke2-1 ) framenum = Anim_num_frames_smoke2-1;
688 flags = g3_rotate_vertex( &pos, &p->pos );
696 gr_set_bitmap(p->reverse ? Anim_bitmap_id_smoke2+(Anim_num_frames_smoke2 - framenum - 1) : Anim_bitmap_id_smoke2+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
698 // if this is a tracer style particle
699 if(p->tracer_length > 0.0f){
700 g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT, 25.0f);
702 // draw as a regular bitmap
704 g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
710 // mprintf(( "NP=%d, NCP=%d\n", n, nclipped ));
716 //============================================================================
717 //============== HIGH-LEVEL PARTICLE SYSTEM CREATION CODE ====================
718 //============================================================================
720 // Use a structure rather than pass a ton of parameters to particle_emit
722 typedef struct particle_emitter {
723 int num_low; // Lowest number of particles to create
724 int num_high; // Highest number of particles to create
725 vector pos; // Where the particles emit from
726 vector vel; // Initial velocity of all the particles
727 float lifetime; // How long the particles live
728 vector normal; // What normal the particle emit arond
729 float normal_variance; // How close they stick to that normal 0=good, 1=360 degree
730 float min_vel; // How fast the slowest particle can move
731 float max_vel; // How fast the fastest particle can move
732 float min_rad; // Min radius
733 float max_rad; // Max radius
737 #if MAX_DETAIL_LEVEL != 4
738 #error Max details assumed to be 4 here
740 int detail_max_num[5] = { 0, 50, 75, 100, 125 };
742 // Creates a bunch of particles. You pass a structure
743 // rather than a bunch of parameters.
744 void particle_emit( particle_emitter *pe, int type, uint optional_data, float range )
748 if ( !Particles_enabled ) return;
752 // Account for detail
753 #if MAX_DETAIL_LEVEL != 4
754 #error Code in Particle.cpp assumes MAX_DETAIL_LEVEL == 4
757 int percent = detail_max_num[Detail.num_particles];
759 //Particle rendering drops out too soon. Seems to be around 150 m. Is it detail level controllable? I'd like it to be 500-1000
760 float min_dist = 125.0f;
761 float dist = vm_vec_dist_quick( &pe->pos, &Eye_position ) / range;
762 if ( dist > min_dist ) {
763 percent = fl2i( i2fl(percent)*min_dist / dist );
768 //mprintf(( "Dist = %.1f, percent = %d%%\n", dist, percent ));
770 n1 = (pe->num_low*percent)/100;
771 n2 = (pe->num_high*percent)/100;
774 n = (rand() % (n2-n1+1)) + n1;
779 for (i=0; i<n; i++ ) {
782 vector normal; // What normal the particle emit arond
784 float radius = (( pe->max_rad - pe->min_rad ) * frand()) + pe->min_rad;
786 float speed = (( pe->max_vel - pe->min_vel ) * frand()) + pe->min_vel;
788 float life = (( pe->max_life - pe->min_life ) * frand()) + pe->min_life;
790 normal.xyz.x = pe->normal.xyz.x + (frand()*2.0f - 1.0f)*pe->normal_variance;
791 normal.xyz.y = pe->normal.xyz.y + (frand()*2.0f - 1.0f)*pe->normal_variance;
792 normal.xyz.z = pe->normal.xyz.z + (frand()*2.0f - 1.0f)*pe->normal_variance;
793 vm_vec_normalize_safe( &normal );
794 vm_vec_scale_add( &tmp_vel, &pe->vel, &normal, speed );
796 particle_create( &pe->pos, &tmp_vel, life, radius, type, optional_data );