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mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-24 18:59:50 +01:00
xash3d-fwgs/engine/client/gl_rpart.c

1667 lines
34 KiB
C

/*
cl_part.c - particles and tracers
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "gl_local.h"
#include "r_efx.h"
#include "event_flags.h"
#include "entity_types.h"
#include "triangleapi.h"
#include "pm_local.h"
#include "cl_tent.h"
#include "studio.h"
#define PART_SIZE Q_max( 0.5f, cl_draw_particles->value )
/*
==============================================================
PARTICLES MANAGEMENT
==============================================================
*/
// particle ramps
static int ramp1[8] = { 0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61 };
static int ramp2[8] = { 0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66 };
static int ramp3[6] = { 0x6d, 0x6b, 6, 5, 4, 3 };
static float gTracerSize[11] = { 1.5f, 0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
static int gSparkRamp[9] = { 0xfe, 0xfd, 0xfc, 0x6f, 0x6e, 0x6d, 0x6c, 0x67, 0x60 };
static color24 gTracerColors[] =
{
{ 255, 255, 255 }, // White
{ 255, 0, 0 }, // Red
{ 0, 255, 0 }, // Green
{ 0, 0, 255 }, // Blue
{ 0, 0, 0 }, // Tracer default, filled in from cvars, etc.
{ 255, 167, 17 }, // Yellow-orange sparks
{ 255, 130, 90 }, // Yellowish streaks (garg)
{ 55, 60, 144 }, // Blue egon streak
{ 255, 130, 90 }, // More Yellowish streaks (garg)
{ 255, 140, 90 }, // More Yellowish streaks (garg)
{ 200, 130, 90 }, // More red streaks (garg)
{ 255, 120, 70 }, // Darker red streaks (garg)
};
convar_t *tracerred;
convar_t *tracergreen;
convar_t *tracerblue;
convar_t *traceralpha;
convar_t *tracerspeed;
convar_t *tracerlength;
convar_t *traceroffset;
particle_t *cl_active_particles;
particle_t *cl_active_tracers;
particle_t *cl_free_particles;
particle_t *cl_particles = NULL; // particle pool
static vec3_t cl_avelocities[NUMVERTEXNORMALS];
static float cl_lasttimewarn = 0.0f;
/*
================
R_LookupColor
find nearest color in particle palette
================
*/
short R_LookupColor( byte r, byte g, byte b )
{
int i, best;
float diff, bestdiff;
float rf, gf, bf;
bestdiff = 999999;
best = 65535;
for( i = 0; i < 256; i++ )
{
rf = r - clgame.palette[i].r;
gf = g - clgame.palette[i].g;
bf = b - clgame.palette[i].b;
// convert color to monochrome
diff = rf * (rf * 0.2) + gf * (gf * 0.5) + bf * (bf * 0.3);
if ( diff < bestdiff )
{
bestdiff = diff;
best = i;
}
}
return best;
}
/*
================
R_GetPackedColor
in hardware mode does nothing
================
*/
void R_GetPackedColor( short *packed, short color )
{
if( packed ) *packed = 0;
}
/*
================
CL_InitParticles
================
*/
void CL_InitParticles( void )
{
int i;
cl_particles = Mem_Alloc( cls.mempool, sizeof( particle_t ) * GI->max_particles );
CL_ClearParticles ();
// this is used for EF_BRIGHTFIELD
for( i = 0; i < NUMVERTEXNORMALS; i++ )
{
cl_avelocities[i][0] = COM_RandomFloat( 0.0f, 2.55f );
cl_avelocities[i][1] = COM_RandomFloat( 0.0f, 2.55f );
cl_avelocities[i][2] = COM_RandomFloat( 0.0f, 2.55f );
}
tracerred = Cvar_Get( "tracerred", "0.8", 0, "tracer red component weight ( 0 - 1.0 )" );
tracergreen = Cvar_Get( "tracergreen", "0.8", 0, "tracer green component weight ( 0 - 1.0 )" );
tracerblue = Cvar_Get( "tracerblue", "0.4", 0, "tracer blue component weight ( 0 - 1.0 )" );
traceralpha = Cvar_Get( "traceralpha", "0.5", 0, "tracer alpha amount ( 0 - 1.0 )" );
tracerspeed = Cvar_Get( "tracerspeed", "6000", 0, "tracer speed" );
tracerlength = Cvar_Get( "tracerlength", "0.8", 0, "tracer length factor" );
traceroffset = Cvar_Get( "traceroffset", "30", 0, "tracer starting offset" );
}
/*
================
CL_ClearParticles
================
*/
void CL_ClearParticles( void )
{
int i;
if( !cl_particles ) return;
cl_free_particles = cl_particles;
cl_active_particles = NULL;
cl_active_tracers = NULL;
for( i = 0; i < GI->max_particles - 1; i++ )
cl_particles[i].next = &cl_particles[i+1];
cl_particles[GI->max_particles-1].next = NULL;
}
/*
================
CL_FreeParticles
================
*/
void CL_FreeParticles( void )
{
if( cl_particles )
Mem_Free( cl_particles );
cl_particles = NULL;
}
/*
================
CL_FreeParticle
move particle to freelist
================
*/
void CL_FreeParticle( particle_t *p )
{
if( p->deathfunc )
{
// call right the deathfunc before die
p->deathfunc( p );
p->deathfunc = NULL;
}
p->next = cl_free_particles;
cl_free_particles = p;
}
/*
================
R_AllocParticle
can return NULL if particles is out
================
*/
particle_t *R_AllocParticle( void (*callback)( particle_t*, float ))
{
particle_t *p;
if( !cl_draw_particles->value )
return NULL;
// never alloc particles when we not in game
if( tr.frametime == 0.0 ) return NULL;
if( !cl_free_particles )
{
if( cl_lasttimewarn < host.realtime )
{
// don't spam about overflow
MsgDev( D_ERROR, "Overflow %d particles\n", GI->max_particles );
cl_lasttimewarn = host.realtime + 1.0f;
}
return NULL;
}
p = cl_free_particles;
cl_free_particles = p->next;
p->next = cl_active_particles;
cl_active_particles = p;
// clear old particle
p->type = pt_static;
VectorClear( p->vel );
VectorClear( p->org );
p->packedColor = 0;
p->die = cl.time;
p->color = 0;
p->ramp = 0;
if( callback )
{
p->type = pt_clientcustom;
p->callback = callback;
}
return p;
}
/*
================
R_AllocTracer
can return NULL if particles is out
================
*/
particle_t *R_AllocTracer( const vec3_t org, const vec3_t vel, float life )
{
particle_t *p;
if( !cl_draw_tracers->value )
return NULL;
// never alloc particles when we not in game
if( tr.frametime == 0.0 ) return NULL;
if( !cl_free_particles )
{
if( cl_lasttimewarn < host.realtime )
{
// don't spam about overflow
MsgDev( D_ERROR, "Overflow %d tracers\n", GI->max_particles );
cl_lasttimewarn = host.realtime + 1.0f;
}
return NULL;
}
p = cl_free_particles;
cl_free_particles = p->next;
p->next = cl_active_tracers;
cl_active_tracers = p;
// clear old particle
p->type = pt_static;
VectorCopy( org, p->org );
VectorCopy( vel, p->vel );
p->die = cl.time + life;
p->ramp = tracerlength->value;
p->color = 4; // select custom color
p->packedColor = 255; // alpha
return p;
}
/*
==============
R_FreeDeadParticles
Free particles that time has expired
==============
*/
void R_FreeDeadParticles( particle_t **ppparticles )
{
particle_t *p, *kill;
// kill all the ones hanging direcly off the base pointer
while( 1 )
{
kill = *ppparticles;
if( kill && kill->die < cl.time )
{
if( kill->deathfunc )
kill->deathfunc( kill );
kill->deathfunc = NULL;
*ppparticles = kill->next;
kill->next = cl_free_particles;
cl_free_particles = kill;
continue;
}
break;
}
// kill off all the others
for( p = *ppparticles; p; p = p->next )
{
while( 1 )
{
kill = p->next;
if( kill && kill->die < cl.time )
{
if( kill->deathfunc )
kill->deathfunc( kill );
kill->deathfunc = NULL;
p->next = kill->next;
kill->next = cl_free_particles;
cl_free_particles = kill;
continue;
}
break;
}
}
}
/*
================
CL_DrawParticles
update particle color, position, free expired and draw it
================
*/
void CL_DrawParticles( double frametime )
{
particle_t *p;
float time3 = 15.0f * frametime;
float time2 = 10.0f * frametime;
float time1 = 5.0f * frametime;
float dvel = 4.0f * frametime;
float grav = frametime * clgame.movevars.gravity * 0.05f;
vec3_t right, up;
color24 *pColor;
int alpha;
float size;
if( !cl_draw_particles->value )
return;
R_FreeDeadParticles( &cl_active_particles );
if( !cl_active_particles )
return; // nothing to draw?
pglEnable( GL_BLEND );
pglDisable( GL_ALPHA_TEST );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
GL_Bind( XASH_TEXTURE0, tr.particleTexture );
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglDepthMask( GL_FALSE );
pglBegin( GL_QUADS );
for( p = cl_active_particles; p; p = p->next )
{
if(( p->type != pt_blob ) || ( p->packedColor == 255 ))
{
size = PART_SIZE; // get initial size of particle
// scale up to keep particles from disappearing
size += (p->org[0] - RI.vieworg[0]) * RI.cull_vforward[0];
size += (p->org[1] - RI.vieworg[1]) * RI.cull_vforward[1];
size += (p->org[2] - RI.vieworg[2]) * RI.cull_vforward[2];
if( size < 20.0f ) size = PART_SIZE;
else size = PART_SIZE + size * 0.002f;
// scale the axes by radius
VectorScale( RI.cull_vright, size, right );
VectorScale( RI.cull_vup, size, up );
p->color = bound( 0, p->color, 255 );
pColor = &clgame.palette[p->color];
alpha = 255 * (p->die - cl.time) * 16.0f;
if( alpha > 255 || p->type == pt_static )
alpha = 255;
pglColor4ub( LightToTexGamma( pColor->r ), LightToTexGamma( pColor->g ), LightToTexGamma( pColor->b ), alpha );
pglTexCoord2f( 0.0f, 1.0f );
pglVertex3f( p->org[0] - right[0] + up[0], p->org[1] - right[1] + up[1], p->org[2] - right[2] + up[2] );
pglTexCoord2f( 0.0f, 0.0f );
pglVertex3f( p->org[0] + right[0] + up[0], p->org[1] + right[1] + up[1], p->org[2] + right[2] + up[2] );
pglTexCoord2f( 1.0f, 0.0f );
pglVertex3f( p->org[0] + right[0] - up[0], p->org[1] + right[1] - up[1], p->org[2] + right[2] - up[2] );
pglTexCoord2f( 1.0f, 1.0f );
pglVertex3f( p->org[0] - right[0] - up[0], p->org[1] - right[1] - up[1], p->org[2] - right[2] - up[2] );
r_stats.c_particle_count++;
}
if( p->type != pt_clientcustom )
{
// update position.
VectorMA( p->org, frametime, p->vel, p->org );
}
switch( p->type )
{
case pt_static:
break;
case pt_fire:
p->ramp += time1;
if( p->ramp >= 6.0f ) p->die = -1.0f;
else p->color = ramp3[(int)p->ramp];
p->vel[2] += grav;
break;
case pt_explode:
p->ramp += time2;
if( p->ramp >= 8.0f ) p->die = -1.0f;
else p->color = ramp1[(int)p->ramp];
VectorMA( p->vel, dvel, p->vel, p->vel );
p->vel[2] -= grav;
break;
case pt_explode2:
p->ramp += time3;
if( p->ramp >= 8.0f ) p->die = -1.0f;
else p->color = ramp2[(int)p->ramp];
VectorMA( p->vel,-frametime, p->vel, p->vel );
p->vel[2] -= grav;
break;
case pt_blob:
if( p->packedColor == 255 )
{
// normal blob explosion
VectorMA( p->vel, dvel, p->vel, p->vel );
p->vel[2] -= grav;
break;
}
case pt_blob2:
if( p->packedColor == 255 )
{
// normal blob explosion
p->vel[0] -= p->vel[0] * dvel;
p->vel[1] -= p->vel[1] * dvel;
p->vel[2] -= grav;
}
else
{
p->ramp += time2;
if( p->ramp >= 9.0f ) p->ramp = 0.0f;
p->color = gSparkRamp[(int)p->ramp];
VectorMA( p->vel, -frametime * 0.5f, p->vel, p->vel );
p->type = COM_RandomLong( 0, 3 ) ? pt_blob : pt_blob2;
p->vel[2] -= grav * 5.0f;
}
break;
case pt_grav:
p->vel[2] -= grav * 20.0f;
break;
case pt_slowgrav:
p->vel[2] -= grav;
break;
case pt_vox_grav:
p->vel[2] -= grav * 8.0f;
break;
case pt_vox_slowgrav:
p->vel[2] -= grav * 4.0f;
break;
case pt_clientcustom:
if( p->callback )
p->callback( p, frametime );
break;
}
}
pglEnd();
pglDepthMask( GL_TRUE );
}
/*
================
CL_CullTracer
check tracer bbox
================
*/
static qboolean CL_CullTracer( particle_t *p, const vec3_t start, const vec3_t end )
{
vec3_t mins, maxs;
int i;
// compute the bounding box
for( i = 0; i < 3; i++ )
{
if( start[i] < end[i] )
{
mins[i] = start[i];
maxs[i] = end[i];
}
else
{
mins[i] = end[i];
maxs[i] = start[i];
}
// don't let it be zero sized
if( mins[i] == maxs[i] )
{
maxs[i] += gTracerSize[p->type] * 2.0f;
}
}
// check bbox
return R_CullBox( mins, maxs );
}
/*
================
CL_DrawTracers
update tracer color, position, free expired and draw it
================
*/
void CL_DrawTracers( double frametime )
{
float scale, atten, gravity;
vec3_t screenLast, screen;
vec3_t start, end, delta;
particle_t *p;
if( !cl_draw_tracers->value )
return;
// update tracer color if this is changed
if( FBitSet( tracerred->flags|tracergreen->flags|tracerblue->flags|traceralpha->flags, FCVAR_CHANGED ))
{
gTracerColors[4].r = (byte)(tracerred->value * traceralpha->value * 255);
gTracerColors[4].g = (byte)(tracergreen->value * traceralpha->value * 255);
gTracerColors[4].b = (byte)(tracerblue->value * traceralpha->value * 255);
ClearBits( tracerred->flags, FCVAR_CHANGED );
ClearBits( tracergreen->flags, FCVAR_CHANGED );
ClearBits( tracerblue->flags, FCVAR_CHANGED );
ClearBits( traceralpha->flags, FCVAR_CHANGED );
}
R_FreeDeadParticles( &cl_active_tracers );
if( !cl_active_tracers )
return; // nothing to draw?
if( !TriSpriteTexture( cl_sprite_dot, 0 ))
return;
pglEnable( GL_BLEND );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
pglDisable( GL_ALPHA_TEST );
pglDepthMask( GL_FALSE );
gravity = frametime * clgame.movevars.gravity;
scale = 1.0 - (frametime * 0.9);
if( scale < 0.0f ) scale = 0.0f;
for( p = cl_active_tracers; p; p = p->next )
{
atten = (p->die - cl.time);
if( atten > 0.1f ) atten = 0.1f;
VectorScale( p->vel, ( p->ramp * atten ), delta );
VectorAdd( p->org, delta, end );
VectorCopy( p->org, start );
if( !CL_CullTracer( p, start, end ))
{
vec3_t verts[4], tmp2;
vec3_t tmp, normal;
color24 *pColor;
// Transform point into screen space
TriWorldToScreen( start, screen );
TriWorldToScreen( end, screenLast );
// build world-space normal to screen-space direction vector
VectorSubtract( screen, screenLast, tmp );
// we don't need Z, we're in screen space
tmp[2] = 0;
VectorNormalize( tmp );
// build point along noraml line (normal is -y, x)
VectorScale( RI.cull_vup, tmp[0] * gTracerSize[p->type], normal );
VectorScale( RI.cull_vright, -tmp[1] * gTracerSize[p->type], tmp2 );
VectorSubtract( normal, tmp2, normal );
// compute four vertexes
VectorSubtract( start, normal, verts[0] );
VectorAdd( start, normal, verts[1] );
VectorAdd( verts[0], delta, verts[2] );
VectorAdd( verts[1], delta, verts[3] );
pColor = &gTracerColors[p->color];
pglColor4ub( pColor->r, pColor->g, pColor->b, p->packedColor );
pglBegin( GL_QUADS );
pglTexCoord2f( 0.0f, 0.8f );
pglVertex3fv( verts[2] );
pglTexCoord2f( 1.0f, 0.8f );
pglVertex3fv( verts[3] );
pglTexCoord2f( 1.0f, 0.0f );
pglVertex3fv( verts[1] );
pglTexCoord2f( 0.0f, 0.0f );
pglVertex3fv( verts[0] );
pglEnd();
}
// evaluate position
VectorMA( p->org, frametime, p->vel, p->org );
if( p->type == pt_grav )
{
p->vel[0] *= scale;
p->vel[1] *= scale;
p->vel[2] -= gravity;
p->packedColor = 255 * (p->die - cl.time) * 2;
if( p->packedColor > 255 ) p->packedColor = 255;
}
else if( p->type == pt_slowgrav )
{
p->vel[2] = gravity * 0.05;
}
}
pglDepthMask( GL_TRUE );
}
/*
===============
CL_DrawParticlesExternal
allow to draw effects from custom renderer
===============
*/
void CL_DrawParticlesExternal( const ref_viewpass_t *rvp, qboolean trans_pass, float frametime )
{
ref_instance_t oldRI = RI;
memcpy( &oldRI, &RI, sizeof( ref_instance_t ));
R_SetupRefParams( rvp );
R_SetupFrustum();
R_SetupGL( false ); // don't touch GL-states
// setup PVS for frame
memcpy( RI.visbytes, tr.visbytes, world.visbytes );
tr.frametime = frametime;
if( trans_pass == false )
{
CL_DrawBeams( false );
}
else
{
CL_DrawBeams( true );
CL_DrawParticles( tr.frametime );
CL_DrawTracers( tr.frametime );
}
// restore internal state
memcpy( &RI, &oldRI, sizeof( ref_instance_t ));
}
/*
===============
R_EntityParticles
set EF_BRIGHTFIELD effect
===============
*/
void R_EntityParticles( cl_entity_t *ent )
{
float angle;
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
particle_t *p;
int i;
for( i = 0; i < NUMVERTEXNORMALS; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
angle = cl.time * cl_avelocities[i][0];
SinCos( angle, &sy, &cy );
angle = cl.time * cl_avelocities[i][1];
SinCos( angle, &sp, &cp );
angle = cl.time * cl_avelocities[i][2];
SinCos( angle, &sr, &cr );
VectorSet( forward, cp * cy, cp * sy, -sp );
p->die = cl.time + 0.001f;
p->color = 111; // yellow
VectorMAMAM( 1.0f, ent->origin, 64.0f, m_bytenormals[i], 16.0f, forward, p->org );
}
}
/*
===============
R_ParticleExplosion
===============
*/
void R_ParticleExplosion( const vec3_t org )
{
particle_t *p;
int i, j;
for( i = 0; i < 1024; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 5.0f;
p->ramp = COM_RandomLong( 0, 3 );
p->color = ramp1[0];
for( j = 0; j < 3; j++ )
{
p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f );
p->vel[j] = COM_RandomFloat( -256.0f, 256.0f );
}
if( i & 1 ) p->type = pt_explode;
else p->type = pt_explode2;
}
}
/*
===============
R_ParticleExplosion2
===============
*/
void R_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength )
{
int i, j;
int colorMod = 0;
particle_t *p;
for( i = 0; i < 512; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 0.3f;
p->color = colorStart + ( colorMod % colorLength );
p->packedColor = 255; // use old code for blob particles
colorMod++;
p->type = pt_blob;
for( j = 0; j < 3; j++ )
{
p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f );
p->vel[j] = COM_RandomFloat( -256.0f, 256.0f );
}
}
}
/*
===============
R_BlobExplosion
===============
*/
void R_BlobExplosion( const vec3_t org )
{
particle_t *p;
int i, j;
for( i = 0; i < 1024; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + COM_RandomFloat( 2.0f, 2.4f );
p->packedColor = 255; // use old code for blob particles
if( i & 1 )
{
p->type = pt_blob;
p->color = COM_RandomLong( 66, 71 );
}
else
{
p->type = pt_blob2;
p->color = COM_RandomLong( 150, 155 );
}
for( j = 0; j < 3; j++ )
{
p->org[j] = org[j] + COM_RandomFloat( -16.0f, 16.0f );
p->vel[j] = COM_RandomFloat( -256.0f, 256.0f );
}
}
}
/*
===============
ParticleEffect
PARTICLE_EFFECT on server
===============
*/
void R_RunParticleEffect( const vec3_t org, const vec3_t dir, int color, int count )
{
particle_t *p;
int i;
if( count == 1024 )
{
// rocket explosion
R_ParticleExplosion( org );
return;
}
for( i = 0; i < count; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->color = (color & ~7) + COM_RandomLong( 0, 7 );
p->die = cl.time + COM_RandomFloat( 0.1f, 0.4f );
p->type = pt_slowgrav;
VectorAddScalar( org, COM_RandomFloat( -8.0f, 8.0f ), p->org );
VectorScale( dir, 15.0f, p->vel );
}
}
/*
===============
R_Blood
particle spray
===============
*/
void R_Blood( const vec3_t org, const vec3_t ndir, int pcolor, int speed )
{
vec3_t pos, dir, vec;
float pspeed = speed * 3.0f;
int i, j;
particle_t *p;
VectorNormalize2( ndir, dir );
for( i = 0; i < (speed / 2); i++ )
{
VectorAddScalar( org, COM_RandomFloat( -3.0f, 3.0f ), pos );
VectorAddScalar( dir, COM_RandomFloat( -0.06f, 0.06f ), vec );
for( j = 0; j < 7; j++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 1.5f;
p->color = pcolor + COM_RandomLong( 0, 9 );
p->type = pt_vox_grav;
VectorAddScalar( pos, COM_RandomFloat( -1.0f, 1.0f ), p->org );
VectorScale( vec, pspeed, p->vel );
}
}
}
/*
===============
R_BloodStream
particle spray 2
===============
*/
void R_BloodStream( const vec3_t org, const vec3_t dir, int pcolor, int speed )
{
particle_t *p;
int i, j;
float arc;
float accel = speed;
for( arc = 0.05f, i = 0; i < 100; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 2.0f;
p->type = pt_vox_grav;
p->color = pcolor + COM_RandomLong( 0, 9 );
VectorCopy( org, p->org );
VectorCopy( dir, p->vel );
p->vel[2] -= arc;
arc -= 0.005f;
VectorScale( p->vel, accel, p->vel );
accel -= 0.00001f; // so last few will drip
}
for( arc = 0.075f, i = 0; i < ( speed / 5 ); i++ )
{
float num;
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 3.0f;
p->color = pcolor + COM_RandomLong( 0, 9 );
p->type = pt_vox_slowgrav;
VectorCopy( org, p->org );
VectorCopy( dir, p->vel );
p->vel[2] -= arc;
arc -= 0.005f;
num = COM_RandomFloat( 0.0f, 1.0f );
accel = speed * num;
num *= 1.7f;
VectorScale( p->vel, num, p->vel );
VectorScale( p->vel, accel, p->vel );
for( j = 0; j < 2; j++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 3.0f;
p->color = pcolor + COM_RandomLong( 0, 9 );
p->type = pt_vox_slowgrav;
p->org[0] = org[0] + COM_RandomFloat( -1.0f, 1.0f );
p->org[1] = org[1] + COM_RandomFloat( -1.0f, 1.0f );
p->org[2] = org[2] + COM_RandomFloat( -1.0f, 1.0f );
VectorCopy( dir, p->vel );
p->vel[2] -= arc;
VectorScale( p->vel, num, p->vel );
VectorScale( p->vel, accel, p->vel );
}
}
}
/*
===============
R_LavaSplash
===============
*/
void R_LavaSplash( const vec3_t org )
{
particle_t *p;
float vel;
vec3_t dir;
int i, j, k;
for( i = -16; i < 16; i++ )
{
for( j = -16; j <16; j++ )
{
for( k = 0; k < 1; k++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + COM_RandomFloat( 2.0f, 2.62f );
p->color = COM_RandomLong( 224, 231 );
p->type = pt_slowgrav;
dir[0] = j * 8.0f + COM_RandomFloat( 0.0f, 7.0f );
dir[1] = i * 8.0f + COM_RandomFloat( 0.0f, 7.0f );
dir[2] = 256.0f;
p->org[0] = org[0] + dir[0];
p->org[1] = org[1] + dir[1];
p->org[2] = org[2] + COM_RandomFloat( 0.0f, 63.0f );
VectorNormalize( dir );
vel = COM_RandomFloat( 50.0f, 113.0f );
VectorScale( dir, vel, p->vel );
}
}
}
}
/*
===============
R_ParticleBurst
===============
*/
void R_ParticleBurst( const vec3_t org, int size, int color, float life )
{
particle_t *p;
vec3_t dir, dest;
int i, j;
float dist;
for( i = 0; i < 32; i++ )
{
for( j = 0; j < 32; j++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + life + COM_RandomFloat( -0.5f, 0.5f );
p->color = color + COM_RandomLong( 0, 10 );
p->ramp = 1.0f;
VectorCopy( org, p->org );
VectorAddScalar( org, COM_RandomFloat( -size, size ), dest );
VectorSubtract( dest, p->org, dir );
dist = VectorNormalizeLength( dir );
VectorScale( dir, ( dist / life ), p->vel );
}
}
}
/*
===============
R_LargeFunnel
===============
*/
void R_LargeFunnel( const vec3_t org, int reverse )
{
particle_t *p;
float vel, dist;
vec3_t dir, dest;
int i, j;
for( i = -8; i < 8; i++ )
{
for( j = -8; j < 8; j++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
dest[0] = (i * 32.0f) + org[0];
dest[1] = (j * 32.0f) + org[1];
dest[2] = org[2] + COM_RandomFloat( 100.0f, 800.0f );
if( reverse )
{
VectorCopy( org, p->org );
VectorSubtract( dest, p->org, dir );
}
else
{
VectorCopy( dest, p->org );
VectorSubtract( org, p->org, dir );
}
vel = dest[2] / 8.0f;
if( vel < 64.0f ) vel = 64.0f;
dist = VectorNormalizeLength( dir );
vel += COM_RandomFloat( 64.0f, 128.0f );
VectorScale( dir, vel, p->vel );
p->die = cl.time + (dist / vel );
p->color = 244; // green color
}
}
}
/*
===============
R_TeleportSplash
===============
*/
void R_TeleportSplash( const vec3_t org )
{
particle_t *p;
vec3_t dir;
float vel;
int i, j, k;
for( i = -16; i < 16; i += 4 )
{
for( j = -16; j < 16; j += 4 )
{
for( k = -24; k < 32; k += 4 )
{
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + COM_RandomFloat( 0.2f, 0.34f );
p->color = COM_RandomLong( 7, 14 );
p->type = pt_slowgrav;
dir[0] = j * 8.0f;
dir[1] = i * 8.0f;
dir[2] = k * 8.0f;
p->org[0] = org[0] + i + COM_RandomFloat( 0.0f, 3.0f );
p->org[1] = org[1] + j + COM_RandomFloat( 0.0f, 3.0f );
p->org[2] = org[2] + k + COM_RandomFloat( 0.0f, 3.0f );
VectorNormalize( dir );
vel = COM_RandomFloat( 50.0f, 113.0f );
VectorScale( dir, vel, p->vel );
}
}
}
}
/*
===============
R_RocketTrail
===============
*/
void R_RocketTrail( vec3_t start, vec3_t end, int type )
{
vec3_t vec, right, up;
static int tracercount;
float s, c, x, y;
float len, dec;
particle_t *p;
VectorSubtract( end, start, vec );
len = VectorNormalizeLength( vec );
if( type == 7 )
{
VectorVectors( vec, right, up );
}
if( type < 128 )
{
dec = 3.0f;
}
else
{
dec = 1.0f;
type -= 128;
}
VectorScale( vec, dec, vec );
while( len > 0 )
{
len -= dec;
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 2.0f;
switch( type )
{
case 0: // rocket trail
p->ramp = COM_RandomLong( 0, 3 );
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
break;
case 1: // smoke smoke
p->ramp = COM_RandomLong( 2, 5 );
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
break;
case 2: // blood
p->type = pt_grav;
p->color = COM_RandomLong( 67, 74 );
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
break;
case 3:
case 5: // tracer
p->die = cl.time + 0.5f;
if( type == 3 ) p->color = 52 + (( tracercount & 4 )<<1 );
else p->color = 230 + (( tracercount & 4 )<<1 );
VectorCopy( start, p->org );
tracercount++;
if( FBitSet( tracercount, 1 ))
{
p->vel[0] = 30.0f * vec[1];
p->vel[1] = 30.0f * -vec[0];
}
else
{
p->vel[0] = 30.0f * -vec[1];
p->vel[1] = 30.0f * vec[0];
}
break;
case 4: // slight blood
p->type = pt_grav;
p->color = COM_RandomLong( 67, 70 );
VectorAddScalar( start, COM_RandomFloat( -3.0f, 3.0f ), p->org );
len -= 3.0f;
break;
case 6: // voor trail
p->color = COM_RandomLong( 152, 155 );
p->die += 0.3f;
VectorAddScalar( start, COM_RandomFloat( -8.0f, 8.0f ), p->org );
break;
case 7: // explosion tracer
x = COM_RandomLong( 0, 65535 );
y = COM_RandomLong( 8, 16 );
SinCos( x, &s, &c );
s *= y;
c *= y;
VectorMAMAM( 1.0f, start, s, right, c, up, p->org );
VectorSubtract( start, p->org, p->vel );
VectorScale( p->vel, 2.0f, p->vel );
VectorMA( p->vel, COM_RandomFloat( 96.0f, 111.0f ), vec, p->vel );
p->ramp = COM_RandomLong( 0, 3 );
p->color = ramp3[(int)p->ramp];
p->type = pt_explode2;
break;
default:
// just build line to show error
VectorCopy( start, p->org );
break;
}
VectorAdd( start, vec, start );
}
}
/*
================
R_ParticleLine
================
*/
void R_ParticleLine( const vec3_t start, const vec3_t end, byte r, byte g, byte b, float life )
{
int pcolor;
pcolor = R_LookupColor( r, g, b );
PM_ParticleLine( start, end, pcolor, life, 0 );
}
/*
================
R_ParticleBox
================
*/
void R_ParticleBox( const vec3_t absmin, const vec3_t absmax, byte r, byte g, byte b, float life )
{
vec3_t mins, maxs;
vec3_t origin;
int pcolor;
pcolor = R_LookupColor( r, g, b );
VectorAverage( absmax, absmin, origin );
VectorSubtract( absmax, origin, maxs );
VectorSubtract( absmin, origin, mins );
PM_DrawBBox( mins, maxs, origin, pcolor, life );
}
/*
================
R_ShowLine
================
*/
void R_ShowLine( const vec3_t start, const vec3_t end )
{
vec3_t dir, org;
float len;
particle_t *p;
VectorSubtract( end, start, dir );
len = VectorNormalizeLength( dir );
VectorScale( dir, 5.0f, dir );
VectorCopy( start, org );
while( len > 0 )
{
len -= 5.0f;
p = R_AllocParticle( NULL );
if( !p ) return;
p->die = cl.time + 30;
p->color = 75;
VectorCopy( org, p->org );
VectorAdd( org, dir, org );
}
}
/*
===============
R_BulletImpactParticles
===============
*/
void R_BulletImpactParticles( const vec3_t pos )
{
int i, quantity;
int color;
float dist;
vec3_t dir;
particle_t *p;
VectorSubtract( pos, RI.vieworg, dir );
dist = VectorLength( dir );
if( dist > 1000.0f ) dist = 1000.0f;
quantity = (1000.0f - dist) / 100.0f;
if( quantity == 0 ) quantity = 1;
color = 3 - ((30 * quantity) / 100 );
R_SparkStreaks( pos, 2, -200, 200 );
for( i = 0; i < quantity * 4; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
VectorCopy( pos, p->org);
p->vel[0] = COM_RandomFloat( -1.0f, 1.0f );
p->vel[1] = COM_RandomFloat( -1.0f, 1.0f );
p->vel[2] = COM_RandomFloat( -1.0f, 1.0f );
VectorScale( p->vel, COM_RandomFloat( 50.0f, 100.0f ), p->vel );
p->die = cl.time + 0.5;
p->color = 3 - color;
p->type = pt_grav;
}
}
/*
===============
R_FlickerParticles
===============
*/
void R_FlickerParticles( const vec3_t org )
{
particle_t *p;
int i;
for( i = 0; i < 15; i++ )
{
p = R_AllocParticle( NULL );
if( !p ) return;
VectorCopy( org, p->org );
p->vel[0] = COM_RandomFloat( -32.0f, 32.0f );
p->vel[1] = COM_RandomFloat( -32.0f, 32.0f );
p->vel[2] = COM_RandomFloat( 80.0f, 143.0f );
p->die = cl.time + 2.0f;
p->type = pt_blob2;
p->color = 254;
}
}
/*
===============
R_StreakSplash
create a splash of streaks
===============
*/
void R_StreakSplash( const vec3_t pos, const vec3_t dir, int color, int count, float speed, int velocityMin, int velocityMax )
{
vec3_t vel, vel2;
particle_t *p;
int i;
VectorScale( dir, speed, vel );
for( i = 0; i < count; i++ )
{
VectorAddScalar( vel, COM_RandomFloat( velocityMin, velocityMax ), vel2 );
p = R_AllocTracer( pos, vel2, COM_RandomFloat( 0.1f, 0.5f ));
if( !p ) return;
p->type = pt_grav;
p->color = color;
p->ramp = 1.0f;
}
}
/*
===============
R_DebugParticle
just for debug purposes
===============
*/
void R_DebugParticle( const vec3_t pos, byte r, byte g, byte b )
{
particle_t *p;
p = R_AllocParticle( NULL );
if( !p ) return;
VectorCopy( pos, p->org );
p->color = R_LookupColor( r, g, b );
p->die = cl.time + 0.01f;
}
/*
===============
CL_Particle
pmove debugging particle
===============
*/
void CL_Particle( const vec3_t org, int color, float life, int zpos, int zvel )
{
particle_t *p;
p = R_AllocParticle( NULL );
if( !p ) return;
if( org ) VectorCopy( org, p->org );
p->die = cl.time + life;
p->vel[2] += zvel; // ???
p->color = color;
}
/*
===============
R_TracerEffect
===============
*/
void R_TracerEffect( const vec3_t start, const vec3_t end )
{
vec3_t pos, vel, dir;
float len, speed;
float offset;
speed = Q_max( tracerspeed->value, 3.0f );
VectorSubtract( end, start, dir );
len = VectorLength( dir );
if( len == 0.0f ) return;
VectorScale( dir, 1.0f / len, dir ); // normalize
offset = COM_RandomFloat( -10.0f, 9.0f ) + traceroffset->value;
VectorScale( dir, offset, vel );
VectorAdd( start, vel, pos );
VectorScale( dir, speed, vel );
R_AllocTracer( pos, vel, len / speed );
}
/*
===============
R_UserTracerParticle
===============
*/
void R_UserTracerParticle( float *org, float *vel, float life, int colorIndex, float length, byte deathcontext, void (*deathfunc)( particle_t *p ))
{
particle_t *p;
if( colorIndex < 0 )
{
MsgDev( D_ERROR, "UserTracer with color < 0\n" );
return;
}
if( colorIndex > ARRAYSIZE( gTracerColors ))
{
MsgDev( D_ERROR, "UserTracer with color > %d\n", ARRAYSIZE( gTracerColors ));
return;
}
if(( p = R_AllocTracer( org, vel, life )) != NULL )
{
p->context = deathcontext;
p->deathfunc = deathfunc;
p->color = colorIndex;
p->ramp = length;
}
}
/*
===============
R_TracerParticles
allow more customization
===============
*/
particle_t *R_TracerParticles( float *org, float *vel, float life )
{
return R_AllocTracer( org, vel, life );
}
/*
===============
R_SparkStreaks
create a streak tracers
===============
*/
void R_SparkStreaks( const vec3_t pos, int count, int velocityMin, int velocityMax )
{
particle_t *p;
vec3_t vel;
int i;
for( i = 0; i<count; i++ )
{
vel[0] = COM_RandomFloat( velocityMin, velocityMax );
vel[1] = COM_RandomFloat( velocityMin, velocityMax );
vel[2] = COM_RandomFloat( velocityMin, velocityMax );
p = R_AllocTracer( pos, vel, COM_RandomFloat( 0.1f, 0.5f ));
if( !p ) return;
p->color = 5;
p->type = pt_grav;
p->ramp = 0.5f;
}
}
/*
===============
R_Implosion
make implosion tracers
===============
*/
void R_Implosion( const vec3_t end, float radius, int count, float life )
{
float dist = ( radius / 100.0f );
vec3_t start, temp, vel;
float factor;
particle_t *p;
int i;
if( life <= 0.0f ) life = 0.1f; // to avoid divide by zero
factor = -1.0 / life;
for ( i = 0; i < count; i++ )
{
temp[0] = dist * COM_RandomFloat( -100.0f, 100.0f );
temp[1] = dist * COM_RandomFloat( -100.0f, 100.0f );
temp[2] = dist * COM_RandomFloat( 0.0f, 100.0f );
VectorScale( temp, factor, vel );
VectorAdd( temp, end, start );
if(( p = R_AllocTracer( start, vel, life )) == NULL )
return;
p->type = pt_explode;
}
}
/*
===============
CL_ReadPointFile_f
===============
*/
void CL_ReadPointFile_f( void )
{
char *afile, *pfile;
vec3_t org;
int count;
particle_t *p;
char filename[64];
string token;
Q_snprintf( filename, sizeof( filename ), "maps/%s.pts", clgame.mapname );
afile = FS_LoadFile( filename, NULL, false );
if( !afile )
{
Con_Printf( S_ERROR "couldn't open %s\n", filename );
return;
}
Con_Printf( "Reading %s...\n", filename );
count = 0;
pfile = afile;
while( 1 )
{
pfile = COM_ParseFile( pfile, token );
if( !pfile ) break;
org[0] = Q_atof( token );
pfile = COM_ParseFile( pfile, token );
if( !pfile ) break;
org[1] = Q_atof( token );
pfile = COM_ParseFile( pfile, token );
if( !pfile ) break;
org[2] = Q_atof( token );
count++;
if( !cl_free_particles )
{
Con_Printf( S_ERROR "not enough free particles!\n" );
break;
}
// NOTE: can't use R_AllocParticle because this command
// may be executed from the console, while frametime is 0
p = cl_free_particles;
cl_free_particles = p->next;
p->next = cl_active_particles;
cl_active_particles = p;
p->ramp = 0;
p->type = pt_static;
p->die = cl.time + 99999;
p->color = (-count) & 15;
VectorCopy( org, p->org );
VectorClear( p->vel );
}
Mem_Free( afile );
if( count ) Con_Printf( "%i points read\n", count );
else Con_Printf( "map %s has no leaks!\n", clgame.mapname );
}