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https://github.com/YGGverse/xash3d-fwgs.git
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ref_soft: fix particles
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7fc09da482
commit
2efdf56317
@ -571,9 +571,9 @@ static qboolean GL_UploadTexture( image_t *tex, rgbdata_t *pic )
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//GL_TextureImageRAW( tex, i, j, width, height, tex->depth, pic->type, data );
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// increase size to workaround triangle renderer bugs
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// it seems to assume memory readable. maybe it was pointed to WAD?
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tex->pixels[j] = (byte*)Mem_Malloc( r_temppool, width * height * sizeof(pixel_t) + 1024 ) + 512;
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memset( (byte*)tex->pixels[j] - 512, 0xFF, 512 );
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memset( (byte*)tex->pixels[j] + width * height * sizeof(pixel_t), 0xFF, 512 );
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tex->pixels[j] = (byte*)Mem_Calloc( r_temppool, width * height * sizeof(pixel_t) + 1024 ) + 512;
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//memset( (byte*)tex->pixels[j] - 512, 0xFF, 512 );
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//memset( (byte*)tex->pixels[j] + width * height * sizeof(pixel_t), 0xFF, 512 );
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if( j == 0 && tex->flags & TF_HAS_ALPHA )
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tex->alpha_pixels = (byte*)Mem_Calloc( r_temppool, width * height * sizeof(pixel_t) + 256 ) + 128;
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15
r_main.c
15
r_main.c
@ -478,20 +478,19 @@ R_SetupFrustum
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*/
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void R_SetupFrustum( void )
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{
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AngleVectors( RI.viewangles, RI.vforward, RI.vright, RI.vup );
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#if 0
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#if 1
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ref_overview_t *ov = gEngfuncs.GetOverviewParms();
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if( RP_NORMALPASS() && ( gEngfuncs.GetWaterLevel() >= 3 ))
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/*if( RP_NORMALPASS() && ( ENGINE_GET_PARM( PARM_WATER_LEVEL ) >= 3 ))
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{
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RI.fov_x = atan( tan( DEG2RAD( RI.fov_x ) / 2 ) * ( 0.97 + sin( gpGlobals->time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
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RI.fov_y = atan( tan( DEG2RAD( RI.fov_y ) / 2 ) * ( 1.03 - sin( gpGlobals->time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
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}
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}*/
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// build the transformation matrix for the given view angles
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AngleVectors( RI.viewangles, RI.vforward, RI.vright, RI.vup );
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if( !r_lockfrustum->value )
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//if( !r_lockfrustum->value )
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{
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VectorCopy( RI.vieworg, RI.cullorigin );
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VectorCopy( RI.vforward, RI.cull_vforward );
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@ -499,9 +498,9 @@ void R_SetupFrustum( void )
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VectorCopy( RI.vup, RI.cull_vup );
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}
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if( RI.drawOrtho )
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GL_FrustumInitOrtho( &RI.frustum, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
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else GL_FrustumInitProj( &RI.frustum, 0.0f, R_GetFarClip(), RI.fov_x, RI.fov_y ); // NOTE: we ignore nearplane here (mirrors only)
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// if( RI.drawOrtho )
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// GL_FrustumInitOrtho( &RI.frustum, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
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// else GL_FrustumInitProj( &RI.frustum, 0.0f, R_GetFarClip(), RI.fov_x, RI.fov_y ); // NOTE: we ignore nearplane here (mirrors only)
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#endif
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}
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17
r_part.c
17
r_part.c
@ -66,8 +66,6 @@ void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float
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//pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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//pglDepthMask( GL_FALSE );
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TriBegin( TRI_QUADS );
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for( p = cl_active_particles; p; p = p->next )
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{
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if(( p->type != pt_blob ) || ( p->packedColor == 255 ))
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@ -93,10 +91,13 @@ void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float
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if( alpha > 255 || p->type == pt_static )
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alpha = 255;
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TriColor4ub( gEngfuncs.LightToTexGamma( pColor->r ),
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gEngfuncs.LightToTexGamma( pColor->g ),
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gEngfuncs.LightToTexGamma( pColor->b ), alpha );
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//TriColor4ub( gEngfuncs.LightToTexGamma( pColor->r ),
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// gEngfuncs.LightToTexGamma( pColor->g ),
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// gEngfuncs.LightToTexGamma( pColor->b ), alpha );
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//TriBrightness( alpha / 255.0f );
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_TriColor4f(1.0f*alpha/255/255*pColor->r,1.0f*alpha/255/255*pColor->g,1.0f*alpha/255/255* pColor->b,1.0f );
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TriBegin( TRI_QUADS );
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TriTexCoord2f( 0.0f, 1.0f );
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TriVertex3f( p->org[0] - right[0] + up[0], p->org[1] - right[1] + up[1], p->org[2] - right[2] + up[2] );
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TriTexCoord2f( 0.0f, 0.0f );
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@ -105,6 +106,7 @@ void CL_DrawParticles( double frametime, particle_t *cl_active_particles, float
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TriVertex3f( p->org[0] + right[0] - up[0], p->org[1] + right[1] - up[1], p->org[2] + right[2] - up[2] );
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TriTexCoord2f( 1.0f, 1.0f );
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TriVertex3f( p->org[0] - right[0] - up[0], p->org[1] - right[1] - up[1], p->org[2] - right[2] - up[2] );
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TriEnd();
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r_stats.c_particle_count++;
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}
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@ -211,6 +213,7 @@ void CL_DrawTracers( double frametime, particle_t *cl_active_tracers )
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vec3_t verts[4], tmp2;
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vec3_t tmp, normal;
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color24 *pColor;
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short alpha = p->packedColor;
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// Transform point into screen space
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TriWorldToScreen( start, screen );
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@ -241,7 +244,9 @@ void CL_DrawTracers( double frametime, particle_t *cl_active_tracers )
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}
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pColor = &gTracerColors[p->color];
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TriColor4ub( pColor->r, pColor->g, pColor->b, p->packedColor );
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//TriColor4ub( pColor->r, pColor->g, pColor->b, p->packedColor );
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_TriColor4f(1.0f*alpha/255/255*pColor->r,1.0f*alpha/255/255*pColor->g,1.0f*alpha/255/255* pColor->b,1.0f );
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TriBegin( TRI_QUADS );
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TriTexCoord2f( 0.0f, 0.8f );
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