/* 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 "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" /* ================ CL_DrawParticles update particle color, position, free expired and draw it ================ */ void CL_DrawParticles( double frametime, particle_t *cl_active_particles ) { 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 * MOVEVARS->gravity * 0.05f; vec3_t right, up; color24 *pColor; int alpha; float size; if( !cl_draw_particles->value ) return; 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 - gpGlobals->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, particle_t *cl_active_tracers ) { 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 ); } 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 * 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 - gpGlobals->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 - gpGlobals->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, gpGlobals->visbytes ); tr.frametime = frametime; CL_DrawEFX( frametime, trans_pass ); // restore internal state memcpy( &RI, &oldRI, sizeof( ref_instance_t )); }