vert[13] = org2[1] + width * right2[1];
vert[14] = org2[2] + width * right2[2];
}
+void fractalnoise(qbyte *noise, int size, int startgrid)
+{
+ int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
+ int *noisebuf;
+#define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
+
+ for (sizepower = 0;(1 << sizepower) < size;sizepower++);
+ if (size != (1 << sizepower))
+ Sys_Error("fractalnoise: size must be power of 2\n");
+
+ for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
+ if (startgrid != (1 << gridpower))
+ Sys_Error("fractalnoise: grid must be power of 2\n");
+
+ startgrid = bound(0, startgrid, size);
+
+ amplitude = 0xFFFF; // this gets halved before use
+ noisebuf = malloc(size*size*sizeof(int));
+ memset(noisebuf, 0, size*size*sizeof(int));
+
+ for (g2 = startgrid;g2;g2 >>= 1)
+ {
+ // brownian motion (at every smaller level there is random behavior)
+ amplitude >>= 1;
+ for (y = 0;y < size;y += g2)
+ for (x = 0;x < size;x += g2)
+ n(x,y) += (rand()&litude);
+
+ g = g2 >> 1;
+ if (g)
+ {
+ // subdivide, diamond-square algorithm (really this has little to do with squares)
+ // diamond
+ for (y = 0;y < size;y += g2)
+ for (x = 0;x < size;x += g2)
+ n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
+ // square
+ for (y = 0;y < size;y += g2)
+ for (x = 0;x < size;x += g2)
+ {
+ n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
+ n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
+ }
+ }
+ }
+ // find range of noise values
+ min = max = 0;
+ for (y = 0;y < size;y++)
+ for (x = 0;x < size;x++)
+ {
+ if (n(x,y) < min) min = n(x,y);
+ if (n(x,y) > max) max = n(x,y);
+ }
+ max -= min;
+ max++;
+ // normalize noise and copy to output
+ for (y = 0;y < size;y++)
+ for (x = 0;x < size;x++)
+ *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
+ free(noisebuf);
+#undef n
+}
#else
#include "cl_collision.h"
#endif
void CL_ParticleExplosion (vec3_t org)
{
int i, k;
- vec3_t v;
- vec3_t v2;
+ //vec3_t v;
+ //vec3_t v2;
if (cl_stainmaps.integer)
R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
}
else
{
+ /*
+ // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
// smoke puff
if (cl_particles_smoke.integer)
{
particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, true, 12, 12, 255, 512, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
}
}
+ */
if (cl_particles_sparks.integer)
{
#ifdef WORKINGLQUAKE
len = VectorNormalize (vec);
dec = 0;
- speed = 1.0f / (cl.time - cl.oldtime);
+ speed = 1.0f / cl.frametime;
VectorSubtract(end, start, vel);
#else
len = VectorNormalizeLength (vec);