*/
#include "quakedef.h"
+
+#ifdef WORKINGLQUAKE
+#define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
+#define NUMVERTEXNORMALS 162
+siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
+#define m_bytenormals r_avertexnormals
+#define VectorNormalizeFast VectorNormalize
+#define Mod_PointContents(v,m) (Mod_PointInLeaf(v,m)->contents)
+typedef unsigned char qbyte;
+#define cl_stainmaps.integer 0
+void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
+{
+}
+#define CL_EntityParticles R_EntityParticles
+#define CL_ReadPointFile_f R_ReadPointFile_f
+#define CL_ParseParticleEffect R_ParseParticleEffect
+#define CL_ParticleExplosion R_ParticleExplosion
+#define CL_ParticleExplosion2 R_ParticleExplosion2
+#define CL_BlobExplosion R_BlobExplosion
+#define CL_RunParticleEffect R_RunParticleEffect
+#define CL_LavaSplash R_LavaSplash
+#define CL_RocketTrail2 R_RocketTrail2
+void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
+{
+ vec3_t right1, right2, diff, normal;
+
+ VectorSubtract (org2, org1, normal);
+ VectorNormalizeFast (normal);
+
+ // calculate 'right' vector for start
+ VectorSubtract (r_origin, org1, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right1);
+
+ // calculate 'right' vector for end
+ VectorSubtract (r_origin, org2, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right2);
+
+ vert[ 0] = org1[0] + width * right1[0];
+ vert[ 1] = org1[1] + width * right1[1];
+ vert[ 2] = org1[2] + width * right1[2];
+ vert[ 4] = org1[0] - width * right1[0];
+ vert[ 5] = org1[1] - width * right1[1];
+ vert[ 6] = org1[2] - width * right1[2];
+ vert[ 8] = org2[0] - width * right2[0];
+ vert[ 9] = org2[1] - width * right2[1];
+ vert[10] = org2[2] - width * right2[2];
+ vert[12] = org2[0] + width * right2[0];
+ vert[13] = org2[1] + width * right2[1];
+ vert[14] = org2[2] + width * right2[2];
+}
+#else
#include "cl_collision.h"
+#endif
#define MAX_PARTICLES 8192 // default max # of particles at one time
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
+#ifndef WORKINGLQUAKE
static mempool_t *cl_part_mempool;
+#endif
void CL_Particles_Clear(void)
{
Cvar_RegisterVariable (&cl_particles_sparks);
Cvar_RegisterVariable (&cl_particles_bubbles);
+#ifdef WORKINGLQUAKE
+ particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
+ freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
+#else
cl_part_mempool = Mem_AllocPool("CL_Part");
particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
+#endif
cl_numparticles = 0;
}
forward[1] = cp*sy;
forward[2] = -sp;
+#ifdef WORKINGLQUAKE
+ particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+#else
particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, false, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+#endif
}
}
{
vec3_t org;
int r, c;
- char *pointfile, *pointfilepos, *t, tchar;
-
- pointfile = COM_LoadFile(va("maps/%s.pts", sv.name), true);
+ char *pointfile = NULL, *pointfilepos, *t, tchar;
+#if WORKINGLQUAKE
+ char name[MAX_OSPATH];
+
+ sprintf (name,"maps/%s.pts", cl.worldmodel->name);
+ COM_FOpenFile (name, &f);
+ if (f)
+ {
+ int pointfilelength;
+ fseek(f, 0, SEEK_END);
+ pointfilelength = ftell(f);
+ fseek(f, 0, SEEK_SET);
+ pointfile = malloc(pointfilelength + 1);
+ fread(pointfile, 1, pointfilelength, f);
+ pointfile[pointfilelength] = 0;
+ fclose(f);
+ }
+#else
+ pointfile = COM_LoadFile(va("maps/%s.pts", cl.worldmodel->name), true);
+#endif
if (!pointfile)
{
- Con_Printf ("couldn't open %s.pts\n", sv.name);
+ Con_Printf ("couldn't open %s.pts\n", cl.worldmodel->name);
return;
}
- Con_Printf ("Reading %s.pts...\n", sv.name);
+ Con_Printf ("Reading %s.pts...\n", cl.worldmodel->name);
c = 0;
pointfilepos = pointfile;
while (*pointfilepos)
particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, false, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
+#ifdef WORKINGLQUAKE
+ free(pointfile);
+#else
Mem_Free(pointfile);
+#endif
Con_Printf ("%i points read\n", c);
}
*/
void CL_ParseParticleEffect (void)
{
- vec3_t org, dir;
- int i, count, msgcount, color;
+ vec3_t org, dir;
+ int i, count, msgcount, color;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
===============
*/
-void CL_ParticleExplosion (vec3_t org, int smoke)
+void CL_ParticleExplosion (vec3_t org)
{
- int i;
+ int i, k;
+ vec3_t v;
+ vec3_t v2;
if (cl_stainmaps.integer)
R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, true, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
}
}
+ else
+ {
+ // smoke puff
+ if (cl_particles_smoke.integer)
+ {
+ for (i = 0;i < 64;i++)
+ {
+ for (k = 0;k < 16;k++)
+ {
+ v[0] = org[0] + lhrandom(-64, 64);
+ v[1] = org[1] + lhrandom(-64, 64);
+ v[2] = org[2] + lhrandom(-8, 24);
+ if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
+ break;
+ }
+ VectorSubtract(v2, org, v2);
+ VectorScale(v2, 2.0f, v2);
+ 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)
+ {
+ // sparks
+ for (i = 0;i < 256;i++)
+ {
+ k = particlepalette[0x68 + (rand() & 7)];
+ particle(pt_static, PARTICLE_BEAM, k, k, tex_particle, false, true, 1.5f, 0.05f, lhrandom(0, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0, 0);
+ }
+ }
+ }
if (cl_explosions.integer)
R_NewExplosion(org);
if (count == 1024)
{
- CL_ParticleExplosion(org, false);
+ CL_ParticleExplosion(org);
return;
}
if (!cl_particles.integer) return;
===============
*/
-/*
-void CL_TeleportSplash (vec3_t org)
+#if WORKINGLQUAKE
+void R_TeleportSplash (vec3_t org)
{
int i, j, k;
if (!cl_particles.integer) return;
for (k=-24 ; k<32 ; k+=8)
particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, true, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
}
-*/
+#endif
+#ifdef WORKINGLQUAKE
+void R_RocketTrail (vec3_t start, vec3_t end, int type)
+#else
void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
+#endif
{
vec3_t vec, dir, vel, pos;
float len, dec, speed, r;
VectorNormalize(dir);
VectorSubtract (end, start, vec);
+#ifdef WORKINGLQUAKE
+ len = VectorNormalize (vec);
+ dec = 0;
+ speed = 1.0f / (cl.time - cl.oldtime);
+ VectorSubtract(end, start, vel);
+#else
len = VectorNormalizeLength (vec);
dec = -ent->persistent.trail_time;
ent->persistent.trail_time += len;
if (ent->persistent.trail_time < 0.01f)
return;
+ // if we skip out, leave it reset
+ ent->persistent.trail_time = 0.0f;
+
speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
+#endif
VectorScale(vel, speed, vel);
// advance into this frame to reach the first puff location
VectorMA(start, dec, vec, pos);
len -= dec;
- // if we skip out, leave it reset
- ent->persistent.trail_time = 0.0f;
-
contents = Mod_PointContents(pos, cl.worldmodel);
if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
return;
len -= dec;
VectorMA (pos, dec, vec, pos);
}
+#ifndef WORKINGLQUAKE
ent->persistent.trail_time = len;
+#endif
}
void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
VectorCopy(start, pos);
VectorSubtract (end, start, vec);
+#ifdef WORKINGLQUAKE
+ len = (int) (VectorNormalize (vec) * (1.0f / 3.0f));
+#else
len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
+#endif
VectorScale(vec, 3, vec);
color = particlepalette[color];
while (len--)
if (!cl_numparticles)
return;
+#ifdef WORKINGLQUAKE
+ frametime = cl.frametime;
+#else
frametime = cl.time - cl.oldtime;
+#endif
gravity = frametime * sv_gravity.value;
dvel = 1+4*frametime;
bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
VectorCopy(p->org, p->oldorg);
VectorMA(p->org, frametime, p->vel, p->org);
VectorCopy(p->org, org);
+#ifndef WORKINGLQUAKE
if (p->bounce)
{
if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, NULL) < 1)
}
}
}
+#endif
p->vel[2] -= p->gravity * gravity;
p->alpha -= p->alphafade * frametime;
if (p->friction)
}
particletexture_t;
+#if WORKINGLQUAKE
+static int particlefonttexture;
+#else
static rtexturepool_t *particletexturepool;
-
static rtexture_t *particlefonttexture;
+#endif
static particletexture_t particletexture[MAX_PARTICLETEXTURES];
static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
static qbyte shadebubble(float dx, float dy, vec3_t light)
{
- float dz, f, dot;
- vec3_t normal;
+ float dz, f, dot;
+ vec3_t normal;
dz = 1 - (dx*dx+dy*dy);
if (dz > 0) // it does hit the sphere
{
static void R_InitParticleTexture (void)
{
- int x,y,d,i,m;
- float dx, dy, radius, f, f2;
- qbyte data[32][32][4], noise1[64][64], noise2[64][64];
- vec3_t light;
- qbyte particletexturedata[256*256*4];
+ int x,y,d,i,m;
+ float dx, dy, radius, f, f2;
+ qbyte data[32][32][4], noise1[64][64], noise2[64][64];
+ vec3_t light;
+ qbyte particletexturedata[256*256*4];
memset(particletexturedata, 255, sizeof(particletexturedata));
}
setuptex(26, 34, &data[0][0][0], particletexturedata);
+#if WORKINGLQUAKE
+ glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#else
particlefonttexture = R_LoadTexture (particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+#endif
}
static void r_part_start(void)
void R_Particles_Init (void)
{
Cvar_RegisterVariable(&r_drawparticles);
+#ifdef WORKINGLQUAKE
+ r_part_start();
+#else
R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
+#endif
}
+#ifdef WORKINGLQUAKE
+void R_InitParticles(void)
+{
+ CL_Particles_Init();
+ R_Particles_Init();
+}
+
+float varray_vertex[16];
+#endif
+
void R_DrawParticleCallback(const void *calldata1, int calldata2)
{
int additive, texnum, orientation;
float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
particletexture_t *tex;
+#ifndef WORKINGLQUAKE
rmeshstate_t m;
+#endif
const particle_t *p = calldata1;
VectorCopy(p->org, org);
//dynlight = p->flags & P_DYNLIGHT;
additive = p->flags & P_ADDITIVE;
+#ifdef WORKINGLQUAKE
+ if (additive)
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+#else
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_SRC_ALPHA;
if (additive)
m.tex[0] = R_GetTexture(particlefonttexture);
R_Mesh_Matrix(&r_identitymatrix);
R_Mesh_State(&m);
+#endif
tex = &particletexture[texnum];
cr = p->color[0] * (1.0f / 255.0f);
cg = p->color[1] * (1.0f / 255.0f);
cb = p->color[2] * (1.0f / 255.0f);
ca = p->alpha * (1.0f / 255.0f);
+#ifndef WORKINGLQUAKE
if (fogenabled)
{
VectorSubtract(org, r_origin, fogvec);
varray_texcoord[0][2] = tex->s1;varray_texcoord[0][3] = tex->t1;
varray_texcoord[0][4] = tex->s1;varray_texcoord[0][5] = tex->t2;
varray_texcoord[0][6] = tex->s2;varray_texcoord[0][7] = tex->t2;
+#endif
if (orientation == PARTICLE_BEAM)
{
}
else
Host_Error("R_DrawParticles: unknown particle orientation %i\n", orientation);
+#if WORKINGLQUAKE
+ glBegin(GL_QUADS);
+ glColor4f(cr, cg, cb, ca);
+ glTexCoord2f(tex->s2, tex->t1);glVertex3f(varray_vertex[ 0], varray_vertex[ 1], varray_vertex[ 2]);
+ glTexCoord2f(tex->s1, tex->t1);glVertex3f(varray_vertex[ 4], varray_vertex[ 5], varray_vertex[ 6]);
+ glTexCoord2f(tex->s1, tex->t2);glVertex3f(varray_vertex[ 8], varray_vertex[ 9], varray_vertex[10]);
+ glTexCoord2f(tex->s2, tex->t2);glVertex3f(varray_vertex[12], varray_vertex[13], varray_vertex[14]);
+ glEnd();
+#else
R_Mesh_Draw(4, 2, polygonelements);
+#endif
}
void R_DrawParticles (void)
if ((!cl_numparticles) || (!r_drawparticles.integer))
return;
- c_particles += cl_numparticles;
-
minparticledist = DotProduct(r_origin, vpn) + 16.0f;
+#ifdef WORKINGLQUAKE
+ // helper code if anyone wants to port this to stock glquake engines
+ glBindTexture(GL_TEXTURE_2D, particlefonttexture);
+ glEnable(GL_BLEND);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ // LordHavoc: only render if not too close
+ for (i = 0, p = particles;i < cl_numparticles;i++, p++)
+ if (DotProduct(p->org, vpn) >= minparticledist)
+ R_DrawParticleCallback(p, 0);
+ // helper code if anyone wants to port this to stock glquake engines
+ glDisable(GL_BLEND);
+#else
// LordHavoc: only render if not too close
+ c_particles += cl_numparticles;
for (i = 0, p = particles;i < cl_numparticles;i++, p++)
if (DotProduct(p->org, vpn) >= minparticledist)
R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);
+#endif
}