p->bounce = 0;
p->friction = 0;
p->gravity = 0;
- p->scalex *= 1.25f;
- p->scaley *= 1.25f;
+ p->scalex *= 2.0f;
+ p->scaley *= 2.0f;
}
else
{
static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
+#define PARTICLETEXTURESIZE 32
+#define PARTICLEFONTSIZE (PARTICLETEXTURESIZE*8)
+
static qbyte shadebubble(float dx, float dy, vec3_t light)
{
float dz, f, dot;
static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
{
int basex, basey, y;
- basex = ((texnum >> 0) & 7) * 32;
- basey = ((texnum >> 3) & 7) * 32;
- particletexture[texnum].s1 = (basex + 1) / 256.0f;
- particletexture[texnum].t1 = (basey + 1) / 256.0f;
- particletexture[texnum].s2 = (basex + 31) / 256.0f;
- particletexture[texnum].t2 = (basey + 31) / 256.0f;
- for (y = 0;y < 32;y++)
- memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
+ basex = ((texnum >> 0) & 7) * PARTICLETEXTURESIZE;
+ basey = ((texnum >> 3) & 7) * PARTICLETEXTURESIZE;
+ particletexture[texnum].s1 = (basex + 1) / (float)PARTICLEFONTSIZE;
+ particletexture[texnum].t1 = (basey + 1) / (float)PARTICLEFONTSIZE;
+ particletexture[texnum].s2 = (basex + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
+ particletexture[texnum].t2 = (basey + PARTICLETEXTURESIZE - 1) / (float)PARTICLEFONTSIZE;
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
+ memcpy(particletexturedata + ((basey + y) * PARTICLEFONTSIZE + basex) * 4, data + y * PARTICLETEXTURESIZE * 4, PARTICLETEXTURESIZE * 4);
}
void particletextureblotch(qbyte *data, float radius, float red, float green, float blue, float alpha)
int x, y;
float cx, cy, dx, dy, f, iradius;
qbyte *d;
- cx = lhrandom(radius + 1, 30 - radius);
- cy = lhrandom(radius + 1, 30 - radius);
+ cx = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
+ cy = (lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius) + lhrandom(radius + 1, PARTICLETEXTURESIZE - 2 - radius)) * 0.5f;
iradius = 1.0f / radius;
alpha *= (1.0f / 255.0f);
- for (y = 0;y < 32;y++)
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
{
- for (x = 0;x < 32;x++)
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
dx = (x - cx);
dy = (y - cy);
f = (1.0f - sqrt(dx * dx + dy * dy) * iradius) * alpha;
if (f > 0)
{
- d = data + (y * 32 + x) * 4;
+ d = data + (y * PARTICLETEXTURESIZE + x) * 4;
d[0] += f * (red - d[0]);
d[1] += f * (green - d[1]);
d[2] += f * (blue - d[2]);
void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, int maxg, int maxb)
{
int i;
- for (i = 0;i < 32*32;i++, data += 4)
+ for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
{
data[0] = bound(minr, data[0], maxr);
data[1] = bound(ming, data[1], maxg);
void particletextureinvert(qbyte *data)
{
int i;
- for (i = 0;i < 32*32;i++, data += 4)
+ for (i = 0;i < PARTICLETEXTURESIZE*PARTICLETEXTURESIZE;i++, data += 4)
{
data[0] = 255 - data[0];
data[1] = 255 - data[1];
{
int x, y, d, i, j, k, m;
float dx, dy, radius, f, f2;
- qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
+ qbyte data[PARTICLETEXTURESIZE][PARTICLETEXTURESIZE][4], noise1[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise2[PARTICLETEXTURESIZE*2][PARTICLETEXTURESIZE*2], noise3[64][64], data2[64][16][4];
vec3_t light;
- qbyte particletexturedata[256*256*4];
+ qbyte *particletexturedata;
// a note: decals need to modulate (multiply) the background color to
// properly darken it (stain), and they need to be able to alpha fade,
// and white on black background) so we can alpha fade it to black, then
// we invert it again during the blendfunc to make it work...
- memset(particletexturedata, 255, sizeof(particletexturedata));
+ particletexturedata = Mem_Alloc(tempmempool, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
+ memset(particletexturedata, 255, PARTICLEFONTSIZE*PARTICLEFONTSIZE*4);
// smoke
for (i = 0;i < 8;i++)
memset(&data[0][0][0], 255, sizeof(data));
do
{
- fractalnoise(&noise1[0][0], 64, 4);
- fractalnoise(&noise2[0][0], 64, 8);
+ fractalnoise(&noise1[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/8);
+ fractalnoise(&noise2[0][0], PARTICLETEXTURESIZE*2, PARTICLETEXTURESIZE/4);
m = 0;
- for (y = 0;y < 32;y++)
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
{
- dy = y - 16;
- for (x = 0;x < 32;x++)
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
- dx = x - 16;
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
d = (noise2[y][x] - 128) * 3 + 192;
if (d > 0)
- d = d * (256 - (int) (dx*dx+dy*dy)) / 256;
+ d = d * (1-(dx*dx+dy*dy));
d = (d * noise1[y][x]) >> 7;
d = bound(0, d, 255);
data[y][x][3] = (qbyte) d;
for (i = 0;i < 16;i++)
{
memset(&data[0][0][0], 255, sizeof(data));
- radius = i * 3.0f / 16.0f;
+ radius = i * 3.0f / 4.0f / 16.0f;
f2 = 255.0f * ((15.0f - i) / 15.0f);
- for (y = 0;y < 32;y++)
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
{
- dy = (y - 16) * 0.25f;
- for (x = 0;x < 32;x++)
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
- dx = (x - 16) * 0.25f;
- f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ f = f2 * (1.0 - 4.0f * fabs(radius - sqrt(dx*dx+dy*dy)));
data[y][x][3] = (int) (bound(0.0f, f, 255.0f));
}
}
// normal particle
memset(&data[0][0][0], 255, sizeof(data));
- for (y = 0;y < 32;y++)
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
{
- dy = y - 16;
- for (x = 0;x < 32;x++)
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
- dx = x - 16;
- d = (256 - (dx*dx+dy*dy));
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ d = 256 * (1 - (dx*dx+dy*dy));
d = bound(0, d, 255);
data[y][x][3] = (qbyte) d;
}
memset(&data[0][0][0], 255, sizeof(data));
light[0] = 1;light[1] = 1;light[2] = 1;
VectorNormalize(light);
- for (y = 0;y < 32;y++)
- for (x = 0;x < 32;x++)
- data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
+ {
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ // stretch upper half of bubble by +50% and shrink lower half by -50%
+ // (this gives an elongated teardrop shape)
+ if (dy > 0.5f)
+ dy = (dy - 0.5f) * 2.0f;
+ else
+ dy = (dy - 0.5f) / 1.5f;
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
+ {
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ // shrink bubble width to half
+ dx *= 2.0f;
+ data[y][x][3] = shadebubble(dx, dy, light);
+ }
+ }
setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
// bubble
memset(&data[0][0][0], 255, sizeof(data));
light[0] = 1;light[1] = 1;light[2] = 1;
VectorNormalize(light);
- for (y = 0;y < 32;y++)
- for (x = 0;x < 32;x++)
- data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
+ for (y = 0;y < PARTICLETEXTURESIZE;y++)
+ {
+ dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ for (x = 0;x < PARTICLETEXTURESIZE;x++)
+ {
+ dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f+1);
+ data[y][x][3] = shadebubble(dx, dy, light);
+ }
+ }
setuptex(tex_bubble, &data[0][0][0], particletexturedata);
// blood particles
{
memset(&data[0][0][0], 255, sizeof(data));
for (k = 0;k < 24;k++)
- particletextureblotch(&data[0][0][0], 2, 96, 0, 0, 160);
+ particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 96, 0, 0, 160);
//particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
particletextureinvert(&data[0][0][0]);
setuptex(tex_bloodparticle[i], &data[0][0][0], particletexturedata);
for (i = 0;i < 8;i++)
{
memset(&data[0][0][0], 255, sizeof(data));
- for (k = 0;k < 24;k++)
- particletextureblotch(&data[0][0][0], 2, 96, 0, 0, 96);
- for (j = 3;j < 7;j++)
- for (k = 0, m = rand() % 12;k < m;k++)
- particletextureblotch(&data[0][0][0], j, 96, 0, 0, 192);
+ m = 8;
+ for (j = 1;j < 10;j++)
+ for (k = min(j, m - 1);k < m;k++)
+ particletextureblotch(&data[0][0][0], (float)j*PARTICLETEXTURESIZE/64.0f, 96, 0, 0, 192 - j * 8);
//particletextureclamp(&data[0][0][0], 32, 32, 32, 255, 255, 255);
particletextureinvert(&data[0][0][0]);
setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
{
memset(&data[0][0][0], 255, sizeof(data));
for (k = 0;k < 12;k++)
- particletextureblotch(&data[0][0][0], 2, 0, 0, 0, 128);
+ particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/16, 0, 0, 0, 128);
for (k = 0;k < 3;k++)
- particletextureblotch(&data[0][0][0], 14, 0, 0, 0, 160);
+ particletextureblotch(&data[0][0][0], PARTICLETEXTURESIZE/2, 0, 0, 0, 160);
//particletextureclamp(&data[0][0][0], 64, 64, 64, 255, 255, 255);
particletextureinvert(&data[0][0][0]);
setuptex(tex_bulletdecal[i], &data[0][0][0], particletexturedata);
#else
particlefonttexture = loadtextureimage(particletexturepool, "particles/particlefont.tga", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
if (!particlefonttexture)
- particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", PARTICLEFONTSIZE, PARTICLEFONTSIZE, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
for (i = 0;i < MAX_PARTICLETEXTURES;i++)
particletexture[i].texture = particlefonttexture;
// nexbeam
- fractalnoise(&noise1[0][0], 64, 4);
+ fractalnoise(&noise3[0][0], 64, 4);
m = 0;
for (y = 0;y < 64;y++)
{
+ dy = (y - 0.5f*64) / (64*0.5f+1);
for (x = 0;x < 16;x++)
{
- if (x < 8)
- d = x;
- else
- d = (15 - x);
- d = d * d * noise1[y][x] / (7 * 7);
+ dx = (x - 0.5f*16) / (16*0.5f+1);
+ d = (1 - (dx*dx)) * noise3[y][x];
data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
data2[y][x][3] = 255;
}
particletexture[tex_beam].s2 = 1;
particletexture[tex_beam].t2 = 1;
#endif
+ Mem_Free(particletexturedata);
}
static void r_part_start(void)