From: havoc Date: Mon, 27 Sep 2004 13:39:27 +0000 (+0000) Subject: upgraded particle font texture to 512x512 and changed the blood texture, and made... X-Git-Tag: xonotic-v0.1.0preview~5555 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=db37e0dbe94491a5d182ad2bed1938611e43b7ef;p=xonotic%2Fdarkplaces.git upgraded particle font texture to 512x512 and changed the blood texture, and made blood splats larger (to make use of the more detailed texture) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4555 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/cl_particles.c b/cl_particles.c index d5f9b93f..c185062e 100644 --- a/cl_particles.c +++ b/cl_particles.c @@ -1349,8 +1349,8 @@ void CL_MoveParticles (void) 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 { @@ -1497,6 +1497,9 @@ static particletexture_t particletexture[MAX_PARTICLETEXTURES]; 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; @@ -1533,14 +1536,14 @@ static qbyte shadebubble(float dx, float dy, vec3_t light) 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) @@ -1548,20 +1551,20 @@ void particletextureblotch(qbyte *data, float radius, float red, float green, fl 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]); @@ -1573,7 +1576,7 @@ void particletextureblotch(qbyte *data, float radius, float red, float green, fl 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); @@ -1584,7 +1587,7 @@ void particletextureclamp(qbyte *data, int minr, int ming, int minb, int maxr, i 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]; @@ -1596,9 +1599,9 @@ static void R_InitParticleTexture (void) { 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, @@ -1609,7 +1612,8 @@ static void R_InitParticleTexture (void) // 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++) @@ -1617,18 +1621,18 @@ static void R_InitParticleTexture (void) 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; @@ -1645,15 +1649,15 @@ static void R_InitParticleTexture (void) 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)); } } @@ -1662,13 +1666,13 @@ static void R_InitParticleTexture (void) // 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; } @@ -1679,18 +1683,38 @@ static void R_InitParticleTexture (void) 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 @@ -1698,7 +1722,7 @@ static void R_InitParticleTexture (void) { 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); @@ -1708,11 +1732,10 @@ static void R_InitParticleTexture (void) 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); @@ -1723,9 +1746,9 @@ static void R_InitParticleTexture (void) { 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); @@ -1738,22 +1761,20 @@ static void R_InitParticleTexture (void) #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; } @@ -1767,6 +1788,7 @@ static void R_InitParticleTexture (void) particletexture[tex_beam].s2 = 1; particletexture[tex_beam].t2 = 1; #endif + Mem_Free(particletexturedata); } static void r_part_start(void)