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📄 cg_particles.c

📁 quakeIII源码这个不用我多说吧
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		verts[3].modulate[1] = 255 * color[1];	
		verts[3].modulate[2] = 255 * color[2];	
		verts[3].modulate[3] = 255;		
	}
	else if (p->type == P_FLAT)
	{

		VectorCopy (org, verts[0].xyz);	
		verts[0].xyz[0] -= p->height;	
		verts[0].xyz[1] -= p->width;	
		verts[0].st[0] = 0;	
		verts[0].st[1] = 0;	
		verts[0].modulate[0] = 255;	
		verts[0].modulate[1] = 255;	
		verts[0].modulate[2] = 255;	
		verts[0].modulate[3] = 255;	

		VectorCopy (org, verts[1].xyz);	
		verts[1].xyz[0] -= p->height;	
		verts[1].xyz[1] += p->width;	
		verts[1].st[0] = 0;	
		verts[1].st[1] = 1;	
		verts[1].modulate[0] = 255;	
		verts[1].modulate[1] = 255;	
		verts[1].modulate[2] = 255;	
		verts[1].modulate[3] = 255;	

		VectorCopy (org, verts[2].xyz);	
		verts[2].xyz[0] += p->height;	
		verts[2].xyz[1] += p->width;	
		verts[2].st[0] = 1;	
		verts[2].st[1] = 1;	
		verts[2].modulate[0] = 255;	
		verts[2].modulate[1] = 255;	
		verts[2].modulate[2] = 255;	
		verts[2].modulate[3] = 255;	

		VectorCopy (org, verts[3].xyz);	
		verts[3].xyz[0] += p->height;	
		verts[3].xyz[1] -= p->width;	
		verts[3].st[0] = 1;	
		verts[3].st[1] = 0;	
		verts[3].modulate[0] = 255;	
		verts[3].modulate[1] = 255;	
		verts[3].modulate[2] = 255;	
		verts[3].modulate[3] = 255;	

	}
	// Ridah
	else if (p->type == P_ANIM) {
		vec3_t	rr, ru;
		vec3_t	rotate_ang;
		int i, j;

		time = cg.time - p->time;
		time2 = p->endtime - p->time;
		ratio = time / time2;
		if (ratio >= 1.0f) {
			ratio = 0.9999f;
		}

		width = p->width + ( ratio * ( p->endwidth - p->width) );
		height = p->height + ( ratio * ( p->endheight - p->height) );

		// if we are "inside" this sprite, don't draw
		if (Distance( cg.snap->ps.origin, org ) < width/1.5) {
			return;
		}

		i = p->shaderAnim;
		j = (int)floor(ratio * shaderAnimCounts[p->shaderAnim]);
		p->pshader = shaderAnims[i][j];

		if (p->roll) {
			vectoangles( cg.refdef.viewaxis[0], rotate_ang );
			rotate_ang[ROLL] += p->roll;
			AngleVectors ( rotate_ang, NULL, rr, ru);
		}

		if (p->roll) {
			VectorMA (org, -height, ru, point);	
			VectorMA (point, -width, rr, point);	
		} else {
			VectorMA (org, -height, vup, point);	
			VectorMA (point, -width, vright, point);	
		}
		VectorCopy (point, verts[0].xyz);	
		verts[0].st[0] = 0;	
		verts[0].st[1] = 0;	
		verts[0].modulate[0] = 255;	
		verts[0].modulate[1] = 255;	
		verts[0].modulate[2] = 255;	
		verts[0].modulate[3] = 255;

		if (p->roll) {
			VectorMA (point, 2*height, ru, point);	
		} else {
			VectorMA (point, 2*height, vup, point);	
		}
		VectorCopy (point, verts[1].xyz);	
		verts[1].st[0] = 0;	
		verts[1].st[1] = 1;	
		verts[1].modulate[0] = 255;	
		verts[1].modulate[1] = 255;	
		verts[1].modulate[2] = 255;	
		verts[1].modulate[3] = 255;	

		if (p->roll) {
			VectorMA (point, 2*width, rr, point);	
		} else {
			VectorMA (point, 2*width, vright, point);	
		}
		VectorCopy (point, verts[2].xyz);	
		verts[2].st[0] = 1;	
		verts[2].st[1] = 1;	
		verts[2].modulate[0] = 255;	
		verts[2].modulate[1] = 255;	
		verts[2].modulate[2] = 255;	
		verts[2].modulate[3] = 255;	

		if (p->roll) {
			VectorMA (point, -2*height, ru, point);	
		} else {
			VectorMA (point, -2*height, vup, point);	
		}
		VectorCopy (point, verts[3].xyz);	
		verts[3].st[0] = 1;	
		verts[3].st[1] = 0;	
		verts[3].modulate[0] = 255;	
		verts[3].modulate[1] = 255;	
		verts[3].modulate[2] = 255;	
		verts[3].modulate[3] = 255;	
	}
	// done.
	
	if (!p->pshader) {
// (SA) temp commented out for DM
//		CG_Printf ("CG_AddParticleToScene type %d p->pshader == ZERO\n", p->type);
		return;
	}

	if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY)
		trap_R_AddPolyToScene( p->pshader, 3, TRIverts );
	else
		trap_R_AddPolyToScene( p->pshader, 4, verts );

}

// Ridah, made this static so it doesn't interfere with other files
static float roll = 0.0;

/*
===============
CG_AddParticles
===============
*/
void CG_AddParticles (void)
{
	cparticle_t		*p, *next;
	float			alpha;
	float			time, time2;
	vec3_t			org;
	int				color;
	cparticle_t		*active, *tail;
	int				type;
	vec3_t			rotate_ang;

	if (!initparticles)
		CG_ClearParticles ();

	VectorCopy( cg.refdef.viewaxis[0], vforward );
	VectorCopy( cg.refdef.viewaxis[1], vright );
	VectorCopy( cg.refdef.viewaxis[2], vup );

	vectoangles( cg.refdef.viewaxis[0], rotate_ang );
	roll += ((cg.time - oldtime) * 0.1) ;
	rotate_ang[ROLL] += (roll*0.9);
	AngleVectors ( rotate_ang, rforward, rright, rup);
	
	oldtime = cg.time;

	active = NULL;
	tail = NULL;

	for (p=active_particles ; p ; p=next)
	{

		next = p->next;

		time = (cg.time - p->time)*0.001;

		alpha = p->alpha + time*p->alphavel;
		if (alpha <= 0)
		{	// faded out
			p->next = free_particles;
			free_particles = p;
			p->type = 0;
			p->color = 0;
			p->alpha = 0;
			continue;
		}

		if (p->type == P_SMOKE || p->type == P_ANIM || p->type == P_BLEED || p->type == P_SMOKE_IMPACT)
		{
			if (cg.time > p->endtime)
			{
				p->next = free_particles;
				free_particles = p;
				p->type = 0;
				p->color = 0;
				p->alpha = 0;
			
				continue;
			}

		}

		if (p->type == P_WEATHER_FLURRY)
		{
			if (cg.time > p->endtime)
			{
				p->next = free_particles;
				free_particles = p;
				p->type = 0;
				p->color = 0;
				p->alpha = 0;
			
				continue;
			}
		}


		if (p->type == P_FLAT_SCALEUP_FADE)
		{
			if (cg.time > p->endtime)
			{
				p->next = free_particles;
				free_particles = p;
				p->type = 0;
				p->color = 0;
				p->alpha = 0;
				continue;
			}

		}

		if ((p->type == P_BAT || p->type == P_SPRITE) && p->endtime < 0) {
			// temporary sprite
			CG_AddParticleToScene (p, p->org, alpha);
			p->next = free_particles;
			free_particles = p;
			p->type = 0;
			p->color = 0;
			p->alpha = 0;
			continue;
		}

		p->next = NULL;
		if (!tail)
			active = tail = p;
		else
		{
			tail->next = p;
			tail = p;
		}

		if (alpha > 1.0)
			alpha = 1;

		color = p->color;

		time2 = time*time;

		org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2;
		org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2;
		org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2;

		type = p->type;

		CG_AddParticleToScene (p, org, alpha);
	}

	active_particles = active;
}

/*
======================
CG_AddParticles
======================
*/
void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent)
{
	cparticle_t	*p;
	qboolean turb = qtrue;

	if (!pshader)
		CG_Printf ("CG_ParticleSnowFlurry pshader == ZERO!\n");

	if (!free_particles)
		return;
	p = free_particles;
	free_particles = p->next;
	p->next = active_particles;
	active_particles = p;
	p->time = cg.time;
	p->color = 0;
	p->alpha = 0.90f;
	p->alphavel = 0;

	p->start = cent->currentState.origin2[0];
	p->end = cent->currentState.origin2[1];
	
	p->endtime = cg.time + cent->currentState.time;
	p->startfade = cg.time + cent->currentState.time2;
	
	p->pshader = pshader;
	
	if (rand()%100 > 90)
	{
		p->height = 32;
		p->width = 32;
		p->alpha = 0.10f;
	}
	else
	{
		p->height = 1;
		p->width = 1;
	}

	p->vel[2] = -20;

	p->type = P_WEATHER_FLURRY;
	
	if (turb)
		p->vel[2] = -10;
	
	VectorCopy(cent->currentState.origin, p->org);

	p->org[0] = p->org[0];
	p->org[1] = p->org[1];
	p->org[2] = p->org[2];

	p->vel[0] = p->vel[1] = 0;
	
	p->accel[0] = p->accel[1] = p->accel[2] = 0;

	p->vel[0] += cent->currentState.angles[0] * 32 + (crandom() * 16);
	p->vel[1] += cent->currentState.angles[1] * 32 + (crandom() * 16);
	p->vel[2] += cent->currentState.angles[2];

	if (turb)
	{
		p->accel[0] = crandom () * 16;
		p->accel[1] = crandom () * 16;
	}

}

void CG_ParticleSnow (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum)
{
	cparticle_t	*p;

	if (!pshader)
		CG_Printf ("CG_ParticleSnow pshader == ZERO!\n");

	if (!free_particles)
		return;
	p = free_particles;
	free_particles = p->next;
	p->next = active_particles;
	active_particles = p;
	p->time = cg.time;
	p->color = 0;
	p->alpha = 0.40f;
	p->alphavel = 0;
	p->start = origin[2];
	p->end = origin2[2];
	p->pshader = pshader;
	p->height = 1;
	p->width = 1;
	
	p->vel[2] = -50;

	if (turb)
	{
		p->type = P_WEATHER_TURBULENT;
		p->vel[2] = -50 * 1.3;
	}
	else
	{
		p->type = P_WEATHER;
	}
	
	VectorCopy(origin, p->org);

	p->org[0] = p->org[0] + ( crandom() * range);
	p->org[1] = p->org[1] + ( crandom() * range);
	p->org[2] = p->org[2] + ( crandom() * (p->start - p->end)); 

	p->vel[0] = p->vel[1] = 0;
	
	p->accel[0] = p->accel[1] = p->accel[2] = 0;

	if (turb)
	{
		p->vel[0] = crandom() * 16;
		p->vel[1] = crandom() * 16;
	}

	// Rafael snow pvs check
	p->snum = snum;
	p->link = qtrue;

}

void CG_ParticleBubble (qhandle_t pshader, vec3_t origin, vec3_t origin2, int turb, float range, int snum)
{
	cparticle_t	*p;
	float		randsize;

	if (!pshader)
		CG_Printf ("CG_ParticleSnow pshader == ZERO!\n");

	if (!free_particles)
		return;
	p = free_particles;
	free_particles = p->next;
	p->next = active_particles;
	active_particles = p;
	p->time = cg.time;
	p->color = 0;
	p->alpha = 0.40f;
	p->alphavel = 0;
	p->start = origin[2];
	p->end = origin2[2];
	p->pshader = pshader;
	
	randsize = 1 + (crandom() * 0.5);
	
	p->height = randsize;
	p->width = randsize;
	
	p->vel[2] = 50 + ( crandom() * 10 );

	if (turb)
	{
		p->type = P_BUBBLE_TURBULENT;
		p->vel[2] = 50 * 1.3;
	}
	else
	{
		p->type = P_BUBBLE;
	}
	
	VectorCopy(origin, p->org);

	p->org[0] = p->org[0] + ( crandom() * range);
	p->org[1] = p->org[1] + ( crandom() * range);
	p->org[2] = p->org[2] + ( crandom() * (p->start - p->end)); 

	p->vel[0] = p->vel[1] = 0;
	
	p->accel[0] = p->accel[1] = p->accel[2] = 0;

	if (turb)
	{
		p->vel[0] = crandom() * 4;
		p->vel[1] = crandom() * 4;
	}

	// Rafael snow pvs check
	p->snum = snum;
	p->link = qtrue;

}

void CG_ParticleSmoke (qhandle_t pshader, centity_t *cent)
{

	// using cent->density = enttime
	//		 cent->frame = startfade
	cparticle_t	*p;

	if (!pshader)
		CG_Printf ("CG_ParticleSmoke == ZERO!\n");

	if (!free_particles)
		return;
	p = free_particles;
	free_particles = p->next;
	p->next = active_particles;
	active_particles = p;
	p->time = cg.time;
	
	p->endtime = cg.time + cent->currentState.time;
	p->startfade = cg.time + cent->currentState.time2;
	
	p->color = 0;
	p->alpha = 1.0;
	p->alphavel = 0;
	p->start = cent->currentState.origin[2];
	p->end = cent->currentState.origin2[2];
	p->pshader = pshader;
	p->rotate = qfalse;
	p->height = 8;
	p->width = 8;
	p->endheight = 32;
	p->endwidth = 32;
	p->type = P_SMOKE;
	
	VectorCopy(cent->currentState.origin, p->org);

	p->vel[0] = p->vel[1] = 0;
	p->accel[0] = p->accel[1] = p->accel[2] = 0;

	p->vel[2] = 5;

	if (cent->currentState.frame == 1)// reverse gravity	
		p->vel[2] *= -1;

	p->roll = 8 + (crandom() * 4);
}


void CG_ParticleBulletDebris (vec3_t org, vec3_t vel, int duration)
{

	cparticle_t	*p;

	if (!free_particles)
		return;
	p = free_particles;
	free_particles = p->next;
	p->next = active_particles;
	active_particles = p;
	p->time = cg.time;
	
	p->endtime = cg.time + duration;
	p->startfade = cg.time + duration/2;
	
	p->color = EMISIVEFADE;
	p->alpha = 1.0;
	p->alphavel = 0;

	p->height = 0.5;
	p->width = 0.5;
	p->endheight = 0.5;
	p->endwidth = 0.5;

	p->pshader = cgs.media.tracerShader;

	p->type = P_SMOKE;
	
	VectorCopy(org, p->org);

	p->vel[0] = vel[0];
	p->vel[1] = vel[1];
	p->vel[2] = vel[2];
	p->accel[0] = p->accel[1] = p->accel[2] = 0;

	p->accel[2] = -60;
	p->vel[2] += -20;
	
}

/*
======================
CG_ParticleExplosion
======================
*/

void CG_ParticleExplosion (char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd)
{
	cparticle_t	*p;
	int anim;

	if (animStr < (char *)10)
		CG_Error( "CG_ParticleExplosion: animStr is probably an index rather than a string" );

	// find the animation string
	for (anim=0; shaderAnimNames[anim]; anim++) {
		if (!stricmp( animStr, shaderAnimNames[anim] ))
			break;
	}
	if (!shaderAnimNames[anim]) {
		CG_Error("CG_ParticleExplosion: unknown animation string: %s\n", animStr);
		return;
	}

	if (!free_particles)
		return;
	p = free_particles;
	free_particles = p->next;
	p->next = active_particles;
	active_particles = p;
	p->time = cg.time;
	p->alpha = 1.0;
	p->alphavel = 0;

	if (duration < 0) {
		duration *= -1;
		p->roll = 0;
	} else {
		p->roll = crandom()*179;
	}

	p->shaderAnim = anim;

	p->width = sizeStart;
	p->height = sizeStart*shaderAnimSTRatio[anim];	// for sprites that are stretch in either direction

	p->endheight = sizeEnd;
	p->endwidth = sizeEnd*shaderAnimSTRatio[anim];

	p->endtime = cg.time + duration;

	p->type = P_ANIM;

	VectorCopy( origin, p->org );
	VectorCopy( vel, p->vel );
	VectorClear( p->accel );

}

// Rafael Shrapnel
void CG_AddParticleShrapnel (localEntity_t *le)
{
	return;
}
// done.

int CG_NewParticleArea (int num)
{
	// const char *str;
	char *str;
	char *token;
	int type;
	vec3_t origin, origin2;
	int		i;
	float range = 0;
	int turb;
	int	numparticles;
	int	snum;
	
	str = (char *) CG_ConfigString (num);
	if (!str[0])
		return (0);
	
	// returns type 128 64 or 32
	token = COM_Parse (&str);
	type = atoi (token);
	
	if (type == 1)
		range = 128;
	else if (type == 2)
		range = 64;
	else if (type == 3)
		range = 32;
	else if (type == 0)
		range = 256;
	else if (type == 4)
		range = 8;
	else if (type == 5)
		range = 16;
	else if (type == 6)
		range = 32;
	else if (type == 7)
		range = 64;


	for (i=0; i<3; i++)
	{
		token = COM_Parse (&str);

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