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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20
21 #include "quakedef.h"
22 #include "cl_collision.h"
23
24 #ifdef MAX_EXPLOSIONS
25 #define EXPLOSIONGRID 8
26 #define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
27 #define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
28
29 static int numexplosions = 0;
30
31 static float explosiontexcoord2f[EXPLOSIONVERTS][2];
32 static unsigned short explosiontris[EXPLOSIONTRIS][3];
33 static int explosionnoiseindex[EXPLOSIONVERTS];
34 static vec3_t explosionpoint[EXPLOSIONVERTS];
35
36 typedef struct explosion_s
37 {
38         float starttime;
39         float endtime;
40         float time;
41         float alpha;
42         float fade;
43         vec3_t origin;
44         vec3_t vert[EXPLOSIONVERTS];
45         vec3_t vertvel[EXPLOSIONVERTS];
46         qbool clipping;
47 }
48 explosion_t;
49
50 static explosion_t explosion[MAX_EXPLOSIONS];
51
52 static rtexture_t       *explosiontexture;
53 //static rtexture_t     *explosiontexturefog;
54
55 static rtexturepool_t   *explosiontexturepool;
56 #endif
57
58 cvar_t r_explosionclip = {CF_CLIENT | CF_ARCHIVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
59 #ifdef MAX_EXPLOSIONS
60 static cvar_t r_drawexplosions = {CF_CLIENT, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
61
62 //extern qbool r_loadfog;
63 static void r_explosion_start(void)
64 {
65         int x, y;
66         static unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
67         explosiontexturepool = R_AllocTexturePool();
68         explosiontexture = NULL;
69         //explosiontexturefog = NULL;
70         fractalnoise(&noise1[0][0], 128, 32);
71         fractalnoise(&noise2[0][0], 128, 4);
72         fractalnoise(&noise3[0][0], 128, 4);
73         for (y = 0;y < 128;y++)
74         {
75                 for (x = 0;x < 128;x++)
76                 {
77                         int j, r, g, b, a;
78                         j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
79                         r = (j * 512) / 256;
80                         g = (j * 256) / 256;
81                         b = (j * 128) / 256;
82                         a = noise3[y][x] * 3 - 128;
83                         data[y][x][2] = bound(0, r, 255);
84                         data[y][x][1] = bound(0, g, 255);
85                         data[y][x][0] = bound(0, b, 255);
86                         data[y][x][3] = bound(0, a, 255);
87                 }
88         }
89         explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
90 //      if (r_loadfog)
91 //      {
92 //              for (y = 0;y < 128;y++)
93 //                      for (x = 0;x < 128;x++)
94 //                              data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
95 //              explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexture_fog", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
96 //      }
97         // note that explosions survive the restart
98 }
99
100 static void r_explosion_shutdown(void)
101 {
102         R_FreeTexturePool(&explosiontexturepool);
103 }
104
105 static void r_explosion_newmap(void)
106 {
107         numexplosions = 0;
108         memset(explosion, 0, sizeof(explosion));
109 }
110
111 static int R_ExplosionVert(int column, int row)
112 {
113         int i;
114         float yaw, pitch;
115         // top and bottom rows are all one position...
116         if (row == 0 || row == EXPLOSIONGRID)
117                 column = 0;
118         i = row * (EXPLOSIONGRID + 1) + column;
119         yaw = ((double) column / EXPLOSIONGRID) * M_PI * 2;
120         pitch = (((double) row / EXPLOSIONGRID) - 0.5) * M_PI;
121         explosionpoint[i][0] = cos(yaw) *  cos(pitch);
122         explosionpoint[i][1] = sin(yaw) *  cos(pitch);
123         explosionpoint[i][2] =        1 * -sin(pitch);
124         explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
125         explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
126         explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
127         return i;
128 }
129 #endif
130
131 void R_Explosion_Init(void)
132 {
133 #ifdef MAX_EXPLOSIONS
134         int i, x, y;
135         i = 0;
136         for (y = 0;y < EXPLOSIONGRID;y++)
137         {
138                 for (x = 0;x < EXPLOSIONGRID;x++)
139                 {
140                         explosiontris[i][0] = R_ExplosionVert(x    , y    );
141                         explosiontris[i][1] = R_ExplosionVert(x + 1, y    );
142                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
143                         i++;
144                         explosiontris[i][0] = R_ExplosionVert(x + 1, y    );
145                         explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
146                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
147                         i++;
148                 }
149         }
150
151 #endif
152         Cvar_RegisterVariable(&r_explosionclip);
153 #ifdef MAX_EXPLOSIONS
154         Cvar_RegisterVariable(&r_drawexplosions);
155
156         R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap, NULL, NULL);
157 #endif
158 }
159
160 void R_Explosion_Init_Commands(void)
161 {
162         Cvar_RegisterVariable(&r_explosionclip);
163 #ifdef MAX_EXPLOSIONS
164         Cvar_RegisterVariable(&r_drawexplosions);
165 #endif
166 }
167
168 void R_NewExplosion(const vec3_t org)
169 {
170 #ifdef MAX_EXPLOSIONS
171         int i, j;
172         float dist, n;
173         explosion_t *e;
174         trace_t trace;
175         unsigned char noise[EXPLOSIONGRID*EXPLOSIONGRID];
176         fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
177         for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
178         {
179                 if (!e->alpha)
180                 {
181                         numexplosions = max(numexplosions, i + 1);
182                         e->starttime = cl.time;
183                         e->endtime = cl.time + cl_explosions_lifetime.value;
184                         e->time = e->starttime;
185                         e->alpha = cl_explosions_alpha_start.value;
186                         e->fade = (cl_explosions_alpha_start.value - cl_explosions_alpha_end.value) / cl_explosions_lifetime.value;
187                         e->clipping = r_explosionclip.integer != 0;
188                         VectorCopy(org, e->origin);
189                         for (j = 0;j < EXPLOSIONVERTS;j++)
190                         {
191                                 // calculate start origin and velocity
192                                 n = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
193                                 dist = n * cl_explosions_size_start.value;
194                                 VectorMA(e->origin, dist, explosionpoint[j], e->vert[j]);
195                                 dist = n * (cl_explosions_size_end.value - cl_explosions_size_start.value) / cl_explosions_lifetime.value;
196                                 VectorScale(explosionpoint[j], dist, e->vertvel[j]);
197                                 // clip start origin
198                                 if (e->clipping)
199                                 {
200                                         trace = CL_TraceLine(e->origin, e->vert[j], MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
201                                         VectorCopy(trace.endpos, e->vert[i]);
202                                 }
203                         }
204                         break;
205                 }
206         }
207 #endif
208 }
209
210 #ifdef MAX_EXPLOSIONS
211 static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
212 {
213         int surfacelistindex = 0;
214         const int numtriangles = EXPLOSIONTRIS, numverts = EXPLOSIONVERTS;
215         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
216         GL_DepthMask(false);
217         GL_DepthRange(0, 1);
218         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
219         GL_DepthTest(true);
220         GL_CullFace(r_refdef.view.cullface_back);
221         R_EntityMatrix(&identitymatrix);
222
223 //      R_Mesh_ResetTextureState();
224         R_SetupShader_Generic(explosiontexture, false, false, false);
225         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
226         {
227                 const explosion_t *e = explosion + surfacelist[surfacelistindex];
228                 // FIXME: this can't properly handle r_refdef.view.colorscale > 1
229                 GL_Color(e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, 1);
230                 R_Mesh_PrepareVertices_Generic_Arrays(numverts, e->vert[0], NULL, explosiontexcoord2f[0]);
231                 R_Mesh_Draw(0, numverts, 0, numtriangles, NULL, NULL, 0, explosiontris[0], NULL, 0);
232         }
233 }
234
235 static void R_MoveExplosion(explosion_t *e)
236 {
237         int i;
238         float dot, end[3], frametime;
239         trace_t trace;
240
241         frametime = cl.time - e->time;
242         e->time = cl.time;
243         e->alpha = e->alpha - (e->fade * frametime);
244         if (e->alpha < 0 || cl.time > e->endtime)
245         {
246                 e->alpha = 0;
247                 return;
248         }
249         for (i = 0;i < EXPLOSIONVERTS;i++)
250         {
251                 if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
252                 {
253                         VectorMA(e->vert[i], frametime, e->vertvel[i], end);
254                         if (e->clipping)
255                         {
256                                 trace = CL_TraceLine(e->vert[i], end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
257                                 if (trace.fraction < 1)
258                                 {
259                                         // clip velocity against the wall
260                                         dot = -DotProduct(e->vertvel[i], trace.plane.normal);
261                                         VectorMA(e->vertvel[i], dot, trace.plane.normal, e->vertvel[i]);
262                                 }
263                                 VectorCopy(trace.endpos, e->vert[i]);
264                         }
265                         else
266                                 VectorCopy(end, e->vert[i]);
267                 }
268         }
269 }
270 #endif
271
272 void R_DrawExplosions(void)
273 {
274 #ifdef MAX_EXPLOSIONS
275         int i;
276
277         if (!r_drawexplosions.integer)
278                 return;
279
280         for (i = 0;i < numexplosions;i++)
281         {
282                 if (explosion[i].alpha)
283                 {
284                         R_MoveExplosion(&explosion[i]);
285                         if (explosion[i].alpha)
286                                 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
287                 }
288         }
289         while (numexplosions > 0 && explosion[i-1].alpha <= 0)
290                 numexplosions--;
291 #endif
292 }
293