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reworked prediction code to work better when riding lifts
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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 #define MAX_EXPLOSIONS 64
25 #define EXPLOSIONGRID 8
26 #define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
27 #define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
28
29 static float explosiontexcoord2f[EXPLOSIONVERTS][2];
30 static int explosiontris[EXPLOSIONTRIS][3];
31 static int explosionnoiseindex[EXPLOSIONVERTS];
32 static vec3_t explosionpoint[EXPLOSIONVERTS];
33
34 typedef struct explosion_s
35 {
36         float starttime;
37         float endtime;
38         float time;
39         float alpha;
40         float fade;
41         vec3_t origin;
42         vec3_t vert[EXPLOSIONVERTS];
43         vec3_t vertvel[EXPLOSIONVERTS];
44         qboolean clipping;
45 }
46 explosion_t;
47
48 static explosion_t explosion[MAX_EXPLOSIONS];
49
50 static rtexture_t       *explosiontexture;
51 static rtexture_t       *explosiontexturefog;
52
53 static rtexturepool_t   *explosiontexturepool;
54
55 cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
56 static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
57
58 static void r_explosion_start(void)
59 {
60         int x, y;
61         unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
62         explosiontexturepool = R_AllocTexturePool();
63         fractalnoise(&noise1[0][0], 128, 32);
64         fractalnoise(&noise2[0][0], 128, 4);
65         fractalnoise(&noise3[0][0], 128, 4);
66         for (y = 0;y < 128;y++)
67         {
68                 for (x = 0;x < 128;x++)
69                 {
70                         int j, r, g, b, a;
71                         j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
72                         r = (j * 512) / 256;
73                         g = (j * 256) / 256;
74                         b = (j * 128) / 256;
75                         a = noise3[y][x] * 3 - 128;
76                         data[y][x][0] = bound(0, r, 255);
77                         data[y][x][1] = bound(0, g, 255);
78                         data[y][x][2] = bound(0, b, 255);
79                         data[y][x][3] = bound(0, a, 255);
80                 }
81         }
82         explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
83         for (y = 0;y < 128;y++)
84                 for (x = 0;x < 128;x++)
85                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
86         explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
87         // note that explosions survive the restart
88 }
89
90 static void r_explosion_shutdown(void)
91 {
92         R_FreeTexturePool(&explosiontexturepool);
93 }
94
95 static void r_explosion_newmap(void)
96 {
97         memset(explosion, 0, sizeof(explosion));
98 }
99
100 static int R_ExplosionVert(int column, int row)
101 {
102         int i;
103         float yaw, pitch;
104         // top and bottom rows are all one position...
105         if (row == 0 || row == EXPLOSIONGRID)
106                 column = 0;
107         i = row * (EXPLOSIONGRID + 1) + column;
108         yaw = ((double) column / EXPLOSIONGRID) * M_PI * 2;
109         pitch = (((double) row / EXPLOSIONGRID) - 0.5) * M_PI;
110         explosionpoint[i][0] = cos(yaw) *  cos(pitch);
111         explosionpoint[i][1] = sin(yaw) *  cos(pitch);
112         explosionpoint[i][2] =        1 * -sin(pitch);
113         explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
114         explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
115         explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
116         return i;
117 }
118
119 void R_Explosion_Init(void)
120 {
121         int i, x, y;
122         i = 0;
123         for (y = 0;y < EXPLOSIONGRID;y++)
124         {
125                 for (x = 0;x < EXPLOSIONGRID;x++)
126                 {
127                         explosiontris[i][0] = R_ExplosionVert(x    , y    );
128                         explosiontris[i][1] = R_ExplosionVert(x + 1, y    );
129                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
130                         i++;
131                         explosiontris[i][0] = R_ExplosionVert(x + 1, y    );
132                         explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
133                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
134                         i++;
135                 }
136         }
137
138         Cvar_RegisterVariable(&r_explosionclip);
139         Cvar_RegisterVariable(&r_drawexplosions);
140
141         R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
142 }
143
144 void R_NewExplosion(const vec3_t org)
145 {
146         int i, j;
147         float dist, n;
148         explosion_t *e;
149         trace_t trace;
150         unsigned char noise[EXPLOSIONGRID*EXPLOSIONGRID];
151         fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
152         for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
153         {
154                 if (!e->alpha)
155                 {
156                         e->starttime = cl.time;
157                         e->endtime = cl.time + cl_explosions_lifetime.value;
158                         e->time = e->starttime;
159                         e->alpha = cl_explosions_alpha_start.value;
160                         e->fade = (cl_explosions_alpha_start.value - cl_explosions_alpha_end.value) / cl_explosions_lifetime.value;
161                         e->clipping = r_explosionclip.integer != 0;
162                         VectorCopy(org, e->origin);
163                         for (j = 0;j < EXPLOSIONVERTS;j++)
164                         {
165                                 // calculate start origin and velocity
166                                 n = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
167                                 dist = n * cl_explosions_size_start.value;
168                                 VectorMA(e->origin, dist, explosionpoint[j], e->vert[j]);
169                                 dist = n * (cl_explosions_size_end.value - cl_explosions_size_start.value) / cl_explosions_lifetime.value;
170                                 VectorScale(explosionpoint[j], dist, e->vertvel[j]);
171                                 // clip start origin
172                                 if (e->clipping)
173                                 {
174                                         trace = CL_Move(e->origin, vec3_origin, vec3_origin, e->vert[j], MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
175                                         VectorCopy(trace.endpos, e->vert[i]);
176                                 }
177                         }
178                         break;
179                 }
180         }
181 }
182
183 static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
184 {
185         int surfacelistindex = 0;
186         const int numtriangles = EXPLOSIONTRIS, numverts = EXPLOSIONVERTS;
187         rmeshstate_t m;
188         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
189         GL_DepthMask(false);
190         GL_DepthTest(true);
191         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
192         R_Mesh_Matrix(&identitymatrix);
193
194         R_Mesh_ColorPointer(NULL);
195         memset(&m, 0, sizeof(m));
196         m.tex[0] = R_GetTexture(explosiontexture);
197         m.pointer_texcoord[0] = explosiontexcoord2f[0];
198         R_Mesh_TextureState(&m);
199         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
200         {
201                 const explosion_t *e = explosion + surfacelist[surfacelistindex];
202                 R_Mesh_VertexPointer(e->vert[0]);
203                 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
204                 GL_Color(e->alpha * r_view.colorscale, e->alpha * r_view.colorscale, e->alpha * r_view.colorscale, 1);
205                 GL_LockArrays(0, numverts);
206                 R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0]);
207                 GL_LockArrays(0, 0);
208         }
209 }
210
211 static void R_MoveExplosion(explosion_t *e)
212 {
213         int i;
214         float dot, end[3], frametime;
215         trace_t trace;
216
217         frametime = cl.time - e->time;
218         e->time = cl.time;
219         e->alpha = e->alpha - (e->fade * frametime);
220         if (e->alpha < 0 || cl.time > e->endtime)
221         {
222                 e->alpha = 0;
223                 return;
224         }
225         for (i = 0;i < EXPLOSIONVERTS;i++)
226         {
227                 if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
228                 {
229                         VectorMA(e->vert[i], frametime, e->vertvel[i], end);
230                         if (e->clipping)
231                         {
232                                 trace = CL_Move(e->vert[i], vec3_origin, vec3_origin, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
233                                 if (trace.fraction < 1)
234                                 {
235                                         // clip velocity against the wall
236                                         dot = -DotProduct(e->vertvel[i], trace.plane.normal);
237                                         VectorMA(e->vertvel[i], dot, trace.plane.normal, e->vertvel[i]);
238                                 }
239                                 VectorCopy(trace.endpos, e->vert[i]);
240                         }
241                         else
242                                 VectorCopy(end, e->vert[i]);
243                 }
244         }
245 }
246
247
248 void R_MoveExplosions(void)
249 {
250         int i;
251         for (i = 0;i < MAX_EXPLOSIONS;i++)
252                 if (explosion[i].alpha)
253                         R_MoveExplosion(&explosion[i]);
254 }
255
256 void R_DrawExplosions(void)
257 {
258         int i;
259
260         if (!r_drawexplosions.integer)
261                 return;
262         for (i = 0;i < MAX_EXPLOSIONS;i++)
263                 if (explosion[i].alpha)
264                         R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
265 }
266