#define EXPLOSIONGRID 8
#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
-#define EXPLOSIONSTARTVELOCITY (256.0f)
-#define EXPLOSIONFADESTART (1.5f)
-#define EXPLOSIONFADERATE (3.0f)
-float explosiontexcoord2f[EXPLOSIONVERTS][2];
-int explosiontris[EXPLOSIONTRIS][3];
-int explosionnoiseindex[EXPLOSIONVERTS];
-vec3_t explosionpoint[EXPLOSIONVERTS];
-vec3_t explosionspherevertvel[EXPLOSIONVERTS];
+static float explosiontexcoord2f[EXPLOSIONVERTS][2];
+static int explosiontris[EXPLOSIONTRIS][3];
+static int explosionnoiseindex[EXPLOSIONVERTS];
+static vec3_t explosionpoint[EXPLOSIONVERTS];
typedef struct explosion_s
{
float starttime;
+ float endtime;
float time;
float alpha;
+ float fade;
vec3_t origin;
vec3_t vert[EXPLOSIONVERTS];
vec3_t vertvel[EXPLOSIONVERTS];
+ qboolean clipping;
}
explosion_t;
-explosion_t explosion[MAX_EXPLOSIONS];
+static explosion_t explosion[MAX_EXPLOSIONS];
-rtexture_t *explosiontexture;
-rtexture_t *explosiontexturefog;
+static rtexture_t *explosiontexture;
+static rtexture_t *explosiontexturefog;
-rtexturepool_t *explosiontexturepool;
+static rtexturepool_t *explosiontexturepool;
cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
-cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
+static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
-void r_explosion_start(void)
+static void r_explosion_start(void)
{
int x, y;
- qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
+ unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
explosiontexturepool = R_AllocTexturePool();
fractalnoise(&noise1[0][0], 128, 32);
fractalnoise(&noise2[0][0], 128, 4);
// note that explosions survive the restart
}
-void r_explosion_shutdown(void)
+static void r_explosion_shutdown(void)
{
R_FreeTexturePool(&explosiontexturepool);
}
-void r_explosion_newmap(void)
+static void r_explosion_newmap(void)
{
memset(explosion, 0, sizeof(explosion));
}
-int R_ExplosionVert(int column, int row)
+static int R_ExplosionVert(int column, int row)
{
int i;
- float a, b, c;
- i = row * (EXPLOSIONGRID + 1) + column;
- a = ((double) row / EXPLOSIONGRID) * M_PI * 2;
- b = (((double) column / EXPLOSIONGRID) + 0.5) * M_PI;
- c = cos(b);
- explosionpoint[i][0] = cos(a) * c;
- explosionpoint[i][1] = sin(a) * c;
- explosionpoint[i][2] = -sin(b);
- explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
- explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
- explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
- explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
- explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
+ float yaw, pitch;
// top and bottom rows are all one position...
if (row == 0 || row == EXPLOSIONGRID)
column = 0;
+ i = row * (EXPLOSIONGRID + 1) + column;
+ yaw = ((double) column / EXPLOSIONGRID) * M_PI * 2;
+ pitch = (((double) row / EXPLOSIONGRID) - 0.5) * M_PI;
+ explosionpoint[i][0] = cos(yaw) * cos(pitch);
+ explosionpoint[i][1] = sin(yaw) * cos(pitch);
+ explosionpoint[i][2] = 1 * -sin(pitch);
+ explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
+ explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
return i;
}
void R_NewExplosion(vec3_t org)
{
int i, j;
- float dist;
- qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+ float dist, n;
+ explosion_t *e;
+ trace_t trace;
+ unsigned char noise[EXPLOSIONGRID*EXPLOSIONGRID];
fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
- for (i = 0;i < MAX_EXPLOSIONS;i++)
+ for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
{
- if (explosion[i].alpha <= 0.01f)
+ if (cl.time >= e->endtime)
{
- explosion[i].starttime = cl.time;
- explosion[i].time = explosion[i].starttime - 0.1;
- explosion[i].alpha = EXPLOSIONFADESTART;
- VectorCopy(org, explosion[i].origin);
+ e->starttime = cl.time;
+ e->endtime = cl.time + cl_explosions_lifetime.value;
+ e->time = e->starttime;
+ e->alpha = cl_explosions_alpha_start.value;
+ e->fade = (cl_explosions_alpha_start.value - cl_explosions_alpha_end.value) / cl_explosions_lifetime.value;
+ e->clipping = r_explosionclip.integer != 0;
+ VectorCopy(org, e->origin);
for (j = 0;j < EXPLOSIONVERTS;j++)
{
- // calculate start
- VectorCopy(explosion[i].origin, explosion[i].vert[j]);
- // calculate velocity
- dist = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
- VectorScale(explosionspherevertvel[j], dist, explosion[i].vertvel[j]);
+ // calculate start origin and velocity
+ n = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
+ dist = n * cl_explosions_size_start.value;
+ VectorMA(e->origin, dist, explosionpoint[j], e->vert[j]);
+ dist = n * (cl_explosions_size_end.value - cl_explosions_size_start.value) / cl_explosions_lifetime.value;
+ VectorScale(explosionpoint[j], dist, e->vertvel[j]);
+ // clip start origin
+ if (e->clipping)
+ {
+ trace = CL_TraceBox(e->origin, vec3_origin, vec3_origin, e->vert[j], true, NULL, SUPERCONTENTS_SOLID, false);
+ VectorCopy(trace.endpos, e->vert[i]);
+ }
}
break;
}
}
}
-void R_DrawExplosionCallback(const void *calldata1, int calldata2)
+static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
- int i, numtriangles, numverts;
- float *c, diff[3], centerdir[3], ifog, alpha, dist;
+ const explosion_t *e = explosion + surfacenumber;
+ int numtriangles, numverts;
+ float alpha;
rmeshstate_t m;
- const explosion_t *e;
- e = calldata1;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(explosiontexture);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
numtriangles = EXPLOSIONTRIS;
numverts = EXPLOSIONVERTS;
- GL_UseColorArray();
- R_Mesh_GetSpace(numverts);
-
- R_Mesh_CopyVertex3f(e->vert[0], numverts);
- R_Mesh_CopyTexCoord2f(0, explosiontexcoord2f[0], numverts);
alpha = e->alpha;
- VectorSubtract(r_origin, e->origin, centerdir);
- VectorNormalizeFast(centerdir);
- if (fogenabled)
- {
- for (i = 0, c = varray_color4f;i < EXPLOSIONVERTS;i++, c += 4)
- {
- VectorSubtract(e->vert[i], e->origin, diff);
- VectorNormalizeFast(diff);
- dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
- if (dist > 0)
- {
- // use inverse fog alpha
- VectorSubtract(e->vert[i], r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff,diff));
- dist = dist * ifog;
- if (dist < 0)
- dist = 0;
- else
- dist *= r_colorscale;
- }
- else
- dist = 0;
- c[0] = c[1] = c[2] = dist;
- c[3] = 1;
- }
- }
- else
- {
- for (i = 0, c = varray_color4f;i < EXPLOSIONVERTS;i++, c += 4)
- {
- VectorSubtract(e->vert[i], e->origin, diff);
- VectorNormalizeFast(diff);
- dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
- if (dist < 0)
- dist = 0;
- else
- dist *= r_colorscale;
- c[0] = c[1] = c[2] = dist;
- c[3] = 1;
- }
- }
- R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(explosiontexture);
+ m.pointer_texcoord[0] = explosiontexcoord2f[0];
+ m.pointer_vertex = e->vert[0];
+ R_Mesh_State(&m);
+
+ GL_Color(alpha, alpha, alpha, 1);
+
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0]);
+ GL_LockArrays(0, 0);
}
-void R_MoveExplosion(explosion_t *e)
+static void R_MoveExplosion(explosion_t *e)
{
int i;
- float dot, frictionscale, end[3], impact[3], normal[3], frametime;
+ float dot, end[3], frametime;
+ trace_t trace;
frametime = cl.time - e->time;
e->time = cl.time;
- e->alpha = EXPLOSIONFADESTART - (cl.time - e->starttime) * EXPLOSIONFADERATE;
- if (e->alpha <= 0.01f)
- {
- e->alpha = -1;
- return;
- }
- frictionscale = 1 - frametime;
- frictionscale = bound(0, frictionscale, 1);
+ e->alpha = e->alpha - (e->fade * frametime);
for (i = 0;i < EXPLOSIONVERTS;i++)
{
if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
{
- VectorScale(e->vertvel[i], frictionscale, e->vertvel[i]);
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
- if (r_explosionclip.integer)
+ if (e->clipping)
{
- if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true, NULL) < 1)
+ trace = CL_TraceBox(e->vert[i], vec3_origin, vec3_origin, end, true, NULL, SUPERCONTENTS_SOLID, false);
+ if (trace.fraction < 1)
{
// clip velocity against the wall
- dot = DotProduct(e->vertvel[i], normal) * -1.125f;
- VectorMA(e->vertvel[i], dot, normal, e->vertvel[i]);
+ dot = -DotProduct(e->vertvel[i], trace.plane.normal);
+ VectorMA(e->vertvel[i], dot, trace.plane.normal, e->vertvel[i]);
}
- VectorCopy(impact, e->vert[i]);
+ VectorCopy(trace.endpos, e->vert[i]);
}
else
VectorCopy(end, e->vert[i]);
}
}
- for (i = 0;i < EXPLOSIONGRID;i++)
- VectorCopy(e->vert[i * (EXPLOSIONGRID + 1)], e->vert[i * (EXPLOSIONGRID + 1) + EXPLOSIONGRID]);
- memcpy(e->vert[EXPLOSIONGRID * (EXPLOSIONGRID + 1)], e->vert[0], sizeof(float[3]) * (EXPLOSIONGRID + 1));
}
void R_MoveExplosions(void)
{
int i;
- float frametime;
-
- frametime = cl.time - cl.oldtime;
-
for (i = 0;i < MAX_EXPLOSIONS;i++)
- if (explosion[i].alpha > 0.01f)
+ if (cl.time < explosion[i].endtime)
R_MoveExplosion(&explosion[i]);
}
if (!r_drawexplosions.integer)
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
- if (explosion[i].alpha > 0.01f)
- R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
+ if (r_refdef.time < explosion[i].endtime)
+ R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
}