}
}
-void R_DrawExplosion(explosion_t *e)
+void R_DrawExplosionCallback(const void *calldata1, int calldata2)
{
int i;
- float c[EXPLOSIONVERTS][4], diff[3], centerdir[3], ifog, alpha, dist;
- rmeshinfo_t m;
+ float *c, *v, diff[3], centerdir[3], ifog, alpha, dist;
+ rmeshbufferinfo_t m;
+ const explosion_t *e;
+ e = calldata1;
+
memset(&m, 0, sizeof(m));
- m.transparent = true;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE;
m.numtriangles = EXPLOSIONTRIS;
- m.index = &explosiontris[0][0];
m.numverts = EXPLOSIONVERTS;
- m.vertex = &e->vert[0][0];
- m.vertexstep = sizeof(float[3]);
- alpha = e->alpha;
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- m.ca = 1; //alpha;
- m.color = &c[0][0];
- m.colorstep = sizeof(float[4]);
- VectorSubtract(r_origin, e->origin, centerdir);
- VectorNormalizeFast(centerdir);
- if (fogenabled)
+ m.tex[0] = R_GetTexture(explosiontexture);
+ Matrix4x4_CreateIdentity(&m.matrix);
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- for (i = 0;i < EXPLOSIONVERTS;i++)
+ memcpy(m.index, explosiontris, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = m.vertex;i < m.numverts;i++, v += 4)
+ {
+ v[0] = e->vert[i][0];
+ v[1] = e->vert[i][1];
+ v[2] = e->vert[i][2];
+ }
+ memcpy(m.texcoords[0], explosiontexcoords, m.numverts * sizeof(float[2]));
+ alpha = e->alpha;
+ VectorSubtract(r_origin, e->origin, centerdir);
+ VectorNormalizeFast(centerdir);
+ if (fogenabled)
{
- VectorSubtract(e->vert[i], e->origin, diff);
- VectorNormalizeFast(diff);
- dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
- if (dist > 0)
+ for (i = 0, c = m.color;i < EXPLOSIONVERTS;i++, c += 4)
{
- // use inverse fog alpha
- VectorSubtract(e->vert[i], r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff,diff));
- dist = dist * ifog;
- if (dist < 0)
+ 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 *= m.colorscale;
+ }
+ else
dist = 0;
+ c[0] = c[1] = c[2] = dist;
+ c[3] = 1;
}
- else
- dist = 0;
- c[i][0] = c[i][1] = c[i][2] = dist;
- c[i][3] = 1;
}
- }
- else
- {
- for (i = 0;i < EXPLOSIONVERTS;i++)
+ else
{
- VectorSubtract(e->vert[i], e->origin, diff);
- VectorNormalizeFast(diff);
- dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
- if (dist < 0)
- dist = 0;
- c[i][0] = c[i][1] = c[i][2] = dist;
- c[i][3] = 1;
+ for (i = 0, c = m.color;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 *= m.colorscale;
+ c[0] = c[1] = c[2] = dist;
+ c[3] = 1;
+ }
}
+ R_Mesh_Render();
}
- m.tex[0] = R_GetTexture(explosiontexture);
- m.texcoords[0] = &explosiontexcoords[0][0];
- m.texcoordstep[0] = sizeof(float[2]);
-
- R_Mesh_Draw(&m);
}
void R_MoveExplosion(explosion_t *e)
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
if (explosion[i].alpha > 0.01f)
- R_DrawExplosion(&explosion[i]);
+ R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
}