This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
*/
#include "quakedef.h"
-
-float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
+#include "cl_collision.h"
#define MAX_EXPLOSIONS 64
-#define EXPLOSIONBANDS 16
-#define EXPLOSIONSEGMENTS 16
-#define EXPLOSIONVERTS ((EXPLOSIONBANDS+1)*(EXPLOSIONSEGMENTS+1))
-#define EXPLOSIONTRIS (EXPLOSIONVERTS*2)
-#define EXPLOSIONSTARTRADIUS (0.0f)
-#define EXPLOSIONSTARTVELOCITY (400.0f)
-#define EXPLOSIONFADESTART (1.5f)
-#define EXPLOSIONFADERATE (6.0f)
-
-vec3_t explosionspherevert[EXPLOSIONVERTS];
-vec3_t explosionspherevertvel[EXPLOSIONVERTS];
-float explosiontexcoords[EXPLOSIONVERTS][2];
+#define EXPLOSIONGRID 8
+#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
+#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
+
+float explosiontexcoord2f[EXPLOSIONVERTS][2];
int explosiontris[EXPLOSIONTRIS][3];
+int explosionnoiseindex[EXPLOSIONVERTS];
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[128];
+explosion_t explosion[MAX_EXPLOSIONS];
-int explosiontexture;
-int explosiontexturefog;
+rtexture_t *explosiontexture;
+rtexture_t *explosiontexturefog;
-cvar_t r_explosionclip = {"r_explosionclip", "0"};
+rtexturepool_t *explosiontexturepool;
-int R_ExplosionVert(int column, int row)
-{
- int i;
- float a, b, c;
- i = row * (EXPLOSIONSEGMENTS + 1) + column;
- a = row * M_PI * 2 / EXPLOSIONBANDS;
- b = column * M_PI * 2 / EXPLOSIONSEGMENTS;
- c = cos(b);
- explosionpoint[i][0] = cos(a) * c;
- explosionpoint[i][1] = sin(a) * c;
- explosionpoint[i][2] = -sin(b);
- explosiontexcoords[i][0] = (float) column / (float) EXPLOSIONSEGMENTS;
- explosiontexcoords[i][1] = (float) row / (float) EXPLOSIONBANDS;
- return i;
-}
+cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
+cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
-void r_explosion_start()
+void r_explosion_start(void)
{
int x, y;
- byte noise1[128][128], noise2[128][128], data[128][128][4];
- fractalnoise(&noise1[0][0], 128, 8);
- fractalnoise(&noise2[0][0], 128, 8);
+ qbyte 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);
+ fractalnoise(&noise3[0][0], 128, 4);
for (y = 0;y < 128;y++)
{
for (x = 0;x < 128;x++)
{
int j, r, g, b, a;
- j = noise1[y][x] * 3 - 128;
+ j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
r = (j * 512) / 256;
g = (j * 256) / 256;
b = (j * 128) / 256;
- a = noise2[y][x];
+ a = noise3[y][x] * 3 - 128;
data[y][x][0] = bound(0, r, 255);
data[y][x][1] = bound(0, g, 255);
data[y][x][2] = bound(0, b, 255);
data[y][x][3] = bound(0, a, 255);
}
}
- explosiontexture = GL_LoadTexture ("explosiontexture", 128, 128, &data[0][0][0], true, true, 4);
+ explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
for (y = 0;y < 128;y++)
for (x = 0;x < 128;x++)
data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
- explosiontexturefog = GL_LoadTexture ("explosiontexturefog", 128, 128, &data[0][0][0], true, true, 4);
+ explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ // note that explosions survive the restart
}
-void r_explosion_shutdown()
+void r_explosion_shutdown(void)
{
+ R_FreeTexturePool(&explosiontexturepool);
}
-void R_Explosion_Init()
+void r_explosion_newmap(void)
+{
+ memset(explosion, 0, sizeof(explosion));
+}
+
+int R_ExplosionVert(int column, int row)
+{
+ int i;
+ 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_Explosion_Init(void)
{
int i, x, y;
i = 0;
- for (y = 0;y < EXPLOSIONBANDS;y++)
+ for (y = 0;y < EXPLOSIONGRID;y++)
{
- for (x = 0;x < EXPLOSIONSEGMENTS;x++)
+ for (x = 0;x < EXPLOSIONGRID;x++)
{
explosiontris[i][0] = R_ExplosionVert(x , y );
explosiontris[i][1] = R_ExplosionVert(x + 1, y );
i++;
}
}
- for (i = 0;i < EXPLOSIONVERTS;i++)
- {
- explosionspherevert[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTRADIUS;
- explosionspherevert[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTRADIUS;
- explosionspherevert[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTRADIUS;
- explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
- explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
- explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
- }
Cvar_RegisterVariable(&r_explosionclip);
+ Cvar_RegisterVariable(&r_drawexplosions);
- R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown);
+ R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
}
void R_NewExplosion(vec3_t org)
{
int i, j;
- for (i = 0;i < MAX_EXPLOSIONS;i++)
+ float dist, n;
+ vec3_t impact;
+ explosion_t *e;
+ qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+ fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
+ for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
{
- if (explosion[i].alpha <= 0.0f)
+ if (e->alpha <= cl_explosions_alpha_end.value)
{
- explosion[i].alpha = EXPLOSIONFADESTART;
+ 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++)
{
- explosion[i].vert[j][0] = explosionspherevert[j][0] + org[0];
- explosion[i].vert[j][1] = explosionspherevert[j][1] + org[1];
- explosion[i].vert[j][2] = explosionspherevert[j][2] + org[2];
- explosion[i].vertvel[j][0] = explosionspherevertvel[j][0];
- explosion[i].vertvel[j][1] = explosionspherevertvel[j][1];
- explosion[i].vertvel[j][2] = explosionspherevertvel[j][2];
+ // 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)
+ {
+ CL_TraceLine(e->origin, e->vert[j], impact, NULL, true, NULL, SUPERCONTENTS_SOLID);
+ VectorCopy(impact, e->vert[i]);
+ }
}
break;
}
}
}
-void R_DrawExplosion(explosion_t *e)
+void R_DrawExplosionCallback(const void *calldata1, int calldata2)
{
- int i, index, *indexlist = &explosiontris[0][0], alpha = bound(0, e->alpha * 255.0f, 255);
- float s = cl.time * 1, t = cl.time * 0.75;
- s -= (int) s;
- t -= (int) t;
- /*
- glColor4f(1,1,1,e->alpha);
- glDisable(GL_TEXTURE_2D);
-// glBindTexture(GL_TEXTURE_2D, explosiontexture);
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, (float *) &e->vert[0][0]);
-// qglTexCoordPointer(2, GL_FLOAT, 0, (float *) &explosiontexcoords[0][0]);
- glEnableClientState(GL_VERTEX_ARRAY);
-// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- qglDrawElements(GL_TRIANGLES, EXPLOSIONTRIS, GL_UNSIGNED_INT, indexlist);
-// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- glBegin(GL_TRIANGLES);
- for (i = 0;i < EXPLOSIONTRIS * 3;i++)
- {
- index = *indexlist++;
-// glTexCoord2fv(explosiontexcoords[index]);
- glVertex3fv(e->vert[index]);
- }
- glEnd();
- }
- glEnable(GL_TEXTURE_2D);
- */
- for (i = 0;i < EXPLOSIONTRIS;i++)
- {
- transpolybegin(explosiontexture, 0, explosiontexturefog, TPOLYTYPE_ALPHA);
- index = *indexlist++;transpolyvert(e->vert[index][0], e->vert[index][1], e->vert[index][2], explosiontexcoords[index][0] + s, explosiontexcoords[index][1] + t, 255, 255, 255, alpha);
- index = *indexlist++;transpolyvert(e->vert[index][0], e->vert[index][1], e->vert[index][2], explosiontexcoords[index][0] + s, explosiontexcoords[index][1] + t, 255, 255, 255, alpha);
- index = *indexlist++;transpolyvert(e->vert[index][0], e->vert[index][1], e->vert[index][2], explosiontexcoords[index][0] + s, explosiontexcoords[index][1] + t, 255, 255, 255, alpha);
- transpolyend();
- }
+ int numtriangles, numverts;
+ float alpha;
+ rmeshstate_t m;
+ const explosion_t *e;
+ e = calldata1;
+
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_Matrix(&r_identitymatrix);
+
+ numtriangles = EXPLOSIONTRIS;
+ numverts = EXPLOSIONVERTS;
+ alpha = e->alpha;
+
+ 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(numverts, numtriangles, explosiontris[0]);
+ GL_LockArrays(0, 0);
}
-void R_MoveExplosion(explosion_t *e, float frametime)
+void R_MoveExplosion(explosion_t *e)
{
int i;
- vec3_t end;
- e->alpha -= frametime * EXPLOSIONFADERATE;
+ float dot, end[3], impact[3], normal[3], frametime;
+
+ frametime = cl.time - e->time;
+ e->time = cl.time;
+ 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])
{
- end[0] = e->vert[i][0] + frametime * e->vertvel[i][0];
- end[1] = e->vert[i][1] + frametime * e->vertvel[i][1];
- end[2] = e->vert[i][2] + frametime * e->vertvel[i][2];
- if (r_explosionclip.value)
+ VectorMA(e->vert[i], frametime, e->vertvel[i], end);
+ if (e->clipping)
{
- float f, dot;
- vec3_t impact, normal;
- f = TraceLine(e->vert[i], end, impact, normal);
- VectorCopy(impact, e->vert[i]);
- if (f < 1)
+ if (CL_TraceLine(e->vert[i], end, impact, normal, true, NULL, SUPERCONTENTS_SOLID) < 1)
{
// clip velocity against the wall
dot = -DotProduct(e->vertvel[i], normal);
- e->vertvel[i][0] += normal[0] * dot;
- e->vertvel[i][1] += normal[1] * dot;
- e->vertvel[i][2] += normal[2] * dot;
+ VectorMA(e->vertvel[i], dot, normal, e->vertvel[i]);
}
+ VectorCopy(impact, e->vert[i]);
}
else
- {
VectorCopy(end, e->vert[i]);
- }
}
}
}
-void R_MoveExplosions()
+
+void R_MoveExplosions(void)
{
int i;
float frametime;
+
frametime = cl.time - cl.oldtime;
+
for (i = 0;i < MAX_EXPLOSIONS;i++)
- {
- if (explosion[i].alpha > 0.0f)
- {
- R_MoveExplosion(&explosion[i], frametime);
- }
- }
+ if (cl.time < explosion[i].endtime)
+ R_MoveExplosion(&explosion[i]);
}
-void R_DrawExplosions()
+void R_DrawExplosions(void)
{
int i;
+
+ if (!r_drawexplosions.integer)
+ return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
- {
- if (explosion[i].alpha > 0.0f)
- {
- R_DrawExplosion(&explosion[i]);
- }
- }
+ if (cl.time < explosion[i].endtime)
+ R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
}
+