/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "quakedef.h" #include "cl_collision.h" #define MAX_EXPLOSIONS 64 #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]; typedef struct explosion_s { float starttime; float time; float alpha; vec3_t origin; vec3_t vert[EXPLOSIONVERTS]; vec3_t vertvel[EXPLOSIONVERTS]; } explosion_t; explosion_t explosion[MAX_EXPLOSIONS]; rtexture_t *explosiontexture; rtexture_t *explosiontexturefog; rtexturepool_t *explosiontexturepool; cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"}; cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"}; void r_explosion_start(void) { int x, y; 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] * noise2[y][x]) * 3 / 256 - 128; r = (j * 512) / 256; g = (j * 256) / 256; b = (j * 128) / 256; 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 = 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 = 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_FreeTexturePool(&explosiontexturepool); } 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); 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; explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID); return i; } void R_Explosion_Init(void) { int i, x, y; i = 0; for (y = 0;y < EXPLOSIONGRID;y++) { for (x = 0;x < EXPLOSIONGRID;x++) { explosiontris[i][0] = R_ExplosionVert(x , y ); explosiontris[i][1] = R_ExplosionVert(x + 1, y ); explosiontris[i][2] = R_ExplosionVert(x , y + 1); i++; explosiontris[i][0] = R_ExplosionVert(x + 1, y ); explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1); explosiontris[i][2] = R_ExplosionVert(x , y + 1); i++; } } Cvar_RegisterVariable(&r_explosionclip); Cvar_RegisterVariable(&r_drawexplosions); R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap); } void R_NewExplosion(vec3_t org) { int i, j; float dist; qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID]; fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion for (i = 0;i < MAX_EXPLOSIONS;i++) { if (explosion[i].alpha <= 0.01f) { explosion[i].starttime = cl.time; explosion[i].time = explosion[i].starttime - 0.1; explosion[i].alpha = EXPLOSIONFADESTART; VectorCopy(org, explosion[i].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]); } break; } } } void R_DrawExplosionCallback(const void *calldata1, int calldata2) { 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; GL_Color(alpha, alpha, alpha, 1); GL_VertexPointer(e->vert[0]); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(explosiontexture); m.pointer_texcoord[0] = explosiontexcoord2f[0]; R_Mesh_State_Texture(&m); R_Mesh_Draw(numverts, numtriangles, explosiontris[0]); } void R_MoveExplosion(explosion_t *e) { int i; float dot, frictionscale, end[3], impact[3], normal[3], frametime; 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); 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 (CL_TraceLine(e->vert[i], end, impact, normal, true, NULL, SUPERCONTENTS_SOLID) < 1) { // clip velocity against the wall dot = DotProduct(e->vertvel[i], normal) * -1.125f; VectorMA(e->vertvel[i], dot, normal, e->vertvel[i]); } VectorCopy(impact, e->vert[i]); } else VectorCopy(end, e->vert[i]); } } } 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) R_MoveExplosion(&explosion[i]); } void R_DrawExplosions(void) { int 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); }