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);
-
#define MAX_EXPLOSIONS 64
-#define EXPLOSIONGRID 16
+#define EXPLOSIONGRID 8
#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
-#define EXPLOSIONTRIS (EXPLOSIONVERTS*2)
-#define EXPLOSIONSTARTRADIUS (0.0f)
-#define EXPLOSIONSTARTVELOCITY (500.0f)
+#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
+#define EXPLOSIONSTARTRADIUS (20.0f)
+#define EXPLOSIONSTARTVELOCITY (256.0f)
+#define EXPLOSIONRANDOMVELOCITY (64.0f)
#define EXPLOSIONFADESTART (1.5f)
-#define EXPLOSIONFADERATE (6.0f)
+#define EXPLOSIONFADERATE (4.5f)
+/*
+#define MAX_EXPLOSIONGAS (MAX_EXPLOSIONS * EXPLOSIONGAS)
+#define EXPLOSIONGAS 8
+#define EXPLOSIONGASSTARTRADIUS (15.0f)
+#define EXPLOSIONGASSTARTVELOCITY (50.0f)
+#define GASDENSITY_SCALER (32768.0f / EXPLOSIONGAS)
+#define GASFADERATE (GASDENSITY_SCALER * EXPLOSIONGAS * 2)
+
+typedef struct explosiongas_s
+{
+ float pressure;
+ vec3_t origin;
+ vec3_t velocity;
+}
+explosiongas_t;
+
+explosiongas_t explosiongas[MAX_EXPLOSIONGAS];
+*/
vec3_t explosionspherevert[EXPLOSIONVERTS];
vec3_t explosionspherevertvel[EXPLOSIONVERTS];
}
explosion_t;
-explosion_t explosion[128];
+explosion_t explosion[MAX_EXPLOSIONS];
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 * (EXPLOSIONGRID + 1) + column;
- a = row * M_PI * 2 / EXPLOSIONGRID;
- b = column * M_PI * 2 / EXPLOSIONGRID;
- c = cos(b);
- explosionpoint[i][0] = cos(a) * c;
- explosionpoint[i][1] = sin(a) * c;
- explosionpoint[i][2] = -sin(b);
- explosionnoiseindex[i] = (row & (EXPLOSIONGRID - 1)) * EXPLOSIONGRID + (column & (EXPLOSIONGRID - 1));
- explosiontexcoords[i][0] = (float) column / (float) EXPLOSIONGRID;
- explosiontexcoords[i][1] = (float) row / (float) EXPLOSIONGRID;
- 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, 2);
- fractalnoise(&noise2[0][0], 128, 2);
+ byte 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 = R_LoadTexture ("explosiontexture", 128, 128, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
+ explosiontexture = R_LoadTexture (explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
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_LoadTexture ("explosiontexturefog", 128, 128, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
+ explosiontexturefog = R_LoadTexture (explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+ // 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));
+// memset(explosiongas, 0, sizeof(explosiongas));
+}
+
+int R_ExplosionVert(int column, int row)
+{
+ int i;
+ float a, b, c;
+ i = row * (EXPLOSIONGRID + 1) + column;
+ a = row * M_PI * 2 / EXPLOSIONGRID;
+ b = column * M_PI * 2 / EXPLOSIONGRID;
+ c = cos(b);
+ explosionpoint[i][0] = cos(a) * c;
+ explosionpoint[i][1] = sin(a) * c;
+ explosionpoint[i][2] = -sin(b);
+ explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
+ explosiontexcoords[i][0] = (float) column / (float) EXPLOSIONGRID;
+ explosiontexcoords[i][1] = (float) row / (float) EXPLOSIONGRID;
+ return i;
+}
+
+void R_Explosion_Init(void)
{
int i, x, y;
i = 0;
}
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;
- float dist;
- byte noise[EXPLOSIONGRID*EXPLOSIONGRID];
- fractalnoise(noise, EXPLOSIONGRID, 2);
+ float dist, v[3], normal[3];
+ byte noise[4][EXPLOSIONGRID*EXPLOSIONGRID];
+ fractalnoise(noise[0], EXPLOSIONGRID, 4);
+ fractalnoise(noise[1], EXPLOSIONGRID, 2);
+ fractalnoise(noise[2], EXPLOSIONGRID, 2);
+ fractalnoise(noise[3], EXPLOSIONGRID, 2);
for (i = 0;i < MAX_EXPLOSIONS;i++)
{
if (explosion[i].alpha <= 0.0f)
explosion[i].alpha = EXPLOSIONFADESTART;
for (j = 0;j < EXPLOSIONVERTS;j++)
{
- dist = noise[explosionnoiseindex[j]] * (1.0f / 512.0f) + 0.5;
- explosion[i].vert[j][0] = explosionspherevert[j][0] * dist + org[0];
- explosion[i].vert[j][1] = explosionspherevert[j][1] * dist + org[1];
- explosion[i].vert[j][2] = explosionspherevert[j][2] * dist + org[2];
- explosion[i].vertvel[j][0] = explosionspherevertvel[j][0] * dist;
- explosion[i].vertvel[j][1] = explosionspherevertvel[j][1] * dist;
- explosion[i].vertvel[j][2] = explosionspherevertvel[j][2] * dist;
+ dist = noise[3][explosionnoiseindex[j]] * (1.0f / 256.0f) + 0.5;
+ VectorMA(org, dist, explosionspherevert[j], v);
+ TraceLine(org, v, explosion[i].vert[j], normal, 0);
+ VectorAdd(explosion[i].vert[j], normal, explosion[i].vert[j]);
+ explosion[i].vertvel[j][0] = explosionspherevertvel[j][0] * dist + (((float) noise[0][explosionnoiseindex[j]] - 128.0f) * (EXPLOSIONRANDOMVELOCITY / 128.0f));
+ explosion[i].vertvel[j][1] = explosionspherevertvel[j][1] * dist + (((float) noise[1][explosionnoiseindex[j]] - 128.0f) * (EXPLOSIONRANDOMVELOCITY / 128.0f));
+ explosion[i].vertvel[j][2] = explosionspherevertvel[j][2] * dist + (((float) noise[2][explosionnoiseindex[j]] - 128.0f) * (EXPLOSIONRANDOMVELOCITY / 128.0f));
}
break;
}
}
+
+ /*
+ i = 0;
+ j = EXPLOSIONGAS;
+ while (i < MAX_EXPLOSIONGAS && j > 0)
+ {
+ while (explosiongas[i].pressure > 0)
+ {
+ i++;
+ if (i >= MAX_EXPLOSIONGAS)
+ return;
+ }
+ VectorRandom(v);
+ VectorMA(org, EXPLOSIONGASSTARTRADIUS, v, v);
+ TraceLine(org, v, explosiongas[i].origin, NULL, 0);
+ VectorRandom(v);
+ VectorScale(v, EXPLOSIONGASSTARTVELOCITY, explosiongas[i].velocity);
+ explosiongas[i].pressure = j * GASDENSITY_SCALER;
+ j--;
+ }
+ */
}
void R_DrawExplosion(explosion_t *e)
{
- int i, index, *indexlist = &explosiontris[0][0], alpha = bound(0, e->alpha * 128.0f, 128), texnum, fogtexnum;
- float s, t;
-// s = cl.time * 1;
-// t = cl.time * 0.75;
-// s -= (int) s;
-// t -= (int) t;
- s = 0;
- t = 0;
- /*
- glColor4f(1,1,1,e->alpha);
- glDisable(GL_TEXTURE_2D);
-// glBindTexture(GL_TEXTURE_2D, explosiontexture);
- glVertexPointer(3, GL_FLOAT, 0, (float *) &e->vert[0][0]);
-// glTexCoordPointer(2, GL_FLOAT, 0, (float *) &explosiontexcoords[0][0]);
- glEnableClientState(GL_VERTEX_ARRAY);
-// glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glDrawElements(GL_TRIANGLES, EXPLOSIONTRIS, GL_UNSIGNED_INT, indexlist);
-// glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glEnable(GL_TEXTURE_2D);
- */
- texnum = R_GetTexture(explosiontexture);
- fogtexnum = R_GetTexture(explosiontexturefog);
- for (i = 0;i < EXPLOSIONTRIS;i++)
+ int i;
+ float c[EXPLOSIONVERTS][4], diff[3], fog, ifog, alpha;
+ rmeshinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ 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;
+ if (alpha > 1)
+ alpha = 1;
+ m.cr = 1;
+ m.cg = 1;
+ m.cb = 1;
+ m.ca = alpha;
+ if (fogenabled)
{
- transpolybegin(texnum, 0, fogtexnum, 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();
+ m.color = &c[0][0];
+ m.colorstep = sizeof(float[4]);
+ for (i = 0;i < EXPLOSIONVERTS;i++)
+ {
+ // use inverse fog alpha as color
+ VectorSubtract(e->vert[i], r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff,diff));
+ if (ifog < 0)
+ ifog = 0;
+ c[i][0] = ifog;
+ c[i][1] = ifog;
+ c[i][2] = ifog;
+ c[i][3] = alpha;
+ }
+ }
+ m.tex[0] = R_GetTexture(explosiontexture);
+ m.texcoords[0] = &explosiontexcoords[0][0];
+ m.texcoordstep[0] = sizeof(float[2]);
+
+ R_Mesh_Draw(&m);
+
+ if (fogenabled)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ for (i = 0;i < EXPLOSIONVERTS;i++)
+ {
+ VectorSubtract(e->vert[i], r_origin, diff);
+ fog = exp(fogdensity/DotProduct(diff,diff));
+ c[i][0] = fogcolor[0];
+ c[i][1] = fogcolor[1];
+ c[i][2] = fogcolor[2];
+ c[i][3] = alpha * fog;
+ }
+ //m.color = &c[0][0];
+ //m.colorstep = sizeof(float[4]);
+ m.tex[0] = R_GetTexture(explosiontexturefog);
+ R_Mesh_Draw(&m);
}
}
-void R_MoveExplosion(explosion_t *e, float frametime)
+void R_MoveExplosion(explosion_t *e, /*explosiongas_t **list, explosiongas_t **listend, */float frametime)
{
int i;
- vec3_t end;
+ float f, dot, frictionscale, end[3], impact[3], normal[3];
+ /*
+ vec3_t diff;
+ vec_t dist;
+ explosiongas_t **l;
+ */
e->alpha -= frametime * EXPLOSIONFADERATE;
+ 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])
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)
+ if (r_explosionclip.integer)
{
- float f, dot;
- vec3_t impact, normal;
- f = TraceLine(e->vert[i], end, impact, normal);
+ f = TraceLine(e->vert[i], end, impact, normal, 0);
VectorCopy(impact, e->vert[i]);
if (f < 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;
+ dot = DotProduct(e->vertvel[i], normal) * 1.125f;
+ e->vertvel[i][0] -= normal[0] * dot;
+ e->vertvel[i][1] -= normal[1] * dot;
+ e->vertvel[i][2] -= normal[2] * dot;
}
}
else
{
VectorCopy(end, e->vert[i]);
}
+ e->vertvel[i][2] += sv_gravity.value * frametime * -0.25f;
+ VectorScale(e->vertvel[i], frictionscale, e->vertvel[i]);
+ }
+ /*
+ for (l = list;l < listend;l++)
+ {
+ VectorSubtract(e->vert[i], (*l)->origin, diff);
+ dist = DotProduct(diff, diff);
+ if (dist < 4096 && dist >= 1)
+ {
+ dist = (*l)->pressure * frametime / dist;
+ VectorMA(e->vertvel[i], dist, diff, e->vertvel[i]);
+ }
+ }
+ */
+ }
+}
+
+/*
+void R_MoveExplosionGas(explosiongas_t *e, explosiongas_t **list, explosiongas_t **listend, float frametime)
+{
+ vec3_t end, diff;
+ vec_t dist, frictionscale;
+ explosiongas_t **l;
+ frictionscale = 1 - frametime;
+ frictionscale = bound(0, frictionscale, 1);
+ if (e->velocity[0] || e->velocity[1] || e->velocity[2])
+ {
+ end[0] = e->origin[0] + frametime * e->velocity[0];
+ end[1] = e->origin[1] + frametime * e->velocity[1];
+ end[2] = e->origin[2] + frametime * e->velocity[2];
+ if (r_explosionclip.integer)
+ {
+ float f, dot;
+ vec3_t impact, normal;
+ f = TraceLine(e->origin, end, impact, normal, 0);
+ VectorCopy(impact, e->origin);
+ if (f < 1)
+ {
+ // clip velocity against the wall
+ dot = DotProduct(e->velocity, normal) * -1.3f;
+ e->velocity[0] += normal[0] * dot;
+ e->velocity[1] += normal[1] * dot;
+ e->velocity[2] += normal[2] * dot;
+ }
+ }
+ else
+ {
+ VectorCopy(end, e->origin);
+ }
+ e->velocity[2] += sv_gravity.value * frametime;
+ VectorScale(e->velocity, frictionscale, e->velocity);
+ }
+ for (l = list;l < listend;l++)
+ {
+ if (*l != e)
+ {
+ VectorSubtract(e->origin, (*l)->origin, diff);
+ dist = DotProduct(diff, diff);
+ if (dist < 4096 && dist >= 1)
+ {
+ dist = (*l)->pressure * frametime / dist;
+ VectorMA(e->velocity, dist, diff, e->velocity);
+ }
}
}
}
+*/
-void R_MoveExplosions()
+void R_MoveExplosions(void)
{
int i;
float frametime;
+// explosiongas_t *gaslist[MAX_EXPLOSIONGAS], **l, **end;
frametime = cl.time - cl.oldtime;
+ /*
+ l = &gaslist[0];
+ for (i = 0;i < MAX_EXPLOSIONGAS;i++)
+ {
+ if (explosiongas[i].pressure > 0)
+ {
+ explosiongas[i].pressure -= frametime * GASFADERATE;
+ if (explosiongas[i].pressure > 0)
+ *l++ = &explosiongas[i];
+ }
+ }
+ end = l;
+ for (l = gaslist;l < end;l++)
+ R_MoveExplosionGas(*l, gaslist, end, frametime);
+ */
+
for (i = 0;i < MAX_EXPLOSIONS;i++)
{
if (explosion[i].alpha > 0.0f)
explosion[i].alpha = 0;
continue;
}
- R_MoveExplosion(&explosion[i], frametime);
+ R_MoveExplosion(&explosion[i], /*gaslist, end, */frametime);
}
}
}
-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)