#define EXPLOSIONGRID 8
#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
-#define EXPLOSIONSTARTVELOCITY (384.0f)
+#define EXPLOSIONSTARTVELOCITY (256.0f)
+//#define EXPLOSIONSTARTVELOCITY (384.0f)
//#define EXPLOSIONRANDOMVELOCITY (32.0f)
#define EXPLOSIONFADESTART (1.5f)
-#define EXPLOSIONFADERATE (4.5f)
+//#define EXPLOSIONFADERATE (4.5f)
+#define EXPLOSIONFADERATE (3.0f)
/*
#define MAX_EXPLOSIONGAS (MAX_EXPLOSIONS * EXPLOSIONGAS)
#define EXPLOSIONGAS 8
void r_explosion_start(void)
{
int x, y;
- byte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
+ 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);
{
int i, j;
float dist;
- byte noise[EXPLOSIONGRID*EXPLOSIONGRID];
- fractalnoise(noise, EXPLOSIONGRID, 4);
+ 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 <= 0.0f)
+ if (explosion[i].alpha <= 0.01f)
{
explosion[i].starttime = cl.time;
explosion[i].time = explosion[i].starttime - 0.1;
}
VectorRandom(v);
VectorMA(org, EXPLOSIONGASSTARTRADIUS, v, v);
- TraceLine(org, v, explosiongas[i].origin, NULL, 0);
+ TraceLine(org, v, explosiongas[i].origin, NULL, 0, true);
VectorRandom(v);
VectorScale(v, EXPLOSIONGASSTARTVELOCITY, explosiongas[i].velocity);
explosiongas[i].pressure = j * GASDENSITY_SCALER;
void R_DrawExplosion(explosion_t *e)
{
int i;
- float c[EXPLOSIONVERTS][4], diff[3], /*fog, */ifog, alpha, dist, centerdist, size, scale;
+ float c[EXPLOSIONVERTS][4], diff[3], centerdir[3], /*fog, */ifog, alpha, dist/*, centerdist, size, scale*/;
rmeshinfo_t m;
memset(&m, 0, sizeof(m));
m.transparent = true;
m.vertex = &e->vert[0][0];
m.vertexstep = sizeof(float[3]);
alpha = e->alpha;
- if (alpha > 1)
- alpha = 1;
+ //if (alpha > 1)
+ // alpha = 1;
m.cr = 1;
m.cg = 1;
m.cb = 1;
- m.ca = alpha;
+ m.ca = 1; //alpha;
m.color = &c[0][0];
m.colorstep = sizeof(float[4]);
- centerdist = DotProduct(e->origin, vpn);
+ VectorSubtract(r_origin, e->origin, centerdir);
+ VectorNormalizeFast(centerdir);
+ /*
+ centerdist = DotProduct(e->origin, centerdir);
size = 0;
for (i = 0;i < EXPLOSIONVERTS;i++)
{
- //VectorSubtract(e->vert[i], e->origin, diff);
- //dist = DotProduct(diff, diff);
- dist = DotProduct(e->vert[i], vpn) - centerdist;
+ dist = DotProduct(e->vert[i], centerdir) - centerdist;
if (size < dist)
size = dist;
}
- //scale = -1.0f / sqrt(size / EXPLOSIONVERTS);
- //scale = -1.0f / sqrt(size);
- scale = -1.0f / size;
+ scale = 4.0f / size;
+ */
if (fogenabled)
{
for (i = 0;i < EXPLOSIONVERTS;i++)
{
- dist = DotProduct(e->vert[i], vpn) - centerdist;
- // 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] = min(dist * scale, 1) * alpha;
- c[i][3] = dist * scale * alpha;
+ //dist = (DotProduct(e->vert[i], centerdir) - centerdist) * scale - 2.0f;
+ VectorSubtract(e->vert[i], e->origin, diff);
+ VectorNormalizeFast(diff);
+ dist = DotProduct(diff, centerdir) * 6.0f - 4.0f;
+ if (dist > 0)
+ {
+ // 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] = c[i][1] = c[i][2] = dist * alpha * ifog;
+ }
+ else
+ c[i][0] = c[i][1] = c[i][2] = 0;
+ c[i][3] = 1;
}
}
else
{
for (i = 0;i < EXPLOSIONVERTS;i++)
{
- dist = DotProduct(e->vert[i], vpn) - centerdist;
- c[i][0] = 1;
- c[i][1] = 1;
- c[i][2] = 1;
- //c[i][3] = min(dist * scale, 1) * alpha;
- c[i][3] = dist * scale * alpha;
+ //dist = (DotProduct(e->vert[i], centerdir) - centerdist) * scale - 2.0f;
+ VectorSubtract(e->vert[i], e->origin, diff);
+ VectorNormalizeFast(diff);
+ dist = DotProduct(diff, centerdir) * 6.0f - 4.0f;
+ if (dist > 0)
+ c[i][0] = c[i][1] = c[i][2] = dist * alpha;
+ else
+ c[i][0] = c[i][1] = c[i][2] = 0;
+ c[i][3] = 1;
}
}
/*
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++)
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (r_explosionclip.integer)
{
- if (TraceLine(e->vert[i], end, impact, normal, 0) < 1)
+ if (TraceLine(e->vert[i], end, impact, normal, 0, true) < 1)
{
// clip velocity against the wall
dot = DotProduct(e->vertvel[i], normal) * -1.125f;
{
float f, dot;
vec3_t impact, normal;
- f = TraceLine(e->origin, end, impact, normal, 0);
+ f = TraceLine(e->origin, end, impact, normal, 0, true);
VectorCopy(impact, e->origin);
if (f < 1)
{