updated makefile and added r_explosion.c (forgot)
authorlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 23 Feb 2001 23:51:02 +0000 (23:51 +0000)
committerlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 23 Feb 2001 23:51:02 +0000 (23:51 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@153 d7cf8633-e32d-0410-b094-e92efae38249

makefile
r_explosion.c [new file with mode: 0644]

index d7c6e22..5a2082d 100644 (file)
--- a/makefile
+++ b/makefile
@@ -1,5 +1,5 @@
 SND=snd_alsa_0_5.o
-OBJECTS= buildnumber.o cd_linux.o chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o common.o console.o cpu_noasm.o crc.o cvar.o fractalnoise.o gl_draw.o gl_poly.o gl_refrag.o gl_rmain.o gl_rmisc.o gl_rsurf.o gl_screen.o gl_warp.o host.o host_cmd.o image.o keys.o mathlib.o menu.o model_alias.o model_brush.o model_shared.o model_sprite.o net_bsd.o net_udp.o net_dgrm.o net_loop.o net_main.o net_vcr.o pr_cmds.o pr_edict.o pr_exec.o r_light.o r_part.o sbar.o snd_dma.o snd_mem.o snd_mix.o $(SND) sv_main.o sv_move.o sv_phys.o sv_user.o sys_linux.o transform.o view.o wad.o world.o zone.o vid_shared.o palette.o r_crosshairs.o gl_textures.o gl_models.o r_sprites.o r_modules.o
+OBJECTS= buildnumber.o cd_linux.o chase.o cl_demo.o cl_input.o cl_main.o cl_parse.o cl_tent.o cmd.o common.o console.o cpu_noasm.o crc.o cvar.o fractalnoise.o gl_draw.o gl_poly.o gl_refrag.o gl_rmain.o gl_rmisc.o gl_rsurf.o gl_screen.o gl_warp.o host.o host_cmd.o image.o keys.o mathlib.o menu.o model_alias.o model_brush.o model_shared.o model_sprite.o net_bsd.o net_udp.o net_dgrm.o net_loop.o net_main.o net_vcr.o pr_cmds.o pr_edict.o pr_exec.o r_light.o r_part.o r_explosion.o sbar.o snd_dma.o snd_mem.o snd_mix.o $(SND) sv_main.o sv_move.o sv_phys.o sv_user.o sys_linux.o transform.o view.o wad.o world.o zone.o vid_shared.o palette.o r_crosshairs.o gl_textures.o gl_models.o r_sprites.o r_modules.o
 
 OPTIMIZATIONS= -O6 -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations
 
diff --git a/r_explosion.c b/r_explosion.c
new file mode 100644 (file)
index 0000000..bff9f5c
--- /dev/null
@@ -0,0 +1,262 @@
+/*
+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"
+
+float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
+
+#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];
+int explosiontris[EXPLOSIONTRIS][3];
+vec3_t explosionpoint[EXPLOSIONVERTS];
+
+typedef struct explosion_s
+{
+       float alpha;
+       vec3_t vert[EXPLOSIONVERTS];
+       vec3_t vertvel[EXPLOSIONVERTS];
+}
+explosion_t;
+
+explosion_t explosion[128];
+
+int            explosiontexture;
+int            explosiontexturefog;
+
+cvar_t r_explosionclip = {"r_explosionclip", "0"};
+
+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;
+}
+
+void r_explosion_start()
+{
+       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);
+       for (y = 0;y < 128;y++)
+       {
+               for (x = 0;x < 128;x++)
+               {
+                       int j, r, g, b, a;
+                       j = noise1[y][x] * 3 - 128;
+                       r = (j * 512) / 256;
+                       g = (j * 256) / 256;
+                       b = (j * 128) / 256;
+                       a = noise2[y][x];
+                       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);
+       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);
+}
+
+void r_explosion_shutdown()
+{
+}
+
+void R_Explosion_Init()
+{
+       int i, x, y;
+       i = 0;
+       for (y = 0;y < EXPLOSIONBANDS;y++)
+       {
+               for (x = 0;x < EXPLOSIONSEGMENTS;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++;
+               }
+       }
+       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);
+
+       R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown);
+}
+
+void R_NewExplosion(vec3_t org)
+{
+       int i, j;
+       for (i = 0;i < MAX_EXPLOSIONS;i++)
+       {
+               if (explosion[i].alpha <= 0.0f)
+               {
+                       explosion[i].alpha = EXPLOSIONFADESTART;
+                       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];
+                       }
+                       break;
+               }
+       }
+}
+
+void R_DrawExplosion(explosion_t *e)
+{
+       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();
+       }
+}
+
+void R_MoveExplosion(explosion_t *e, float frametime)
+{
+       int i;
+       vec3_t end;
+       e->alpha -= frametime * EXPLOSIONFADERATE;
+       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)
+                       {
+                               float f, dot;
+                               vec3_t impact, normal;
+                               f = TraceLine(e->vert[i], end, impact, normal);
+                               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;
+                               }
+                       }
+                       else
+                       {
+                               VectorCopy(end, e->vert[i]);
+                       }
+               }
+       }
+}
+
+void R_MoveExplosions()
+{
+       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);
+               }
+       }
+}
+
+void R_DrawExplosions()
+{
+       int i;
+       for (i = 0;i < MAX_EXPLOSIONS;i++)
+       {
+               if (explosion[i].alpha > 0.0f)
+               {
+                       R_DrawExplosion(&explosion[i]);
+               }
+       }
+}