int R_ExplosionVert(int column, int row)
{
int i;
- float a, b, c;
+ float yaw, pitch;
+ // top and bottom rows are all one position...
+ if (row == 0 || row == EXPLOSIONGRID)
+ column = 0;
i = row * (EXPLOSIONGRID + 1) + column;
- a = ((double) row / EXPLOSIONGRID) * M_PI * 2;
- b = (((double) column / EXPLOSIONGRID) + 0.5) * M_PI;
- c = cos(b);
- explosionpoint[i][0] = cos(a) * c;
- explosionpoint[i][1] = sin(a) * c;
- explosionpoint[i][2] = -sin(b);
+ 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;
- // top and bottom rows are all one position...
- if (row == 0 || row == EXPLOSIONGRID)
- column = 0;
explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
return i;
}
void R_DrawExplosionCallback(const void *calldata1, int calldata2)
{
- int i, numtriangles, numverts;
- float *c, diff[3], centerdir[3], alpha, dist;
+ int numtriangles, numverts;
+ float alpha;
rmeshstate_t m;
const explosion_t *e;
e = calldata1;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- m.tex[0] = R_GetTexture(explosiontexture);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
numtriangles = EXPLOSIONTRIS;
numverts = EXPLOSIONVERTS;
- GL_UseColorArray();
- R_Mesh_GetSpace(numverts);
-
- R_Mesh_CopyVertex3f(e->vert[0], numverts);
- R_Mesh_CopyTexCoord2f(0, explosiontexcoord2f[0], numverts);
- alpha = e->alpha * r_colorscale;
- VectorSubtract(r_origin, e->origin, centerdir);
- VectorNormalizeFast(centerdir);
- for (i = 0, c = varray_color4f;i < EXPLOSIONVERTS;i++, c += 4)
- {
- VectorSubtract(e->vert[i], e->origin, diff);
- VectorNormalizeFast(diff);
- dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
- if (dist > 0)
- {
- if (fogenabled)
- {
- // use inverse fog alpha
- VectorSubtract(e->vert[i], r_origin, diff);
- dist *= (1 - exp(fogdensity/DotProduct(diff,diff)));
- }
- }
- else
- dist = 0;
- c[0] = c[1] = c[2] = dist;
- c[3] = 1;
- }
+ 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]);
}
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (r_explosionclip.integer)
{
- if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true, NULL) < 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) * -1.125f;
VectorCopy(end, e->vert[i]);
}
}
- for (i = 0;i < EXPLOSIONGRID;i++)
- VectorCopy(e->vert[i * (EXPLOSIONGRID + 1)], e->vert[i * (EXPLOSIONGRID + 1) + EXPLOSIONGRID]);
- memcpy(e->vert[EXPLOSIONGRID * (EXPLOSIONGRID + 1)], e->vert[0], sizeof(float[3]) * (EXPLOSIONGRID + 1));
}