*/
#include "quakedef.h"
+#include "cl_collision.h"
#define MAX_EXPLOSIONS 64
-#define EXPLOSIONGRID 16
+#define EXPLOSIONGRID 8
#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
-#define EXPLOSIONTRIS (EXPLOSIONVERTS*2)
-#define EXPLOSIONSTARTRADIUS (20.0f)
+#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
#define EXPLOSIONSTARTVELOCITY (256.0f)
#define EXPLOSIONFADESTART (1.5f)
-#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;
+#define EXPLOSIONFADERATE (3.0f)
-explosiongas_t explosiongas[MAX_EXPLOSIONGAS];
-*/
-
-vec3_t explosionspherevert[EXPLOSIONVERTS];
-vec3_t explosionspherevertvel[EXPLOSIONVERTS];
float explosiontexcoords[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];
}
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"};
-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;
-}
-
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);
fractalnoise(&noise3[0][0], 128, 4);
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_FreeTexturePool(&explosiontexturepool);
}
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);
+ explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
+ explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
+ explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
+ explosiontexcoords[i][0] = (float) column / (float) EXPLOSIONGRID;
+ explosiontexcoords[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_Explosion_Init(void)
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);
Cvar_RegisterVariable(&r_drawexplosions);
void R_NewExplosion(vec3_t org)
{
int i, j;
- float dist, v[3];
- byte noise[EXPLOSIONGRID*EXPLOSIONGRID];
- fractalnoise(noise, EXPLOSIONGRID, 4);
+ 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 <= 0.0f)
+ 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++)
{
- dist = noise[explosionnoiseindex[j]] * (1.0f / 256.0f) + 0.5;
- VectorMA(org, dist, explosionspherevert[j], v);
- TraceLine(org, v, explosion[i].vert[j], NULL, 0);
+ // 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;
}
}
+}
- /*
- i = 0;
- j = EXPLOSIONGAS;
- while (i < MAX_EXPLOSIONGAS && j > 0)
+void R_DrawExplosion(explosion_t *e)
+{
+ int i;
+ float c[EXPLOSIONVERTS][4], diff[3], centerdir[3], ifog, alpha, dist;
+ rmeshinfo_t m;
+ memset(&m, 0, sizeof(m));
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ 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;
+ m.cr = 1;
+ m.cg = 1;
+ m.cb = 1;
+ m.ca = 1; //alpha;
+ m.color = &c[0][0];
+ m.colorstep = sizeof(float[4]);
+ VectorSubtract(r_origin, e->origin, centerdir);
+ VectorNormalizeFast(centerdir);
+ if (fogenabled)
{
- while (explosiongas[i].pressure > 0)
+ for (i = 0;i < EXPLOSIONVERTS;i++)
{
- i++;
- if (i >= MAX_EXPLOSIONGAS)
- return;
+ VectorSubtract(e->vert[i], e->origin, diff);
+ VectorNormalizeFast(diff);
+ dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
+ if (dist > 0)
+ {
+ // use inverse fog alpha
+ VectorSubtract(e->vert[i], r_origin, diff);
+ ifog = 1 - exp(fogdensity/DotProduct(diff,diff));
+ dist = dist * ifog;
+ if (dist < 0)
+ dist = 0;
+ }
+ else
+ dist = 0;
+ c[i][0] = c[i][1] = c[i][2] = dist;
+ c[i][3] = 1;
}
- 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, sizeof(float[3]), (float *) &e->vert[0][0]);
-// glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (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++)
+ else
{
- 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();
+ for (i = 0;i < EXPLOSIONVERTS;i++)
+ {
+ VectorSubtract(e->vert[i], e->origin, diff);
+ VectorNormalizeFast(diff);
+ dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
+ if (dist < 0)
+ dist = 0;
+ c[i][0] = c[i][1] = c[i][2] = dist;
+ c[i][3] = 1;
+ }
}
+ m.tex[0] = R_GetTexture(explosiontexture);
+ m.texcoords[0] = &explosiontexcoords[0][0];
+ m.texcoordstep[0] = sizeof(float[2]);
+
+ R_Mesh_Draw(&m);
}
-void R_MoveExplosion(explosion_t *e, /*explosiongas_t **list, explosiongas_t **listend, */float frametime)
+void R_MoveExplosion(explosion_t *e)
{
int i;
- vec3_t end;
- vec_t frictionscale;
- /*
- vec3_t diff;
- vec_t dist;
- explosiongas_t **l;
- */
- e->alpha -= frametime * EXPLOSIONFADERATE;
+ 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])
{
- 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)
+ VectorScale(e->vertvel[i], frictionscale, e->vertvel[i]);
+ VectorMA(e->vert[i], frametime, e->vertvel[i], end);
+ if (r_explosionclip.integer)
{
- float f, dot;
- vec3_t impact, normal;
- f = TraceLine(e->vert[i], end, impact, normal, 0);
- VectorCopy(impact, e->vert[i]);
- if (f < 1)
+ if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true) < 1)
{
// clip velocity against the wall
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;
+ VectorMA(e->vertvel[i], dot, normal, e->vertvel[i]);
}
+ VectorCopy(impact, e->vert[i]);
}
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]);
- }
- }
- */
}
+ 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));
}
-/*
-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.value)
- {
- 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)
{
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)
- {
- if (explosion[i].starttime > cl.time)
- {
- explosion[i].alpha = 0;
- continue;
- }
- R_MoveExplosion(&explosion[i], /*gaslist, end, */frametime);
- }
- }
+ if (explosion[i].alpha > 0.01f)
+ R_MoveExplosion(&explosion[i]);
}
void R_DrawExplosions(void)
{
int i;
- if (!r_drawexplosions.value)
+
+ if (!r_drawexplosions.integer)
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
- {
- if (explosion[i].alpha > 0.0f)
- {
+ if (explosion[i].alpha > 0.01f)
R_DrawExplosion(&explosion[i]);
- }
- }
}
+