#define EXPLOSIONFADESTART (1.5f)
#define EXPLOSIONFADERATE (3.0f)
-float explosiontexcoords[EXPLOSIONVERTS][2];
+float explosiontexcoord2f[EXPLOSIONVERTS][2];
int explosiontris[EXPLOSIONTRIS][3];
int explosionnoiseindex[EXPLOSIONVERTS];
vec3_t explosionpoint[EXPLOSIONVERTS];
data[y][x][3] = bound(0, a, 255);
}
}
- explosiontexture = R_LoadTexture (explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+ explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
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 (explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+ explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
// note that explosions survive the restart
}
int i;
float a, b, c;
i = row * (EXPLOSIONGRID + 1) + column;
- a = row * M_PI * 2 / EXPLOSIONGRID;
- b = column * M_PI * 2 / EXPLOSIONGRID;
+ 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;
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;
+ 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;
}
}
-void R_DrawExplosion(explosion_t *e)
+void R_DrawExplosionCallback(const void *calldata1, int calldata2)
{
- int i;
- float c[EXPLOSIONVERTS][4], diff[3], centerdir[3], ifog, alpha, dist;
- rmeshinfo_t m;
+ int i, numtriangles, numverts;
+ float *c, diff[3], centerdir[3], ifog, alpha, dist;
+ rmeshstate_t m;
+ const explosion_t *e;
+ e = calldata1;
+
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]);
+ m.tex[0] = R_GetTexture(explosiontexture);
+ 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;
- 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)
{
- for (i = 0;i < EXPLOSIONVERTS;i++)
+ for (i = 0, c = varray_color4f;i < EXPLOSIONVERTS;i++, c += 4)
{
VectorSubtract(e->vert[i], e->origin, diff);
VectorNormalizeFast(diff);
dist = dist * ifog;
if (dist < 0)
dist = 0;
+ else
+ dist *= r_colorscale;
}
else
dist = 0;
- c[i][0] = c[i][1] = c[i][2] = dist;
- c[i][3] = 1;
+ c[0] = c[1] = c[2] = dist;
+ c[3] = 1;
}
}
else
{
- for (i = 0;i < EXPLOSIONVERTS;i++)
+ 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)
dist = 0;
- c[i][0] = c[i][1] = c[i][2] = dist;
- c[i][3] = 1;
+ else
+ dist *= r_colorscale;
+ c[0] = c[1] = c[2] = dist;
+ c[3] = 1;
}
}
- m.tex[0] = R_GetTexture(explosiontexture);
- m.texcoords[0] = &explosiontexcoords[0][0];
- m.texcoordstep[0] = sizeof(float[2]);
-
- R_Mesh_Draw(&m);
+ R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
}
void R_MoveExplosion(explosion_t *e)
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (r_explosionclip.integer)
{
- if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true) < 1)
+ if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true, NULL) < 1)
{
// clip velocity against the wall
dot = DotProduct(e->vertvel[i], normal) * -1.125f;
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
if (explosion[i].alpha > 0.01f)
- R_DrawExplosion(&explosion[i]);
+ R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
}