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 EXPLOSIONGRID 16
+#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
#define EXPLOSIONTRIS (EXPLOSIONVERTS*2)
#define EXPLOSIONSTARTRADIUS (0.0f)
-#define EXPLOSIONSTARTVELOCITY (400.0f)
+#define EXPLOSIONSTARTVELOCITY (500.0f)
#define EXPLOSIONFADESTART (1.5f)
#define EXPLOSIONFADERATE (6.0f)
vec3_t explosionspherevertvel[EXPLOSIONVERTS];
float explosiontexcoords[EXPLOSIONVERTS][2];
int explosiontris[EXPLOSIONTRIS][3];
+int explosionnoiseindex[EXPLOSIONVERTS];
vec3_t explosionpoint[EXPLOSIONVERTS];
typedef struct explosion_s
{
+ float starttime;
float alpha;
vec3_t vert[EXPLOSIONVERTS];
vec3_t vertvel[EXPLOSIONVERTS];
explosion_t explosion[128];
-int explosiontexture;
-int explosiontexturefog;
+rtexture_t *explosiontexture;
+rtexture_t *explosiontexturefog;
cvar_t r_explosionclip = {"r_explosionclip", "0"};
{
int i;
float a, b, c;
- i = row * (EXPLOSIONSEGMENTS + 1) + column;
- a = row * M_PI * 2 / EXPLOSIONBANDS;
- b = column * M_PI * 2 / EXPLOSIONSEGMENTS;
+ 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);
- explosiontexcoords[i][0] = (float) column / (float) EXPLOSIONSEGMENTS;
- explosiontexcoords[i][1] = (float) row / (float) EXPLOSIONBANDS;
+ 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;
}
{
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);
+ fractalnoise(&noise1[0][0], 128, 2);
+ fractalnoise(&noise2[0][0], 128, 2);
for (y = 0;y < 128;y++)
{
for (x = 0;x < 128;x++)
data[y][x][3] = bound(0, a, 255);
}
}
- explosiontexture = GL_LoadTexture ("explosiontexture", 128, 128, &data[0][0][0], true, true, 4);
+ explosiontexture = R_LoadTexture ("explosiontexture", 128, 128, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | 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 = GL_LoadTexture ("explosiontexturefog", 128, 128, &data[0][0][0], true, true, 4);
+ explosiontexturefog = R_LoadTexture ("explosiontexturefog", 128, 128, &data[0][0][0], TEXF_MIPMAP | TEXF_ALPHA | TEXF_RGBA | TEXF_PRECACHE);
}
void r_explosion_shutdown()
{
int i, x, y;
i = 0;
- for (y = 0;y < EXPLOSIONBANDS;y++)
+ for (y = 0;y < EXPLOSIONGRID;y++)
{
- for (x = 0;x < EXPLOSIONSEGMENTS;x++)
+ for (x = 0;x < EXPLOSIONGRID;x++)
{
explosiontris[i][0] = R_ExplosionVert(x , y );
explosiontris[i][1] = R_ExplosionVert(x + 1, y );
void R_NewExplosion(vec3_t org)
{
int i, j;
+ float dist;
+ byte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+ fractalnoise(noise, EXPLOSIONGRID, 2);
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];
+ dist = noise[explosionnoiseindex[j]] * (1.0f / 512.0f) + 0.5;
+ explosion[i].vert[j][0] = explosionspherevert[j][0] * dist + org[0];
+ explosion[i].vert[j][1] = explosionspherevert[j][1] * dist + org[1];
+ explosion[i].vert[j][2] = explosionspherevert[j][2] * dist + org[2];
+ explosion[i].vertvel[j][0] = explosionspherevertvel[j][0] * dist;
+ explosion[i].vertvel[j][1] = explosionspherevertvel[j][1] * dist;
+ explosion[i].vertvel[j][2] = explosionspherevertvel[j][2] * dist;
}
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;
+ 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);
- 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();
- }
+ glVertexPointer(3, GL_FLOAT, 0, (float *) &e->vert[0][0]);
+// glTexCoordPointer(2, GL_FLOAT, 0, (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++)
{
- transpolybegin(explosiontexture, 0, explosiontexturefog, TPOLYTYPE_ALPHA);
+ 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);
{
if (explosion[i].alpha > 0.0f)
{
+ if (explosion[i].starttime > cl.time)
+ {
+ explosion[i].alpha = 0;
+ continue;
+ }
R_MoveExplosion(&explosion[i], frametime);
}
}