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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20
21 #include "quakedef.h"
22 #include "cl_collision.h"
23
24 #define MAX_EXPLOSIONS 64
25 #define EXPLOSIONGRID 8
26 #define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
27 #define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
28 #define EXPLOSIONSTARTVELOCITY (256.0f)
29 #define EXPLOSIONFADESTART (1.5f)
30 #define EXPLOSIONFADERATE (3.0f)
31
32 float explosiontexcoord2f[EXPLOSIONVERTS][2];
33 int explosiontris[EXPLOSIONTRIS][3];
34 int explosionnoiseindex[EXPLOSIONVERTS];
35 vec3_t explosionpoint[EXPLOSIONVERTS];
36 vec3_t explosionspherevertvel[EXPLOSIONVERTS];
37
38 typedef struct explosion_s
39 {
40         float starttime;
41         float time;
42         float alpha;
43         vec3_t origin;
44         vec3_t vert[EXPLOSIONVERTS];
45         vec3_t vertvel[EXPLOSIONVERTS];
46 }
47 explosion_t;
48
49 explosion_t explosion[MAX_EXPLOSIONS];
50
51 rtexture_t      *explosiontexture;
52 rtexture_t      *explosiontexturefog;
53
54 rtexturepool_t  *explosiontexturepool;
55
56 cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
57 cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
58
59 void r_explosion_start(void)
60 {
61         int x, y;
62         qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
63         explosiontexturepool = R_AllocTexturePool();
64         fractalnoise(&noise1[0][0], 128, 32);
65         fractalnoise(&noise2[0][0], 128, 4);
66         fractalnoise(&noise3[0][0], 128, 4);
67         for (y = 0;y < 128;y++)
68         {
69                 for (x = 0;x < 128;x++)
70                 {
71                         int j, r, g, b, a;
72                         j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
73                         r = (j * 512) / 256;
74                         g = (j * 256) / 256;
75                         b = (j * 128) / 256;
76                         a = noise3[y][x] * 3 - 128;
77                         data[y][x][0] = bound(0, r, 255);
78                         data[y][x][1] = bound(0, g, 255);
79                         data[y][x][2] = bound(0, b, 255);
80                         data[y][x][3] = bound(0, a, 255);
81                 }
82         }
83         explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
84         for (y = 0;y < 128;y++)
85                 for (x = 0;x < 128;x++)
86                         data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
87         explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
88         // note that explosions survive the restart
89 }
90
91 void r_explosion_shutdown(void)
92 {
93         R_FreeTexturePool(&explosiontexturepool);
94 }
95
96 void r_explosion_newmap(void)
97 {
98         memset(explosion, 0, sizeof(explosion));
99 }
100
101 int R_ExplosionVert(int column, int row)
102 {
103         int i;
104         float a, b, c;
105         i = row * (EXPLOSIONGRID + 1) + column;
106         a = ((double) row / EXPLOSIONGRID) * M_PI * 2;
107         b = (((double) column / EXPLOSIONGRID) + 0.5) * M_PI;
108         c = cos(b);
109         explosionpoint[i][0] = cos(a) * c;
110         explosionpoint[i][1] = sin(a) * c;
111         explosionpoint[i][2] = -sin(b);
112         explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
113         explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
114         explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
115         explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
116         explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
117         // top and bottom rows are all one position...
118         if (row == 0 || row == EXPLOSIONGRID)
119                 column = 0;
120         explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
121         return i;
122 }
123
124 void R_Explosion_Init(void)
125 {
126         int i, x, y;
127         i = 0;
128         for (y = 0;y < EXPLOSIONGRID;y++)
129         {
130                 for (x = 0;x < EXPLOSIONGRID;x++)
131                 {
132                         explosiontris[i][0] = R_ExplosionVert(x    , y    );
133                         explosiontris[i][1] = R_ExplosionVert(x + 1, y    );
134                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
135                         i++;
136                         explosiontris[i][0] = R_ExplosionVert(x + 1, y    );
137                         explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
138                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
139                         i++;
140                 }
141         }
142
143         Cvar_RegisterVariable(&r_explosionclip);
144         Cvar_RegisterVariable(&r_drawexplosions);
145
146         R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
147 }
148
149 void R_NewExplosion(vec3_t org)
150 {
151         int i, j;
152         float dist;
153         qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
154         fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
155         for (i = 0;i < MAX_EXPLOSIONS;i++)
156         {
157                 if (explosion[i].alpha <= 0.01f)
158                 {
159                         explosion[i].starttime = cl.time;
160                         explosion[i].time = explosion[i].starttime - 0.1;
161                         explosion[i].alpha = EXPLOSIONFADESTART;
162                         VectorCopy(org, explosion[i].origin);
163                         for (j = 0;j < EXPLOSIONVERTS;j++)
164                         {
165                                 // calculate start
166                                 VectorCopy(explosion[i].origin, explosion[i].vert[j]);
167                                 // calculate velocity
168                                 dist = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
169                                 VectorScale(explosionspherevertvel[j], dist, explosion[i].vertvel[j]);
170                         }
171                         break;
172                 }
173         }
174 }
175
176 void R_DrawExplosionCallback(const void *calldata1, int calldata2)
177 {
178         int numtriangles, numverts;
179         float alpha;
180         rmeshstate_t m;
181         const explosion_t *e;
182         e = calldata1;
183
184         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
185         GL_DepthMask(false);
186         GL_DepthTest(true);
187         R_Mesh_Matrix(&r_identitymatrix);
188
189         numtriangles = EXPLOSIONTRIS;
190         numverts = EXPLOSIONVERTS;
191         alpha = e->alpha * r_colorscale;
192         GL_Color(alpha, alpha, alpha, 1);
193         GL_VertexPointer(e->vert[0]);
194
195         memset(&m, 0, sizeof(m));
196         m.tex[0] = R_GetTexture(explosiontexture);
197         m.pointer_texcoord[0] = explosiontexcoord2f[0];
198         R_Mesh_State_Texture(&m);
199
200         R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
201 }
202
203 void R_MoveExplosion(explosion_t *e)
204 {
205         int i;
206         float dot, frictionscale, end[3], impact[3], normal[3], frametime;
207
208         frametime = cl.time - e->time;
209         e->time = cl.time;
210         e->alpha = EXPLOSIONFADESTART - (cl.time - e->starttime) * EXPLOSIONFADERATE;
211         if (e->alpha <= 0.01f)
212         {
213                 e->alpha = -1;
214                 return;
215         }
216         frictionscale = 1 - frametime;
217         frictionscale = bound(0, frictionscale, 1);
218         for (i = 0;i < EXPLOSIONVERTS;i++)
219         {
220                 if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
221                 {
222                         VectorScale(e->vertvel[i], frictionscale, e->vertvel[i]);
223                         VectorMA(e->vert[i], frametime, e->vertvel[i], end);
224                         if (r_explosionclip.integer)
225                         {
226                                 if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true, NULL) < 1)
227                                 {
228                                         // clip velocity against the wall
229                                         dot = DotProduct(e->vertvel[i], normal) * -1.125f;
230                                         VectorMA(e->vertvel[i], dot, normal, e->vertvel[i]);
231                                 }
232                                 VectorCopy(impact, e->vert[i]);
233                         }
234                         else
235                                 VectorCopy(end, e->vert[i]);
236                 }
237         }
238         for (i = 0;i < EXPLOSIONGRID;i++)
239                 VectorCopy(e->vert[i * (EXPLOSIONGRID + 1)], e->vert[i * (EXPLOSIONGRID + 1) + EXPLOSIONGRID]);
240         memcpy(e->vert[EXPLOSIONGRID * (EXPLOSIONGRID + 1)], e->vert[0], sizeof(float[3]) * (EXPLOSIONGRID + 1));
241 }
242
243
244 void R_MoveExplosions(void)
245 {
246         int i;
247         float frametime;
248
249         frametime = cl.time - cl.oldtime;
250
251         for (i = 0;i < MAX_EXPLOSIONS;i++)
252                 if (explosion[i].alpha > 0.01f)
253                         R_MoveExplosion(&explosion[i]);
254 }
255
256 void R_DrawExplosions(void)
257 {
258         int i;
259
260         if (!r_drawexplosions.integer)
261                 return;
262         for (i = 0;i < MAX_EXPLOSIONS;i++)
263                 if (explosion[i].alpha > 0.01f)
264                         R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
265 }
266