#include "quakedef.h"
#include "cl_collision.h"
-#define MAX_EXPLOSIONS 64
+#ifdef MAX_EXPLOSIONS
#define EXPLOSIONGRID 8
#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
-float explosiontexcoord2f[EXPLOSIONVERTS][2];
-int explosiontris[EXPLOSIONTRIS][3];
-int explosionnoiseindex[EXPLOSIONVERTS];
-vec3_t explosionpoint[EXPLOSIONVERTS];
+static int numexplosions = 0;
+
+static float explosiontexcoord2f[EXPLOSIONVERTS][2];
+static unsigned short explosiontris[EXPLOSIONTRIS][3];
+static int explosionnoiseindex[EXPLOSIONVERTS];
+static vec3_t explosionpoint[EXPLOSIONVERTS];
typedef struct explosion_s
{
}
explosion_t;
-explosion_t explosion[MAX_EXPLOSIONS];
+static explosion_t explosion[MAX_EXPLOSIONS];
-rtexture_t *explosiontexture;
-rtexture_t *explosiontexturefog;
+static rtexture_t *explosiontexture;
+//static rtexture_t *explosiontexturefog;
-rtexturepool_t *explosiontexturepool;
+static rtexturepool_t *explosiontexturepool;
+#endif
-cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
-cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
+cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
+#ifdef MAX_EXPLOSIONS
+static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
-void r_explosion_start(void)
+//extern qboolean r_loadfog;
+static void r_explosion_start(void)
{
int x, y;
- qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
+ static unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
explosiontexturepool = R_AllocTexturePool();
+ explosiontexture = NULL;
+ //explosiontexturefog = NULL;
fractalnoise(&noise1[0][0], 128, 32);
fractalnoise(&noise2[0][0], 128, 4);
fractalnoise(&noise3[0][0], 128, 4);
g = (j * 256) / 256;
b = (j * 128) / 256;
a = noise3[y][x] * 3 - 128;
- data[y][x][0] = bound(0, r, 255);
+ data[y][x][2] = bound(0, r, 255);
data[y][x][1] = bound(0, g, 255);
- data[y][x][2] = bound(0, b, 255);
+ data[y][x][0] = bound(0, b, 255);
data[y][x][3] = bound(0, a, 255);
}
}
- 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_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
+// if (r_loadfog)
+// {
+// 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_LoadTexture2D(explosiontexturepool, "explosiontexture_fog", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+// }
// note that explosions survive the restart
}
-void r_explosion_shutdown(void)
+static void r_explosion_shutdown(void)
{
R_FreeTexturePool(&explosiontexturepool);
}
-void r_explosion_newmap(void)
+static void r_explosion_newmap(void)
{
+ numexplosions = 0;
memset(explosion, 0, sizeof(explosion));
}
-int R_ExplosionVert(int column, int row)
+static int R_ExplosionVert(int column, int row)
{
int i;
float yaw, pitch;
explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
return i;
}
+#endif
void R_Explosion_Init(void)
{
+#ifdef MAX_EXPLOSIONS
int i, x, y;
i = 0;
for (y = 0;y < EXPLOSIONGRID;y++)
}
}
+#endif
Cvar_RegisterVariable(&r_explosionclip);
+#ifdef MAX_EXPLOSIONS
Cvar_RegisterVariable(&r_drawexplosions);
- R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
+ R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap, NULL, NULL);
+#endif
}
-void R_NewExplosion(vec3_t org)
+void R_NewExplosion(const vec3_t org)
{
+#ifdef MAX_EXPLOSIONS
int i, j;
float dist, n;
explosion_t *e;
trace_t trace;
- qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+ unsigned char noise[EXPLOSIONGRID*EXPLOSIONGRID];
fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
{
- if (cl.time >= e->endtime)
+ if (!e->alpha)
{
+ numexplosions = max(numexplosions, i + 1);
e->starttime = cl.time;
e->endtime = cl.time + cl_explosions_lifetime.value;
e->time = e->starttime;
// clip start origin
if (e->clipping)
{
- trace = CL_TraceBox(e->origin, vec3_origin, vec3_origin, e->vert[j], true, NULL, SUPERCONTENTS_SOLID, false);
+ trace = CL_TraceLine(e->origin, e->vert[j], MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, false);
VectorCopy(trace.endpos, e->vert[i]);
}
}
break;
}
}
+#endif
}
-void R_DrawExplosionCallback(const void *calldata1, int calldata2)
+#ifdef MAX_EXPLOSIONS
+static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- int numtriangles, numverts;
- float alpha;
- rmeshstate_t m;
- const explosion_t *e;
- e = calldata1;
-
+ int surfacelistindex = 0;
+ const int numtriangles = EXPLOSIONTRIS, numverts = EXPLOSIONVERTS;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
- R_Mesh_Matrix(&r_identitymatrix);
-
- numtriangles = EXPLOSIONTRIS;
- numverts = EXPLOSIONVERTS;
- alpha = e->alpha;
-
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(explosiontexture);
- m.pointer_texcoord[0] = explosiontexcoord2f[0];
- m.pointer_vertex = e->vert[0];
- R_Mesh_State(&m);
+ GL_CullFace(r_refdef.view.cullface_back);
+ R_EntityMatrix(&identitymatrix);
- GL_Color(alpha, alpha, alpha, 1);
-
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0]);
- GL_LockArrays(0, 0);
+// R_Mesh_ResetTextureState();
+ R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1, false, false);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ const explosion_t *e = explosion + surfacelist[surfacelistindex];
+ // FIXME: this can't properly handle r_refdef.view.colorscale > 1
+ GL_Color(e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, 1);
+ R_Mesh_PrepareVertices_Generic_Arrays(numverts, e->vert[0], NULL, explosiontexcoord2f[0]);
+ R_Mesh_Draw(0, numverts, 0, numtriangles, NULL, NULL, 0, explosiontris[0], NULL, 0);
+ }
}
-void R_MoveExplosion(explosion_t *e)
+static void R_MoveExplosion(explosion_t *e)
{
int i;
float dot, end[3], frametime;
frametime = cl.time - e->time;
e->time = cl.time;
e->alpha = e->alpha - (e->fade * frametime);
+ if (e->alpha < 0 || cl.time > e->endtime)
+ {
+ e->alpha = 0;
+ return;
+ }
for (i = 0;i < EXPLOSIONVERTS;i++)
{
if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (e->clipping)
{
- trace = CL_TraceBox(e->vert[i], vec3_origin, vec3_origin, end, true, NULL, SUPERCONTENTS_SOLID, false);
+ trace = CL_TraceLine(e->vert[i], end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, false);
if (trace.fraction < 1)
{
// clip velocity against the wall
}
}
}
-
-
-void R_MoveExplosions(void)
-{
- int i;
- for (i = 0;i < MAX_EXPLOSIONS;i++)
- if (cl.time < explosion[i].endtime)
- R_MoveExplosion(&explosion[i]);
-}
+#endif
void R_DrawExplosions(void)
{
+#ifdef MAX_EXPLOSIONS
int i;
if (!r_drawexplosions.integer)
return;
- for (i = 0;i < MAX_EXPLOSIONS;i++)
- if (r_refdef.time < explosion[i].endtime)
- R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
+
+ for (i = 0;i < numexplosions;i++)
+ {
+ if (explosion[i].alpha)
+ {
+ R_MoveExplosion(&explosion[i]);
+ if (explosion[i].alpha)
+ R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
+ }
+ }
+ while (numexplosions > 0 && explosion[i-1].alpha <= 0)
+ numexplosions--;
+#endif
}