static rtexturepool_t *explosiontexturepool;
-cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
-static 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)"};
+static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
static void r_explosion_start(void)
{
R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
}
-void R_NewExplosion(vec3_t org)
+void R_NewExplosion(const vec3_t org)
{
int i, j;
float dist, n;
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)
{
e->starttime = cl.time;
e->endtime = cl.time + cl_explosions_lifetime.value;
}
}
-static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
- const explosion_t *e = explosion + surfacenumber;
- int numtriangles, numverts;
- float alpha;
+ int surfacelistindex = 0;
+ const int numtriangles = EXPLOSIONTRIS, numverts = EXPLOSIONVERTS;
rmeshstate_t m;
-
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_Matrix(&r_identitymatrix);
-
- numtriangles = EXPLOSIONTRIS;
- numverts = EXPLOSIONVERTS;
- alpha = e->alpha;
+ R_Mesh_Matrix(&identitymatrix);
+ R_Mesh_ColorPointer(NULL);
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_Color(alpha, alpha, alpha, 1);
-
- GL_LockArrays(0, numverts);
- R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0]);
- GL_LockArrays(0, 0);
+ R_Mesh_TextureState(&m);
+ for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+ {
+ const explosion_t *e = explosion + surfacelist[surfacelistindex];
+ R_Mesh_VertexPointer(e->vert[0]);
+ GL_Color(e->alpha, e->alpha, e->alpha, 1);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0]);
+ GL_LockArrays(0, 0);
+ }
}
static void R_MoveExplosion(explosion_t *e)
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])
{
int i;
for (i = 0;i < MAX_EXPLOSIONS;i++)
- if (cl.time < explosion[i].endtime)
+ if (explosion[i].alpha)
R_MoveExplosion(&explosion[i]);
}
if (!r_drawexplosions.integer)
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
- if (r_refdef.time < explosion[i].endtime)
+ if (explosion[i].alpha)
R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
}