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);
+ explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_BGRA, 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);
+ explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
// note that explosions survive the restart
}
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;
// 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_Move(e->origin, vec3_origin, vec3_origin, e->vert[j], MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
VectorCopy(trace.endpos, e->vert[i]);
}
}
}
}
-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_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
+ GL_CullFace(r_view.cullface_back);
R_Mesh_Matrix(&identitymatrix);
- numtriangles = EXPLOSIONTRIS;
- numverts = EXPLOSIONVERTS;
- alpha = e->alpha;
-
+ R_Mesh_ColorPointer(NULL, 0, 0);
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], 0, 0);
+ // FIXME: fixed function path can't properly handle r_view.colorscale > 1
+ GL_Color(e->alpha * r_view.colorscale, e->alpha * r_view.colorscale, e->alpha * r_view.colorscale, 1);
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0], 0, 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])
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_Move(e->vert[i], vec3_origin, vec3_origin, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
if (trace.fraction < 1)
{
// clip velocity against the wall
{
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);
}