*/
#include "quakedef.h"
+#include "cl_collision.h"
#define MAX_EXPLOSIONS 64
#define EXPLOSIONGRID 8
#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
-#define EXPLOSIONSTARTVELOCITY (384.0f)
-//#define EXPLOSIONRANDOMVELOCITY (32.0f)
+#define EXPLOSIONSTARTVELOCITY (256.0f)
#define EXPLOSIONFADESTART (1.5f)
-#define EXPLOSIONFADERATE (4.5f)
-/*
-#define MAX_EXPLOSIONGAS (MAX_EXPLOSIONS * EXPLOSIONGAS)
-#define EXPLOSIONGAS 8
-#define EXPLOSIONGASSTARTRADIUS (15.0f)
-#define EXPLOSIONGASSTARTVELOCITY (50.0f)
-#define GASDENSITY_SCALER (32768.0f / EXPLOSIONGAS)
-#define GASFADERATE (GASDENSITY_SCALER * EXPLOSIONGAS * 2)
-
-typedef struct explosiongas_s
-{
- float pressure;
- vec3_t origin;
- vec3_t velocity;
-}
-explosiongas_t;
-
-explosiongas_t explosiongas[MAX_EXPLOSIONGAS];
-*/
+#define EXPLOSIONFADERATE (3.0f)
-float explosiontexcoords[EXPLOSIONVERTS][2];
+float explosiontexcoord2f[EXPLOSIONVERTS][2];
int explosiontris[EXPLOSIONTRIS][3];
int explosionnoiseindex[EXPLOSIONVERTS];
vec3_t explosionpoint[EXPLOSIONVERTS];
void r_explosion_start(void)
{
int x, y;
- byte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
+ qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
explosiontexturepool = R_AllocTexturePool();
fractalnoise(&noise1[0][0], 128, 32);
fractalnoise(&noise2[0][0], 128, 4);
data[y][x][3] = bound(0, a, 255);
}
}
- explosiontexture = R_LoadTexture (explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+ 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_LoadTexture (explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+ explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
// note that explosions survive the restart
}
void r_explosion_newmap(void)
{
memset(explosion, 0, sizeof(explosion));
-// memset(explosiongas, 0, sizeof(explosiongas));
}
int R_ExplosionVert(int column, int row)
{
int i;
- float a, b, c;
+ float yaw, pitch;
+ // top and bottom rows are all one position...
+ if (row == 0 || row == EXPLOSIONGRID)
+ column = 0;
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);
+ yaw = ((double) column / EXPLOSIONGRID) * M_PI * 2;
+ pitch = (((double) row / EXPLOSIONGRID) - 0.5) * M_PI;
+ explosionpoint[i][0] = cos(yaw) * cos(pitch);
+ explosionpoint[i][1] = sin(yaw) * cos(pitch);
+ explosionpoint[i][2] = 1 * -sin(pitch);
explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
- explosiontexcoords[i][0] = (float) column / (float) EXPLOSIONGRID;
- explosiontexcoords[i][1] = (float) row / (float) EXPLOSIONGRID;
- // top and bottom rows are all one position...
- if (row == 0 || row == EXPLOSIONGRID)
- column = 0;
+ explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
+ explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
return i;
}
{
int i, j;
float dist;
- byte noise[EXPLOSIONGRID*EXPLOSIONGRID];
- fractalnoisequick(noise, EXPLOSIONGRID, 4);
+ qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+ fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
for (i = 0;i < MAX_EXPLOSIONS;i++)
{
- if (explosion[i].alpha <= 0.0f)
+ if (explosion[i].alpha <= 0.01f)
{
explosion[i].starttime = cl.time;
explosion[i].time = explosion[i].starttime - 0.1;
// calculate velocity
dist = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
VectorScale(explosionspherevertvel[j], dist, explosion[i].vertvel[j]);
- //explosion[i].vertvel[j][0] = explosionspherevertvel[j][0] * dist; + (((float) noise[0][explosionnoiseindex[j]] - 128.0f) * (EXPLOSIONRANDOMVELOCITY / 128.0f));
- //explosion[i].vertvel[j][1] = explosionspherevertvel[j][1] * dist; + (((float) noise[1][explosionnoiseindex[j]] - 128.0f) * (EXPLOSIONRANDOMVELOCITY / 128.0f));
- //explosion[i].vertvel[j][2] = explosionspherevertvel[j][2] * dist; + (((float) noise[2][explosionnoiseindex[j]] - 128.0f) * (EXPLOSIONRANDOMVELOCITY / 128.0f));
}
break;
}
}
-
- /*
- i = 0;
- j = EXPLOSIONGAS;
- while (i < MAX_EXPLOSIONGAS && j > 0)
- {
- while (explosiongas[i].pressure > 0)
- {
- i++;
- if (i >= MAX_EXPLOSIONGAS)
- return;
- }
- VectorRandom(v);
- VectorMA(org, EXPLOSIONGASSTARTRADIUS, v, v);
- TraceLine(org, v, explosiongas[i].origin, NULL, 0, true);
- VectorRandom(v);
- VectorScale(v, EXPLOSIONGASSTARTVELOCITY, explosiongas[i].velocity);
- explosiongas[i].pressure = j * GASDENSITY_SCALER;
- j--;
- }
- */
}
-void R_DrawExplosion(explosion_t *e)
+void R_DrawExplosionCallback(const void *calldata1, int calldata2)
{
- int i;
- float c[EXPLOSIONVERTS][4], diff[3], /*fog, */ifog, alpha, dist, centerdist, size, scale;
- rmeshinfo_t m;
- memset(&m, 0, sizeof(m));
- m.transparent = true;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE; //_MINUS_SRC_ALPHA;
- m.numtriangles = EXPLOSIONTRIS;
- m.index = &explosiontris[0][0];
- m.numverts = EXPLOSIONVERTS;
- m.vertex = &e->vert[0][0];
- m.vertexstep = sizeof(float[3]);
+ int numtriangles, numverts;
+ float alpha;
+ rmeshstate_t m;
+ const explosion_t *e;
+ e = calldata1;
+
+ 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;
- if (alpha > 1)
- alpha = 1;
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- m.ca = alpha;
- m.color = &c[0][0];
- m.colorstep = sizeof(float[4]);
- centerdist = DotProduct(e->origin, vpn);
- size = 0;
- for (i = 0;i < EXPLOSIONVERTS;i++)
- {
- //VectorSubtract(e->vert[i], e->origin, diff);
- //dist = DotProduct(diff, diff);
- dist = DotProduct(e->vert[i], vpn) - centerdist;
- if (size < dist)
- size = dist;
- }
- //scale = -1.0f / sqrt(size / EXPLOSIONVERTS);
- //scale = -1.0f / sqrt(size);
- scale = -1.0f / size;
- if (fogenabled)
- {
- for (i = 0;i < EXPLOSIONVERTS;i++)
- {
- dist = DotProduct(e->vert[i], vpn) - centerdist;
- // use inverse fog alpha as color
- VectorSubtract(e->vert[i], r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff,diff));
- if (ifog < 0)
- ifog = 0;
- c[i][0] = ifog;
- c[i][1] = ifog;
- c[i][2] = ifog;
- //c[i][3] = min(dist * scale, 1) * alpha;
- c[i][3] = dist * scale * alpha;
- }
- }
- else
- {
- for (i = 0;i < EXPLOSIONVERTS;i++)
- {
- dist = DotProduct(e->vert[i], vpn) - centerdist;
- c[i][0] = 1;
- c[i][1] = 1;
- c[i][2] = 1;
- //c[i][3] = min(dist * scale, 1) * alpha;
- c[i][3] = dist * scale * alpha;
- }
- }
- /*
- if (fogenabled)
- {
- m.color = &c[0][0];
- m.colorstep = sizeof(float[4]);
- for (i = 0;i < EXPLOSIONVERTS;i++)
- {
- // use inverse fog alpha as color
- VectorSubtract(e->vert[i], r_origin, diff);
- ifog = 1 - exp(fogdensity/DotProduct(diff,diff));
- if (ifog < 0)
- ifog = 0;
- c[i][0] = ifog;
- c[i][1] = ifog;
- c[i][2] = ifog;
- c[i][3] = alpha;
- }
- }
- */
+
+ memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(explosiontexture);
- m.texcoords[0] = &explosiontexcoords[0][0];
- m.texcoordstep[0] = sizeof(float[2]);
+ m.pointer_texcoord[0] = explosiontexcoord2f[0];
+ m.pointer_vertex = e->vert[0];
+ R_Mesh_State(&m);
- R_Mesh_Draw(&m);
+ GL_Color(alpha, alpha, alpha, 1);
- /*
- if (fogenabled)
- {
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
- for (i = 0;i < EXPLOSIONVERTS;i++)
- {
- VectorSubtract(e->vert[i], r_origin, diff);
- fog = exp(fogdensity/DotProduct(diff,diff));
- c[i][0] = fogcolor[0];
- c[i][1] = fogcolor[1];
- c[i][2] = fogcolor[2];
- c[i][3] = alpha * fog;
- }
- //m.color = &c[0][0];
- //m.colorstep = sizeof(float[4]);
- m.tex[0] = R_GetTexture(explosiontexturefog);
- R_Mesh_Draw(&m);
- }
- */
+ GL_LockArrays(0, numverts);
+ R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
+ GL_LockArrays(0, 0);
}
-void R_MoveExplosion(explosion_t *e/*, explosiongas_t **list, explosiongas_t **listend, */)
+void R_MoveExplosion(explosion_t *e)
{
int i;
float dot, frictionscale, end[3], impact[3], normal[3], frametime;
- /*
- vec3_t diff;
- vec_t dist;
- explosiongas_t **l;
- */
+
frametime = cl.time - e->time;
e->time = cl.time;
e->alpha = EXPLOSIONFADESTART - (cl.time - e->starttime) * EXPLOSIONFADERATE;
+ if (e->alpha <= 0.01f)
+ {
+ e->alpha = -1;
+ return;
+ }
frictionscale = 1 - frametime;
frictionscale = bound(0, frictionscale, 1);
for (i = 0;i < EXPLOSIONVERTS;i++)
{
if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
{
- //e->vertvel[i][2] += sv_gravity.value * frametime * -0.25f;
VectorScale(e->vertvel[i], frictionscale, e->vertvel[i]);
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (r_explosionclip.integer)
{
- if (TraceLine(e->vert[i], end, impact, normal, 0, true) < 1)
+ if (CL_TraceLine(e->vert[i], end, impact, normal, true, NULL, SUPERCONTENTS_SOLID) < 1)
{
// clip velocity against the wall
dot = DotProduct(e->vertvel[i], normal) * -1.125f;
else
VectorCopy(end, e->vert[i]);
}
- /*
- for (l = list;l < listend;l++)
- {
- VectorSubtract(e->vert[i], (*l)->origin, diff);
- dist = DotProduct(diff, diff);
- if (dist < 4096 && dist >= 1)
- {
- dist = (*l)->pressure * frametime / dist;
- VectorMA(e->vertvel[i], dist, diff, e->vertvel[i]);
- }
- }
- */
}
- for (i = 0;i < EXPLOSIONGRID;i++)
- VectorCopy(e->vert[i * (EXPLOSIONGRID + 1)], e->vert[i * (EXPLOSIONGRID + 1) + EXPLOSIONGRID]);
- memcpy(e->vert[EXPLOSIONGRID * (EXPLOSIONGRID + 1)], e->vert[0], sizeof(float[3]) * (EXPLOSIONGRID + 1));
}
-/*
-void R_MoveExplosionGas(explosiongas_t *e, explosiongas_t **list, explosiongas_t **listend, float frametime)
-{
- vec3_t end, diff;
- vec_t dist, frictionscale;
- explosiongas_t **l;
- frictionscale = 1 - frametime;
- frictionscale = bound(0, frictionscale, 1);
- if (e->velocity[0] || e->velocity[1] || e->velocity[2])
- {
- end[0] = e->origin[0] + frametime * e->velocity[0];
- end[1] = e->origin[1] + frametime * e->velocity[1];
- end[2] = e->origin[2] + frametime * e->velocity[2];
- if (r_explosionclip.integer)
- {
- float f, dot;
- vec3_t impact, normal;
- f = TraceLine(e->origin, end, impact, normal, 0, true);
- VectorCopy(impact, e->origin);
- if (f < 1)
- {
- // clip velocity against the wall
- dot = DotProduct(e->velocity, normal) * -1.3f;
- e->velocity[0] += normal[0] * dot;
- e->velocity[1] += normal[1] * dot;
- e->velocity[2] += normal[2] * dot;
- }
- }
- else
- {
- VectorCopy(end, e->origin);
- }
- e->velocity[2] += sv_gravity.value * frametime;
- VectorScale(e->velocity, frictionscale, e->velocity);
- }
- for (l = list;l < listend;l++)
- {
- if (*l != e)
- {
- VectorSubtract(e->origin, (*l)->origin, diff);
- dist = DotProduct(diff, diff);
- if (dist < 4096 && dist >= 1)
- {
- dist = (*l)->pressure * frametime / dist;
- VectorMA(e->velocity, dist, diff, e->velocity);
- }
- }
- }
-}
-*/
void R_MoveExplosions(void)
{
int i;
float frametime;
-// explosiongas_t *gaslist[MAX_EXPLOSIONGAS], **l, **end;
+
frametime = cl.time - cl.oldtime;
- /*
- l = &gaslist[0];
- for (i = 0;i < MAX_EXPLOSIONGAS;i++)
- {
- if (explosiongas[i].pressure > 0)
- {
- explosiongas[i].pressure -= frametime * GASFADERATE;
- if (explosiongas[i].pressure > 0)
- *l++ = &explosiongas[i];
- }
- }
- end = l;
- for (l = gaslist;l < end;l++)
- R_MoveExplosionGas(*l, gaslist, end, frametime);
- */
for (i = 0;i < MAX_EXPLOSIONS;i++)
if (explosion[i].alpha > 0.01f)
- R_MoveExplosion(&explosion[i]/*, gaslist, end, */);
+ R_MoveExplosion(&explosion[i]);
}
void R_DrawExplosions(void)
{
int i;
+
if (!r_drawexplosions.integer)
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
if (explosion[i].alpha > 0.01f)
- R_DrawExplosion(&explosion[i]);
+ R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
}
+