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);
{
int i, j;
float dist;
- byte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+ qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
fractalnoisequick(noise, EXPLOSIONGRID, 4);
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;
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)
+ if (size > dist)
size = dist;
}
- //scale = -1.0f / sqrt(size / EXPLOSIONVERTS);
- //scale = -1.0f / sqrt(size);
- scale = -1.0f / 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;
+ dist = (DotProduct(e->vert[i], vpn) - centerdist) * scale;
+ if (dist > 0)
+ {
+ // 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] = c[i][1] = c[i][2] = dist * alpha * ifog;
+ }
+ else
+ c[i][0] = c[i][1] = c[i][2] = 0;
+ c[i][3] = 1;
}
}
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;
+ dist = (DotProduct(e->vert[i], vpn) - centerdist) * scale;
+ if (dist > 0)
+ c[i][0] = c[i][1] = c[i][2] = dist * alpha;
+ else
+ c[i][0] = c[i][1] = c[i][2] = 0;
+ c[i][3] = 1;
}
}
/*
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++)