2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #include "cl_collision.h"
24 #define MAX_EXPLOSIONS 64
25 #define EXPLOSIONGRID 8
26 #define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
27 #define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
28 #define EXPLOSIONSTARTVELOCITY (256.0f)
29 #define EXPLOSIONFADESTART (1.5f)
30 #define EXPLOSIONFADERATE (3.0f)
32 float explosiontexcoords[EXPLOSIONVERTS][2];
33 int explosiontris[EXPLOSIONTRIS][3];
34 int explosionnoiseindex[EXPLOSIONVERTS];
35 vec3_t explosionpoint[EXPLOSIONVERTS];
36 vec3_t explosionspherevertvel[EXPLOSIONVERTS];
38 typedef struct explosion_s
44 vec3_t vert[EXPLOSIONVERTS];
45 vec3_t vertvel[EXPLOSIONVERTS];
49 explosion_t explosion[MAX_EXPLOSIONS];
51 rtexture_t *explosiontexture;
52 rtexture_t *explosiontexturefog;
54 rtexturepool_t *explosiontexturepool;
56 cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
57 cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
59 void r_explosion_start(void)
62 qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
63 explosiontexturepool = R_AllocTexturePool();
64 fractalnoise(&noise1[0][0], 128, 32);
65 fractalnoise(&noise2[0][0], 128, 4);
66 fractalnoise(&noise3[0][0], 128, 4);
67 for (y = 0;y < 128;y++)
69 for (x = 0;x < 128;x++)
72 j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
76 a = noise3[y][x] * 3 - 128;
77 data[y][x][0] = bound(0, r, 255);
78 data[y][x][1] = bound(0, g, 255);
79 data[y][x][2] = bound(0, b, 255);
80 data[y][x][3] = bound(0, a, 255);
83 explosiontexture = R_LoadTexture (explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
84 for (y = 0;y < 128;y++)
85 for (x = 0;x < 128;x++)
86 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
87 explosiontexturefog = R_LoadTexture (explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
88 // note that explosions survive the restart
91 void r_explosion_shutdown(void)
93 R_FreeTexturePool(&explosiontexturepool);
96 void r_explosion_newmap(void)
98 memset(explosion, 0, sizeof(explosion));
101 int R_ExplosionVert(int column, int row)
105 i = row * (EXPLOSIONGRID + 1) + column;
106 a = row * M_PI * 2 / EXPLOSIONGRID;
107 b = column * M_PI * 2 / EXPLOSIONGRID;
109 explosionpoint[i][0] = cos(a) * c;
110 explosionpoint[i][1] = sin(a) * c;
111 explosionpoint[i][2] = -sin(b);
112 explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
113 explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
114 explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
115 explosiontexcoords[i][0] = (float) column / (float) EXPLOSIONGRID;
116 explosiontexcoords[i][1] = (float) row / (float) EXPLOSIONGRID;
117 // top and bottom rows are all one position...
118 if (row == 0 || row == EXPLOSIONGRID)
120 explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
124 void R_Explosion_Init(void)
128 for (y = 0;y < EXPLOSIONGRID;y++)
130 for (x = 0;x < EXPLOSIONGRID;x++)
132 explosiontris[i][0] = R_ExplosionVert(x , y );
133 explosiontris[i][1] = R_ExplosionVert(x + 1, y );
134 explosiontris[i][2] = R_ExplosionVert(x , y + 1);
136 explosiontris[i][0] = R_ExplosionVert(x + 1, y );
137 explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
138 explosiontris[i][2] = R_ExplosionVert(x , y + 1);
143 Cvar_RegisterVariable(&r_explosionclip);
144 Cvar_RegisterVariable(&r_drawexplosions);
146 R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
149 void R_NewExplosion(vec3_t org)
153 qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
154 fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
155 for (i = 0;i < MAX_EXPLOSIONS;i++)
157 if (explosion[i].alpha <= 0.01f)
159 explosion[i].starttime = cl.time;
160 explosion[i].time = explosion[i].starttime - 0.1;
161 explosion[i].alpha = EXPLOSIONFADESTART;
162 VectorCopy(org, explosion[i].origin);
163 for (j = 0;j < EXPLOSIONVERTS;j++)
166 VectorCopy(explosion[i].origin, explosion[i].vert[j]);
167 // calculate velocity
168 dist = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
169 VectorScale(explosionspherevertvel[j], dist, explosion[i].vertvel[j]);
176 void R_DrawExplosionCallback(const void *calldata1, int calldata2)
179 float *c, *v, diff[3], centerdir[3], ifog, alpha, dist;
181 const explosion_t *e;
184 memset(&m, 0, sizeof(m));
185 m.blendfunc1 = GL_SRC_ALPHA;
186 m.blendfunc2 = GL_ONE;
187 m.numtriangles = EXPLOSIONTRIS;
188 m.numverts = EXPLOSIONVERTS;
189 m.tex[0] = R_GetTexture(explosiontexture);
190 Matrix4x4_CreateIdentity(&m.matrix);
191 if (R_Mesh_Draw_GetBuffer(&m, false))
193 memcpy(m.index, explosiontris, m.numtriangles * sizeof(int[3]));
194 for (i = 0, v = m.vertex;i < m.numverts;i++, v += 4)
196 v[0] = e->vert[i][0];
197 v[1] = e->vert[i][1];
198 v[2] = e->vert[i][2];
200 memcpy(m.texcoords[0], explosiontexcoords, m.numverts * sizeof(float[2]));
202 VectorSubtract(r_origin, e->origin, centerdir);
203 VectorNormalizeFast(centerdir);
206 for (i = 0, c = m.color;i < EXPLOSIONVERTS;i++, c += 4)
208 VectorSubtract(e->vert[i], e->origin, diff);
209 VectorNormalizeFast(diff);
210 dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
213 // use inverse fog alpha
214 VectorSubtract(e->vert[i], r_origin, diff);
215 ifog = 1 - exp(fogdensity/DotProduct(diff,diff));
220 dist *= m.colorscale;
224 c[0] = c[1] = c[2] = dist;
230 for (i = 0, c = m.color;i < EXPLOSIONVERTS;i++, c += 4)
232 VectorSubtract(e->vert[i], e->origin, diff);
233 VectorNormalizeFast(diff);
234 dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
238 dist *= m.colorscale;
239 c[0] = c[1] = c[2] = dist;
247 void R_MoveExplosion(explosion_t *e)
250 float dot, frictionscale, end[3], impact[3], normal[3], frametime;
252 frametime = cl.time - e->time;
254 e->alpha = EXPLOSIONFADESTART - (cl.time - e->starttime) * EXPLOSIONFADERATE;
255 if (e->alpha <= 0.01f)
260 frictionscale = 1 - frametime;
261 frictionscale = bound(0, frictionscale, 1);
262 for (i = 0;i < EXPLOSIONVERTS;i++)
264 if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
266 VectorScale(e->vertvel[i], frictionscale, e->vertvel[i]);
267 VectorMA(e->vert[i], frametime, e->vertvel[i], end);
268 if (r_explosionclip.integer)
270 if (CL_TraceLine(e->vert[i], end, impact, normal, 0, true) < 1)
272 // clip velocity against the wall
273 dot = DotProduct(e->vertvel[i], normal) * -1.125f;
274 VectorMA(e->vertvel[i], dot, normal, e->vertvel[i]);
276 VectorCopy(impact, e->vert[i]);
279 VectorCopy(end, e->vert[i]);
282 for (i = 0;i < EXPLOSIONGRID;i++)
283 VectorCopy(e->vert[i * (EXPLOSIONGRID + 1)], e->vert[i * (EXPLOSIONGRID + 1) + EXPLOSIONGRID]);
284 memcpy(e->vert[EXPLOSIONGRID * (EXPLOSIONGRID + 1)], e->vert[0], sizeof(float[3]) * (EXPLOSIONGRID + 1));
288 void R_MoveExplosions(void)
293 frametime = cl.time - cl.oldtime;
295 for (i = 0;i < MAX_EXPLOSIONS;i++)
296 if (explosion[i].alpha > 0.01f)
297 R_MoveExplosion(&explosion[i]);
300 void R_DrawExplosions(void)
304 if (!r_drawexplosions.integer)
306 for (i = 0;i < MAX_EXPLOSIONS;i++)
307 if (explosion[i].alpha > 0.01f)
308 R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);