]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_explosion.c
Tomaz patch to implement controllable fade rate in explosions
[xonotic/darkplaces.git] / r_explosion.c
index d8151188201fec866041d2821f56cfe90b8f2fc3..b8fe3bdda9cd69c657211fdffce96dfce139002f 100644 (file)
@@ -26,10 +26,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
 #define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
 #define EXPLOSIONSTARTVELOCITY (256.0f)
-#define EXPLOSIONFADESTART (1.5f)
-#define EXPLOSIONFADERATE (3.0f)
 
-float explosiontexcoords[EXPLOSIONVERTS][2];
+float explosiontexcoord2f[EXPLOSIONVERTS][2];
 int explosiontris[EXPLOSIONTRIS][3];
 int explosionnoiseindex[EXPLOSIONVERTS];
 vec3_t explosionpoint[EXPLOSIONVERTS];
@@ -40,6 +38,7 @@ typedef struct explosion_s
        float starttime;
        float time;
        float alpha;
+       float fade;
        vec3_t origin;
        vec3_t vert[EXPLOSIONVERTS];
        vec3_t vertvel[EXPLOSIONVERTS];
@@ -80,11 +79,11 @@ void r_explosion_start(void)
                        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
 }
 
@@ -101,22 +100,21 @@ void r_explosion_newmap(void)
 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;
 }
@@ -154,11 +152,12 @@ void R_NewExplosion(vec3_t org)
        fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
        for (i = 0;i < MAX_EXPLOSIONS;i++)
        {
-               if (explosion[i].alpha <= 0.01f)
+               if (explosion[i].alpha <= cl_explosions_alpha_end.value)
                {
                        explosion[i].starttime = cl.time;
                        explosion[i].time = explosion[i].starttime - 0.1;
-                       explosion[i].alpha = EXPLOSIONFADESTART;
+                       explosion[i].alpha = cl_explosions_alpha_start.value;
+                       explosion[i].fade = (cl_explosions_alpha_start.value - cl_explosions_alpha_end.value) / cl_explosions_lifetime.value;
                        VectorCopy(org, explosion[i].origin);
                        for (j = 0;j < EXPLOSIONVERTS;j++)
                        {
@@ -175,75 +174,32 @@ void R_NewExplosion(vec3_t org)
 
 void R_DrawExplosionCallback(const void *calldata1, int calldata2)
 {
-       int i, numtriangles, numverts;
-       float *c, *v, diff[3], centerdir[3], ifog, alpha, dist;
+       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;
+
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE;
-       m.wantoverbright = false;
        m.tex[0] = R_GetTexture(explosiontexture);
-       Matrix4x4_CreateIdentity(&m.matrix);
+       m.pointer_texcoord[0] = explosiontexcoord2f[0];
+       m.pointer_vertex = e->vert[0];
        R_Mesh_State(&m);
 
-       numtriangles = EXPLOSIONTRIS;
-       numverts = EXPLOSIONVERTS;
-       R_Mesh_ResizeCheck(numverts, numtriangles);
+       GL_Color(alpha, alpha, alpha, 1);
 
-       memcpy(varray_element, explosiontris, numtriangles * sizeof(int[3]));
-       for (i = 0, v = varray_vertex;i < numverts;i++, v += 4)
-       {
-               v[0] = e->vert[i][0];
-               v[1] = e->vert[i][1];
-               v[2] = e->vert[i][2];
-       }
-       memcpy(varray_texcoord[0], explosiontexcoords, numverts * sizeof(float[2]));
-       alpha = e->alpha;
-       VectorSubtract(r_origin, e->origin, centerdir);
-       VectorNormalizeFast(centerdir);
-       if (fogenabled)
-       {
-               for (i = 0, c = varray_color;i < EXPLOSIONVERTS;i++, c += 4)
-               {
-                       VectorSubtract(e->vert[i], e->origin, diff);
-                       VectorNormalizeFast(diff);
-                       dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
-                       if (dist > 0)
-                       {
-                               // use inverse fog alpha
-                               VectorSubtract(e->vert[i], r_origin, diff);
-                               ifog = 1 - exp(fogdensity/DotProduct(diff,diff));
-                               dist = dist * ifog;
-                               if (dist < 0)
-                                       dist = 0;
-                               else
-                                       dist *= mesh_colorscale;
-                       }
-                       else
-                               dist = 0;
-                       c[0] = c[1] = c[2] = dist;
-                       c[3] = 1;
-               }
-       }
-       else
-       {
-               for (i = 0, c = varray_color;i < EXPLOSIONVERTS;i++, c += 4)
-               {
-                       VectorSubtract(e->vert[i], e->origin, diff);
-                       VectorNormalizeFast(diff);
-                       dist = (DotProduct(diff, centerdir) * 6.0f - 4.0f) * alpha;
-                       if (dist < 0)
-                               dist = 0;
-                       else
-                               dist *= mesh_colorscale;
-                       c[0] = c[1] = c[2] = dist;
-                       c[3] = 1;
-               }
-       }
-       R_Mesh_Draw(numverts, numtriangles);
+       GL_LockArrays(0, numverts);
+       R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
+       GL_LockArrays(0, 0);
 }
 
 void R_MoveExplosion(explosion_t *e)
@@ -253,8 +209,8 @@ void R_MoveExplosion(explosion_t *e)
 
        frametime = cl.time - e->time;
        e->time = cl.time;
-       e->alpha = EXPLOSIONFADESTART - (cl.time - e->starttime) * EXPLOSIONFADERATE;
-       if (e->alpha <= 0.01f)
+       e->alpha = e->alpha - (e->fade * frametime);
+       if (e->alpha <= cl_explosions_alpha_end.value)
        {
                e->alpha = -1;
                return;
@@ -269,7 +225,7 @@ void R_MoveExplosion(explosion_t *e)
                        VectorMA(e->vert[i], frametime, e->vertvel[i], end);
                        if (r_explosionclip.integer)
                        {
-                               if (CL_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;
@@ -281,9 +237,6 @@ void R_MoveExplosion(explosion_t *e)
                                VectorCopy(end, e->vert[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));
 }
 
 
@@ -295,7 +248,7 @@ void R_MoveExplosions(void)
        frametime = cl.time - cl.oldtime;
 
        for (i = 0;i < MAX_EXPLOSIONS;i++)
-               if (explosion[i].alpha > 0.01f)
+               if (explosion[i].alpha > cl_explosions_alpha_end.value)
                        R_MoveExplosion(&explosion[i]);
 }
 
@@ -306,7 +259,7 @@ void R_DrawExplosions(void)
        if (!r_drawexplosions.integer)
                return;
        for (i = 0;i < MAX_EXPLOSIONS;i++)
-               if (explosion[i].alpha > 0.01f)
+               if (explosion[i].alpha > cl_explosions_alpha_end.value)
                        R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
 }