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)
30 float explosiontexcoord2f[EXPLOSIONVERTS][2];
31 int explosiontris[EXPLOSIONTRIS][3];
32 int explosionnoiseindex[EXPLOSIONVERTS];
33 vec3_t explosionpoint[EXPLOSIONVERTS];
34 vec3_t explosionspherevertvel[EXPLOSIONVERTS];
36 typedef struct explosion_s
43 vec3_t vert[EXPLOSIONVERTS];
44 vec3_t vertvel[EXPLOSIONVERTS];
48 explosion_t explosion[MAX_EXPLOSIONS];
50 rtexture_t *explosiontexture;
51 rtexture_t *explosiontexturefog;
53 rtexturepool_t *explosiontexturepool;
55 cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
56 cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
58 void r_explosion_start(void)
61 qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
62 explosiontexturepool = R_AllocTexturePool();
63 fractalnoise(&noise1[0][0], 128, 32);
64 fractalnoise(&noise2[0][0], 128, 4);
65 fractalnoise(&noise3[0][0], 128, 4);
66 for (y = 0;y < 128;y++)
68 for (x = 0;x < 128;x++)
71 j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
75 a = noise3[y][x] * 3 - 128;
76 data[y][x][0] = bound(0, r, 255);
77 data[y][x][1] = bound(0, g, 255);
78 data[y][x][2] = bound(0, b, 255);
79 data[y][x][3] = bound(0, a, 255);
82 explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
83 for (y = 0;y < 128;y++)
84 for (x = 0;x < 128;x++)
85 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
86 explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexturefog", 128, 128, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
87 // note that explosions survive the restart
90 void r_explosion_shutdown(void)
92 R_FreeTexturePool(&explosiontexturepool);
95 void r_explosion_newmap(void)
97 memset(explosion, 0, sizeof(explosion));
100 int R_ExplosionVert(int column, int row)
104 // top and bottom rows are all one position...
105 if (row == 0 || row == EXPLOSIONGRID)
107 i = row * (EXPLOSIONGRID + 1) + column;
108 yaw = ((double) column / EXPLOSIONGRID) * M_PI * 2;
109 pitch = (((double) row / EXPLOSIONGRID) - 0.5) * M_PI;
110 explosionpoint[i][0] = cos(yaw) * cos(pitch);
111 explosionpoint[i][1] = sin(yaw) * cos(pitch);
112 explosionpoint[i][2] = 1 * -sin(pitch);
113 explosionspherevertvel[i][0] = explosionpoint[i][0] * EXPLOSIONSTARTVELOCITY;
114 explosionspherevertvel[i][1] = explosionpoint[i][1] * EXPLOSIONSTARTVELOCITY;
115 explosionspherevertvel[i][2] = explosionpoint[i][2] * EXPLOSIONSTARTVELOCITY;
116 explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
117 explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
118 explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
122 void R_Explosion_Init(void)
126 for (y = 0;y < EXPLOSIONGRID;y++)
128 for (x = 0;x < EXPLOSIONGRID;x++)
130 explosiontris[i][0] = R_ExplosionVert(x , y );
131 explosiontris[i][1] = R_ExplosionVert(x + 1, y );
132 explosiontris[i][2] = R_ExplosionVert(x , y + 1);
134 explosiontris[i][0] = R_ExplosionVert(x + 1, y );
135 explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
136 explosiontris[i][2] = R_ExplosionVert(x , y + 1);
141 Cvar_RegisterVariable(&r_explosionclip);
142 Cvar_RegisterVariable(&r_drawexplosions);
144 R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
147 void R_NewExplosion(vec3_t org)
151 qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
152 fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
153 for (i = 0;i < MAX_EXPLOSIONS;i++)
155 if (explosion[i].alpha <= cl_explosions_alpha_end.value)
157 explosion[i].starttime = cl.time;
158 explosion[i].time = explosion[i].starttime - 0.1;
159 explosion[i].alpha = cl_explosions_alpha_start.value;
160 explosion[i].fade = (cl_explosions_alpha_start.value - cl_explosions_alpha_end.value) / cl_explosions_lifetime.value;
161 VectorCopy(org, explosion[i].origin);
162 for (j = 0;j < EXPLOSIONVERTS;j++)
165 VectorCopy(explosion[i].origin, explosion[i].vert[j]);
166 // calculate velocity
167 dist = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
168 VectorScale(explosionspherevertvel[j], dist, explosion[i].vertvel[j]);
175 void R_DrawExplosionCallback(const void *calldata1, int calldata2)
177 int numtriangles, numverts;
180 const explosion_t *e;
183 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
186 R_Mesh_Matrix(&r_identitymatrix);
188 numtriangles = EXPLOSIONTRIS;
189 numverts = EXPLOSIONVERTS;
192 memset(&m, 0, sizeof(m));
193 m.tex[0] = R_GetTexture(explosiontexture);
194 m.pointer_texcoord[0] = explosiontexcoord2f[0];
195 m.pointer_vertex = e->vert[0];
198 GL_Color(alpha, alpha, alpha, 1);
200 GL_LockArrays(0, numverts);
201 R_Mesh_Draw(numverts, numtriangles, explosiontris[0]);
205 void R_MoveExplosion(explosion_t *e)
208 float dot, frictionscale, end[3], impact[3], normal[3], frametime;
210 frametime = cl.time - e->time;
212 e->alpha = e->alpha - (e->fade * frametime);
213 if (e->alpha <= cl_explosions_alpha_end.value)
218 frictionscale = 1 - frametime;
219 frictionscale = bound(0, frictionscale, 1);
220 for (i = 0;i < EXPLOSIONVERTS;i++)
222 if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
224 VectorScale(e->vertvel[i], frictionscale, e->vertvel[i]);
225 VectorMA(e->vert[i], frametime, e->vertvel[i], end);
226 if (r_explosionclip.integer)
228 if (CL_TraceLine(e->vert[i], end, impact, normal, true, NULL, SUPERCONTENTS_SOLID) < 1)
230 // clip velocity against the wall
231 dot = DotProduct(e->vertvel[i], normal) * -1.125f;
232 VectorMA(e->vertvel[i], dot, normal, e->vertvel[i]);
234 VectorCopy(impact, e->vert[i]);
237 VectorCopy(end, e->vert[i]);
243 void R_MoveExplosions(void)
248 frametime = cl.time - cl.oldtime;
250 for (i = 0;i < MAX_EXPLOSIONS;i++)
251 if (explosion[i].alpha > cl_explosions_alpha_end.value)
252 R_MoveExplosion(&explosion[i]);
255 void R_DrawExplosions(void)
259 if (!r_drawexplosions.integer)
261 for (i = 0;i < MAX_EXPLOSIONS;i++)
262 if (explosion[i].alpha > cl_explosions_alpha_end.value)
263 R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);