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[divverent/darkplaces.git] / r_explosion.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20
21 #include "quakedef.h"
22 #include "cl_collision.h"
23
24 #ifdef MAX_EXPLOSIONS
25 #define EXPLOSIONGRID 8
26 #define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
27 #define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
28
29 static int numexplosions = 0;
30
31 static float explosiontexcoord2f[EXPLOSIONVERTS][2];
32 static unsigned short explosiontris[EXPLOSIONTRIS][3];
33 static int explosionnoiseindex[EXPLOSIONVERTS];
34 static vec3_t explosionpoint[EXPLOSIONVERTS];
35
36 typedef struct explosion_s
37 {
38         float starttime;
39         float endtime;
40         float time;
41         float alpha;
42         float fade;
43         vec3_t origin;
44         vec3_t vert[EXPLOSIONVERTS];
45         vec3_t vertvel[EXPLOSIONVERTS];
46         qboolean clipping;
47 }
48 explosion_t;
49
50 static explosion_t explosion[MAX_EXPLOSIONS];
51
52 static rtexture_t       *explosiontexture;
53 static rtexture_t       *explosiontexturefog;
54
55 static rtexturepool_t   *explosiontexturepool;
56 #endif
57
58 cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
59 #ifdef MAX_EXPLOSIONS
60 static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
61
62 extern qboolean r_loadfog;
63 static void r_explosion_start(void)
64 {
65         int x, y;
66         static unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
67         explosiontexturepool = R_AllocTexturePool();
68         explosiontexture = NULL;
69         explosiontexturefog = NULL;
70         fractalnoise(&noise1[0][0], 128, 32);
71         fractalnoise(&noise2[0][0], 128, 4);
72         fractalnoise(&noise3[0][0], 128, 4);
73         for (y = 0;y < 128;y++)
74         {
75                 for (x = 0;x < 128;x++)
76                 {
77                         int j, r, g, b, a;
78                         j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
79                         r = (j * 512) / 256;
80                         g = (j * 256) / 256;
81                         b = (j * 128) / 256;
82                         a = noise3[y][x] * 3 - 128;
83                         data[y][x][2] = bound(0, r, 255);
84                         data[y][x][1] = bound(0, g, 255);
85                         data[y][x][0] = bound(0, b, 255);
86                         data[y][x][3] = bound(0, a, 255);
87                 }
88         }
89         explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
90         if (r_loadfog)
91         {
92                 for (y = 0;y < 128;y++)
93                         for (x = 0;x < 128;x++)
94                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
95                 explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexture_fog", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
96         }
97         // note that explosions survive the restart
98 }
99
100 static void r_explosion_shutdown(void)
101 {
102         R_FreeTexturePool(&explosiontexturepool);
103 }
104
105 static void r_explosion_newmap(void)
106 {
107         numexplosions = 0;
108         memset(explosion, 0, sizeof(explosion));
109 }
110
111 static int R_ExplosionVert(int column, int row)
112 {
113         int i;
114         float yaw, pitch;
115         // top and bottom rows are all one position...
116         if (row == 0 || row == EXPLOSIONGRID)
117                 column = 0;
118         i = row * (EXPLOSIONGRID + 1) + column;
119         yaw = ((double) column / EXPLOSIONGRID) * M_PI * 2;
120         pitch = (((double) row / EXPLOSIONGRID) - 0.5) * M_PI;
121         explosionpoint[i][0] = cos(yaw) *  cos(pitch);
122         explosionpoint[i][1] = sin(yaw) *  cos(pitch);
123         explosionpoint[i][2] =        1 * -sin(pitch);
124         explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
125         explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
126         explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
127         return i;
128 }
129 #endif
130
131 void R_Explosion_Init(void)
132 {
133 #ifdef MAX_EXPLOSIONS
134         int i, x, y;
135         i = 0;
136         for (y = 0;y < EXPLOSIONGRID;y++)
137         {
138                 for (x = 0;x < EXPLOSIONGRID;x++)
139                 {
140                         explosiontris[i][0] = R_ExplosionVert(x    , y    );
141                         explosiontris[i][1] = R_ExplosionVert(x + 1, y    );
142                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
143                         i++;
144                         explosiontris[i][0] = R_ExplosionVert(x + 1, y    );
145                         explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
146                         explosiontris[i][2] = R_ExplosionVert(x    , y + 1);
147                         i++;
148                 }
149         }
150
151 #endif
152         Cvar_RegisterVariable(&r_explosionclip);
153 #ifdef MAX_EXPLOSIONS
154         Cvar_RegisterVariable(&r_drawexplosions);
155
156         R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap);
157 #endif
158 }
159
160 void R_NewExplosion(const vec3_t org)
161 {
162 #ifdef MAX_EXPLOSIONS
163         int i, j;
164         float dist, n;
165         explosion_t *e;
166         trace_t trace;
167         unsigned char noise[EXPLOSIONGRID*EXPLOSIONGRID];
168         fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
169         for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
170         {
171                 if (!e->alpha)
172                 {
173                         numexplosions = max(numexplosions, i + 1);
174                         e->starttime = cl.time;
175                         e->endtime = cl.time + cl_explosions_lifetime.value;
176                         e->time = e->starttime;
177                         e->alpha = cl_explosions_alpha_start.value;
178                         e->fade = (cl_explosions_alpha_start.value - cl_explosions_alpha_end.value) / cl_explosions_lifetime.value;
179                         e->clipping = r_explosionclip.integer != 0;
180                         VectorCopy(org, e->origin);
181                         for (j = 0;j < EXPLOSIONVERTS;j++)
182                         {
183                                 // calculate start origin and velocity
184                                 n = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
185                                 dist = n * cl_explosions_size_start.value;
186                                 VectorMA(e->origin, dist, explosionpoint[j], e->vert[j]);
187                                 dist = n * (cl_explosions_size_end.value - cl_explosions_size_start.value) / cl_explosions_lifetime.value;
188                                 VectorScale(explosionpoint[j], dist, e->vertvel[j]);
189                                 // clip start origin
190                                 if (e->clipping)
191                                 {
192                                         trace = CL_TraceLine(e->origin, e->vert[j], MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
193                                         VectorCopy(trace.endpos, e->vert[i]);
194                                 }
195                         }
196                         break;
197                 }
198         }
199 #endif
200 }
201
202 #ifdef MAX_EXPLOSIONS
203 static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
204 {
205         int surfacelistindex = 0;
206         const int numtriangles = EXPLOSIONTRIS, numverts = EXPLOSIONVERTS;
207         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
208         GL_DepthMask(false);
209         GL_DepthRange(0, 1);
210         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
211         GL_DepthTest(true);
212         GL_CullFace(r_refdef.view.cullface_back);
213         R_EntityMatrix(&identitymatrix);
214
215         R_Mesh_ColorPointer(NULL, 0, 0);
216         R_Mesh_ResetTextureState();
217         R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1);
218         R_Mesh_TexCoordPointer(0, 2, explosiontexcoord2f[0], 0, 0);
219         for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
220         {
221                 const explosion_t *e = explosion + surfacelist[surfacelistindex];
222                 R_Mesh_VertexPointer(e->vert[0], 0, 0);
223                 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
224                 GL_Color(e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, 1);
225                 GL_LockArrays(0, numverts);
226                 R_Mesh_Draw(0, numverts, 0, numtriangles, NULL, explosiontris[0], 0, 0);
227                 GL_LockArrays(0, 0);
228         }
229 }
230
231 static void R_MoveExplosion(explosion_t *e)
232 {
233         int i;
234         float dot, end[3], frametime;
235         trace_t trace;
236
237         frametime = cl.time - e->time;
238         e->time = cl.time;
239         e->alpha = e->alpha - (e->fade * frametime);
240         if (e->alpha < 0 || cl.time > e->endtime)
241         {
242                 e->alpha = 0;
243                 return;
244         }
245         for (i = 0;i < EXPLOSIONVERTS;i++)
246         {
247                 if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
248                 {
249                         VectorMA(e->vert[i], frametime, e->vertvel[i], end);
250                         if (e->clipping)
251                         {
252                                 trace = CL_TraceLine(e->vert[i], end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
253                                 if (trace.fraction < 1)
254                                 {
255                                         // clip velocity against the wall
256                                         dot = -DotProduct(e->vertvel[i], trace.plane.normal);
257                                         VectorMA(e->vertvel[i], dot, trace.plane.normal, e->vertvel[i]);
258                                 }
259                                 VectorCopy(trace.endpos, e->vert[i]);
260                         }
261                         else
262                                 VectorCopy(end, e->vert[i]);
263                 }
264         }
265 }
266 #endif
267
268 void R_DrawExplosions(void)
269 {
270 #ifdef MAX_EXPLOSIONS
271         int i;
272
273         if (!r_drawexplosions.integer)
274                 return;
275
276         for (i = 0;i < numexplosions;i++)
277         {
278                 if (explosion[i].alpha)
279                 {
280                         R_MoveExplosion(&explosion[i]);
281                         if (explosion[i].alpha)
282                                 R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
283                 }
284         }
285         while (numexplosions > 0 && explosion[i-1].alpha <= 0)
286                 numexplosions--;
287 #endif
288 }
289