mirror of
https://git.code.sf.net/p/quake/newtree
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855 lines
16 KiB
C
855 lines
16 KiB
C
/*
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r_part.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include "qargs.h"
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#include "bothdefs.h" // needed by: common.h, net.h, client.h
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#include "d_iface.h"
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#include "bspfile.h" // needed by: glquake.h
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#include "vid.h"
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#include "sys.h"
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#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
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// modelgen.h, glmodel.h
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "menu.h"
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#include "net.h" // needed by: client.h
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#include "protocol.h" // needed by: client.h
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#include "cmd.h"
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#include "sbar.h"
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#include "render.h" // needed by: client.h, gl_model.h, glquake.h
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#include "client.h" // need cls in this file
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#include "model.h" // needed by: glquake.h
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#include "console.h"
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#include "glquake.h"
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#include "quakefs.h"
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#include "quakedef.h"
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#include <stdlib.h>
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#define MAX_PARTICLES 2048 // default max # of particles at one
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// time
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#define MAX_FIRES 128 // rocket flames
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#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
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// on the command line
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int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
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int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
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int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
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particle_t *active_particles, *free_particles;
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particle_t *particles;
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int r_numparticles;
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vec3_t r_pright, r_pup, r_ppn;
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fire_t r_fires[MAX_FIRES];
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extern cvar_t *gl_fires;
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extern qboolean lighthalf;
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/*
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===============
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R_InitParticles
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===============
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*/
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void R_InitParticles (void)
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{
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int i;
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i = COM_CheckParm ("-particles");
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if (i)
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{
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r_numparticles = (int)(atoi(com_argv[i+1]));
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if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
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r_numparticles = ABSOLUTE_MIN_PARTICLES;
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}
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else
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{
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r_numparticles = MAX_PARTICLES;
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}
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particles = (particle_t *)
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Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
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}
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/*
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===============
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R_ClearParticles
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===============
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*/
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void R_ClearParticles (void)
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{
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int i;
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free_particles = &particles[0];
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active_particles = NULL;
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for (i=0 ;i<r_numparticles ; i++)
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particles[i].next = &particles[i+1];
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particles[r_numparticles-1].next = NULL;
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}
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void R_ReadPointFile_f (void)
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{
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QFile *f;
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vec3_t org;
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int r;
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int c;
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particle_t *p;
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char name[MAX_OSPATH];
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// FIXME sprintf (name,"maps/%s.pts", sv.name);
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COM_FOpenFile (name, &f);
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if (!f)
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{
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Con_Printf ("couldn't open %s\n", name);
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return;
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}
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Con_Printf ("Reading %s...\n", name);
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c = 0;
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for ( ;; )
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{
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char buf[64];
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Qgets (f, buf, sizeof(buf));
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r = sscanf (buf,"%f %f %f\n", &org[0], &org[1], &org[2]);
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if (r != 3)
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break;
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c++;
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if (!free_particles)
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{
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Con_Printf ("Not enough free particles\n");
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break;
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}
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = 99999;
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p->color = (-c)&15;
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p->type = pt_static;
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VectorCopy (vec3_origin, p->vel);
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VectorCopy (org, p->org);
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}
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Qclose (f);
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Con_Printf ("%i points read\n", c);
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}
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/*
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===============
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R_ParticleExplosion
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===============
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*/
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void R_ParticleExplosion (vec3_t org)
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{
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int i, j;
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particle_t *p;
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if (!gl_particles->value)
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return;
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for (i=0 ; i<1024 ; i++)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = cl.time + 5;
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p->color = ramp1[0];
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p->ramp = rand()&3;
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if (i & 1)
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{
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p->type = pt_explode;
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = org[j] + ((rand()%32)-16);
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p->vel[j] = (rand()%512)-256;
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}
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}
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else
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{
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p->type = pt_explode2;
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = org[j] + ((rand()%32)-16);
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p->vel[j] = (rand()%512)-256;
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}
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}
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}
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}
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/*
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===============
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R_BlobExplosion
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===============
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*/
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void R_BlobExplosion (vec3_t org)
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{
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int i, j;
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particle_t *p;
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if (!gl_particles->value)
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return;
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for (i=0 ; i<1024 ; i++)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = cl.time + 1 + (rand()&8)*0.05;
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if (i & 1)
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{
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p->type = pt_blob;
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p->color = 66 + rand()%6;
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = org[j] + ((rand()%32)-16);
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p->vel[j] = (rand()%512)-256;
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}
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}
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else
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{
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p->type = pt_blob2;
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p->color = 150 + rand()%6;
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = org[j] + ((rand()%32)-16);
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p->vel[j] = (rand()%512)-256;
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}
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}
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}
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}
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/*
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===============
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R_RunParticleEffect
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===============
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*/
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void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
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{
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int i, j;
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particle_t *p;
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int scale;
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if (!gl_particles->value)
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return;
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if (count > 130)
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scale = 3;
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else if (count > 20)
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scale = 2;
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else
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scale = 1;
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for (i=0 ; i<count ; i++)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = cl.time + 0.1*(rand()%5);
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p->color = (color&~7) + (rand()&7);
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p->type = pt_grav;
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for (j=0 ; j<3 ; j++)
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{
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p->org[j] = org[j] + scale*((rand()&15)-8);
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p->vel[j] = dir[j]*15;// + (rand()%300)-150;
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}
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}
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}
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/*
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===============
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R_LavaSplash
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===============
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*/
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void R_LavaSplash (vec3_t org)
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{
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int i, j, k;
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particle_t *p;
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float vel;
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vec3_t dir;
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if (!gl_particles->value)
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return;
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for (i=-16 ; i<16 ; i++)
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for (j=-16 ; j<16 ; j++)
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for (k=0 ; k<1 ; k++)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = cl.time + 2 + (rand()&31) * 0.02;
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p->color = 224 + (rand()&7);
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p->type = pt_grav;
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dir[0] = j*8 + (rand()&7);
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dir[1] = i*8 + (rand()&7);
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dir[2] = 256;
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p->org[0] = org[0] + dir[0];
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p->org[1] = org[1] + dir[1];
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p->org[2] = org[2] + (rand()&63);
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VectorNormalize (dir);
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vel = 50 + (rand()&63);
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VectorScale (dir, vel, p->vel);
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}
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}
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/*
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===============
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R_TeleportSplash
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===============
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*/
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void R_TeleportSplash (vec3_t org)
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{
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int i, j, k;
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particle_t *p;
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float vel;
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vec3_t dir;
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if (!gl_particles->value)
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return;
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for (i=-16 ; i<16 ; i+=4)
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for (j=-16 ; j<16 ; j+=4)
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for (k=-24 ; k<32 ; k+=4)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = cl.time + 0.2 + (rand()&7) * 0.02;
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p->color = 7 + (rand()&7);
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p->type = pt_grav;
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dir[0] = j*8;
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dir[1] = i*8;
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dir[2] = k*8;
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p->org[0] = org[0] + i + (rand()&3);
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p->org[1] = org[1] + j + (rand()&3);
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p->org[2] = org[2] + k + (rand()&3);
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VectorNormalize (dir);
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vel = 50 + (rand()&63);
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VectorScale (dir, vel, p->vel);
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}
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}
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void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
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{
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vec3_t vec;
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float len;
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int j;
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particle_t *p;
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if (type == 0)
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R_AddFire (start, end, ent);
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if (!gl_particles->value)
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return;
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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while (len > 0)
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{
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len -= 3;
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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VectorCopy (vec3_origin, p->vel);
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p->die = cl.time + 2;
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if (type == 4)
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{ // slight blood
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p->type = pt_slowgrav;
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p->color = 67 + (rand()&3);
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for (j=0 ; j<3 ; j++)
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p->org[j] = start[j] + ((rand()%6)-3);
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len -= 3;
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}
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else if (type == 2)
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{ // blood
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p->type = pt_slowgrav;
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p->color = 67 + (rand()&3);
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for (j=0 ; j<3 ; j++)
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p->org[j] = start[j] + ((rand()%6)-3);
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}
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else if (type == 6)
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{ // voor trail
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p->color = 9*16 + 8 + (rand()&3);
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p->type = pt_static;
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p->die = cl.time + 0.3;
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for (j=0 ; j<3 ; j++)
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p->org[j] = start[j] + ((rand()&15)-8);
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}
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else if (type == 1)
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{ // smoke smoke
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p->ramp = (rand()&3) + 2;
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p->color = ramp3[(int)p->ramp];
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p->type = pt_fire;
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for (j=0 ; j<3 ; j++)
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p->org[j] = start[j] + ((rand()%6)-3);
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}
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else if (type == 0)
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{ // rocket trail
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p->ramp = (rand()&3);
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p->color = ramp3[(int)p->ramp];
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p->type = pt_fire;
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for (j=0 ; j<3 ; j++)
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p->org[j] = start[j] + ((rand()%6)-3);
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}
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else if (type == 3 || type == 5)
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{ // tracer
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static int tracercount;
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p->die = cl.time + 0.5;
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p->type = pt_static;
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if (type == 3)
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p->color = 52 + ((tracercount&4)<<1);
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else
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p->color = 230 + ((tracercount&4)<<1);
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tracercount++;
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VectorCopy (start, p->org);
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if (tracercount & 1)
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{
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p->vel[0] = 30*vec[1];
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p->vel[1] = 30*-vec[0];
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}
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else
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{
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p->vel[0] = 30*-vec[1];
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p->vel[1] = 30*vec[0];
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}
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}
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VectorAdd (start, vec, start);
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}
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}
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/*
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===============
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R_DrawParticles
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===============
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*/
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void R_DrawParticles (void)
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{
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particle_t *p, *kill;
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float grav;
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int i;
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float time2, time3;
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float time1;
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float dvel;
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float frametime;
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unsigned char *at;
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unsigned char theAlpha;
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vec3_t up, right;
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float scale;
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qboolean alphaTestEnabled;
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glBindTexture (GL_TEXTURE_2D, particletexture);
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// LordHavoc: particles should not affect zbuffer
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glDepthMask(0);
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alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
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if (alphaTestEnabled)
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glDisable(GL_ALPHA_TEST);
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glBegin (GL_TRIANGLES);
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VectorScale (vup, 1.5, up);
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VectorScale (vright, 1.5, right);
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frametime = host_frametime;
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time3 = frametime * 15;
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time2 = frametime * 10; // 15;
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time1 = frametime * 5;
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grav = frametime * 800 * 0.05;
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dvel = 4*frametime;
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for ( ;; )
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{
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kill = active_particles;
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if (kill && kill->die < cl.time)
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{
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active_particles = kill->next;
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kill->next = free_particles;
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free_particles = kill;
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continue;
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}
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break;
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}
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for (p=active_particles ; p ; p=p->next)
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{
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for ( ;; )
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{
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kill = p->next;
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if (kill && kill->die < cl.time)
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{
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p->next = kill->next;
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kill->next = free_particles;
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free_particles = kill;
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continue;
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}
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break;
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}
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// hack a scale up to keep particles from disapearing
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scale = (p->org[0] - r_origin[0])*vpn[0] +
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(p->org[1] - r_origin[1])*vpn[1] +
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|
(p->org[2] - r_origin[2])*vpn[2];
|
|
if (scale < 20)
|
|
scale = 1;
|
|
else
|
|
scale = 1 + scale * 0.004;
|
|
at = (byte *)&d_8to24table[(int)p->color];
|
|
if (p->type==pt_fire)
|
|
theAlpha = 255*(6-p->ramp)/6;
|
|
else
|
|
theAlpha = 255;
|
|
if (lighthalf)
|
|
glColor4ub((byte) ((int) at[0] >> 1), (byte) ((int) at[1] >> 1), (byte) ((int) at[2] >> 1), theAlpha);
|
|
else
|
|
glColor4ub(at[0], at[1], at[2], theAlpha);
|
|
glTexCoord2f (0,0);
|
|
glVertex3fv (p->org);
|
|
glTexCoord2f (1,0);
|
|
glVertex3f (p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale);
|
|
glTexCoord2f (0,1);
|
|
glVertex3f (p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale);
|
|
|
|
p->org[0] += p->vel[0]*frametime;
|
|
p->org[1] += p->vel[1]*frametime;
|
|
p->org[2] += p->vel[2]*frametime;
|
|
|
|
switch (p->type)
|
|
{
|
|
case pt_static:
|
|
break;
|
|
case pt_fire:
|
|
p->ramp += time1;
|
|
if (p->ramp >= 6)
|
|
p->die = -1;
|
|
else
|
|
p->color = ramp3[(int)p->ramp];
|
|
p->vel[2] += grav;
|
|
break;
|
|
|
|
case pt_explode:
|
|
p->ramp += time2;
|
|
if (p->ramp >=8)
|
|
p->die = -1;
|
|
else
|
|
p->color = ramp1[(int)p->ramp];
|
|
for (i=0 ; i<3 ; i++)
|
|
p->vel[i] += p->vel[i]*dvel;
|
|
p->vel[2] -= grav;
|
|
break;
|
|
|
|
case pt_explode2:
|
|
p->ramp += time3;
|
|
if (p->ramp >=8)
|
|
p->die = -1;
|
|
else
|
|
p->color = ramp2[(int)p->ramp];
|
|
for (i=0 ; i<3 ; i++)
|
|
p->vel[i] -= p->vel[i]*frametime;
|
|
p->vel[2] -= grav;
|
|
break;
|
|
|
|
case pt_blob:
|
|
for (i=0 ; i<3 ; i++)
|
|
p->vel[i] += p->vel[i]*dvel;
|
|
p->vel[2] -= grav;
|
|
break;
|
|
|
|
case pt_blob2:
|
|
for (i=0 ; i<2 ; i++)
|
|
p->vel[i] -= p->vel[i]*dvel;
|
|
p->vel[2] -= grav;
|
|
break;
|
|
|
|
case pt_slowgrav:
|
|
case pt_grav:
|
|
p->vel[2] -= grav;
|
|
break;
|
|
}
|
|
}
|
|
|
|
glEnd ();
|
|
glColor3ubv(lighthalf_v);
|
|
if (alphaTestEnabled)
|
|
glEnable(GL_ALPHA_TEST);
|
|
glDepthMask(1);
|
|
}
|
|
|
|
/*
|
|
R_AddFire
|
|
|
|
Nifty ball of fire GL effect. Kinda a meshing of the dlight and
|
|
particle engine code.
|
|
*/
|
|
float r_firecolor_flame[3]={0.9,0.7,0.3};
|
|
float r_firecolor_light[3]={0.9,0.7,0.3};
|
|
|
|
void
|
|
R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
|
|
{
|
|
float len;
|
|
fire_t *f;
|
|
dlight_t *dl;
|
|
vec3_t vec;
|
|
int key;
|
|
|
|
if (!gl_fires->value)
|
|
return;
|
|
|
|
VectorSubtract (end, start, vec);
|
|
len = VectorNormalize (vec);
|
|
key = ent-cl_visedicts+1;
|
|
|
|
if (len)
|
|
{
|
|
f = R_AllocFire (key);
|
|
VectorCopy (end, f->origin);
|
|
VectorCopy (start, f->owner);
|
|
f->size = 20;
|
|
f->die = cl.time + 0.5;
|
|
f->decay = -1;
|
|
f->color=r_firecolor_flame;
|
|
|
|
dl = CL_AllocDlight (key);
|
|
VectorCopy (end, dl->origin);
|
|
dl->radius = 200;
|
|
dl->die = cl.time + 0.5;
|
|
dl->color=r_firecolor_light;
|
|
}
|
|
}
|
|
|
|
/*
|
|
R_AllocFire
|
|
|
|
Clears out and returns a new fireball
|
|
*/
|
|
fire_t *
|
|
R_AllocFire (int key)
|
|
{
|
|
int i;
|
|
fire_t *f;
|
|
if (key) // first try to find/reuse a keyed spot
|
|
{
|
|
f = r_fires;
|
|
for (i = 0; i < MAX_FIRES; i++, f++)
|
|
if (f->key == key)
|
|
{
|
|
memset (f, 0, sizeof(*f));
|
|
f->key = key;
|
|
f->color = f->_color;
|
|
return f;
|
|
}
|
|
}
|
|
|
|
f = r_fires; // no match, look for a free spot
|
|
for (i = 0; i < MAX_FIRES; i++, f++)
|
|
{
|
|
if (f->die < cl.time)
|
|
{
|
|
memset (f, 0, sizeof(*f));
|
|
f->key = key;
|
|
f->color = f->_color;
|
|
return f;
|
|
}
|
|
}
|
|
|
|
f = &r_fires[0];
|
|
memset (f, 0, sizeof(*f));
|
|
f->key = key;
|
|
f->color = f->_color;
|
|
return f;
|
|
}
|
|
|
|
/*
|
|
R_DrawFire
|
|
|
|
draws one fireball - probably never need to call this directly
|
|
*/
|
|
void
|
|
R_DrawFire (fire_t *f)
|
|
{
|
|
int i, j;
|
|
vec3_t vec,vec2;
|
|
float radius;
|
|
float *b_sin, *b_cos;
|
|
|
|
b_sin = bubble_sintable;
|
|
b_cos = bubble_costable;
|
|
|
|
radius = f->size + 0.35;
|
|
|
|
// figure out if we're inside the area of effect
|
|
VectorSubtract (f->origin, r_origin, vec);
|
|
if (Length (vec) < radius)
|
|
{
|
|
AddLightBlend (1, 0.5, 0, f->size * 0.0003); // we are
|
|
return;
|
|
}
|
|
|
|
// we're not - draw it
|
|
glBegin (GL_TRIANGLE_FAN);
|
|
if (lighthalf)
|
|
glColor3f(f->color[0]*0.5,f->color[1]*0.5,f->color[2]*0.5);
|
|
else
|
|
glColor3fv(f->color);
|
|
for (i=0 ; i<3 ; i++)
|
|
vec[i] = f->origin[i] - vpn[i] * radius;
|
|
glVertex3fv (vec);
|
|
glColor3f (0.0, 0.0, 0.0);
|
|
|
|
// don't panic, this just draws a bubble...
|
|
for (i=16 ; i>=0 ; i--)
|
|
{
|
|
for (j=0 ; j<3 ; j++) {
|
|
vec[j] = f->origin[j] + (*b_cos * vright[j]
|
|
+ vup[j]*(*b_sin)) * radius;
|
|
vec2[j] = f->owner[j] + (*b_cos * vright[j]
|
|
+ vup[j]*(*b_sin)) * radius;
|
|
}
|
|
glVertex3fv (vec);
|
|
glVertex3fv (vec2);
|
|
|
|
b_sin+=2;
|
|
b_cos+=2;
|
|
}
|
|
glEnd ();
|
|
glColor3ubv(lighthalf_v);
|
|
}
|
|
|
|
/*
|
|
R_UpdateFires
|
|
|
|
Draws each fireball in sequence
|
|
*/
|
|
void
|
|
R_UpdateFires (void)
|
|
{
|
|
int i;
|
|
fire_t *f;
|
|
|
|
if (!gl_fires->value)
|
|
return;
|
|
|
|
glDepthMask (0);
|
|
glDisable (GL_TEXTURE_2D);
|
|
glShadeModel (GL_SMOOTH);
|
|
glBlendFunc (GL_ONE, GL_ONE);
|
|
|
|
f = r_fires;
|
|
for (i = 0; i < MAX_FIRES; i++, f++)
|
|
{
|
|
if (f->die < cl.time || !f->size)
|
|
continue;
|
|
f->size += f->decay;
|
|
R_DrawFire (f);
|
|
}
|
|
|
|
glEnable (GL_TEXTURE_2D);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthMask (1);
|
|
}
|
|
|
|
void
|
|
R_FireColor_f (void)
|
|
{
|
|
int i;
|
|
|
|
if (Cmd_Argc() == 1) {
|
|
Con_Printf ("r_firecolor %f %f %f\n",
|
|
r_firecolor_flame[0],
|
|
r_firecolor_flame[1],
|
|
r_firecolor_flame[2]);
|
|
return;
|
|
}
|
|
if (Cmd_Argc() == 5 || Cmd_Argc() == 6) {
|
|
Con_Printf ("Warning: obsolete 4th and 5th parameters to r_firecolor ignored\n");
|
|
} else if (Cmd_Argc() !=4) {
|
|
Con_Printf ("Usage r_firecolor R G B\n");
|
|
return;
|
|
}
|
|
for (i=0; i<4; i++) {
|
|
r_firecolor_flame[i]=atof(Cmd_Argv(i+1));
|
|
r_firecolor_light[i]=r_firecolor_flame[i];
|
|
}
|
|
}
|