quakeforge/nq/source/gl_dyn_fires.c

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/*
gl_dyn_fires.c
dynamic fires
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/cmd.h"
#include "QF/console.h"
#include "client.h"
#include "glquake.h"
#include "render.h"
#define MAX_FIRES 128 // rocket flames
static fire_t r_fires[MAX_FIRES];
extern cvar_t *gl_fires;
extern cvar_t *r_firecolor;
/*
R_AddFire
Nifty ball of fire GL effect. Kinda a meshing of the dlight and
particle engine code.
*/
void
R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
{
float len;
fire_t *f;
vec3_t vec;
int key;
if (!gl_fires->int_val)
return;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
key = ent->keynum;
if (len) {
f = R_AllocFire (key);
VectorCopy (end, f->origin);
VectorCopy (start, f->owner);
f->size = 10;
f->die = cl.time + 0.5;
f->decay = 1;
VectorCopy (r_firecolor->vec, f->color);
}
}
/*
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;
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;
return f;
}
}
f = &r_fires[0];
memset (f, 0, sizeof (*f));
f->key = key;
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 - 0.5;
// figure out if we're inside the area of effect
VectorSubtract (f->origin, r_origin, vec);
if (Length (vec) < radius) {
AddLightBlend (f->color[0], f->color[1], f->color[2], 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->int_val)
return;
glDepthMask (GL_FALSE);
glDisable (GL_TEXTURE_2D);
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 (GL_TRUE);
}