quakeforge/nq/source/gl_part.c

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/*
gl_part.c
OpenGL particle rendering
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
#include "r_shared.h"
#include "r_local.h"
#include "glquake.h"
#include "server.h"
#include "QF/console.h"
#include "QF/cmd.h"
#define MAX_FIRES 128 // rocket flames
fire_t r_fires[MAX_FIRES];
/*
===============
R_DrawParticles
===============
*/
void
R_DrawParticles (void)
{
particle_t *p, *kill;
float grav;
int i;
float time2, time3;
float time1;
float dvel;
float frametime;
vec3_t up, right;
float scale;
unsigned char *at;
unsigned char theAlpha;
qboolean alphaTestEnabled;
qboolean blendEnabled;
glBindTexture (GL_TEXTURE_2D, particletexture);
// LordHavoc: particles should not affect zbuffer
glDepthMask (0);
if (!(blendEnabled = glIsEnabled (GL_BLEND))) {
glEnable (GL_BLEND);
}
if ((alphaTestEnabled = glIsEnabled (GL_ALPHA_TEST))) {
glDisable (GL_ALPHA_TEST);
}
glBegin (GL_TRIANGLES);
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
frametime = cl.time - cl.oldtime;
time3 = frametime * 15;
time2 = frametime * 10; // 15;
time1 = frametime * 5;
grav = frametime * sv_gravity->value * 0.05;
dvel = frametime * 4;
for (;;) {
kill = active_particles;
if (kill && kill->die < cl.time) {
active_particles = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
for (p = active_particles; p; p = p->next) {
for (;;) {
kill = p->next;
if (kill && kill->die < cl.time) {
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
// hack a scale up to keep particles from disapearing
scale =
(p->org[0] - r_origin[0]) * vpn[0] + (p->org[1] -
r_origin[1]) * vpn[1] +
(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_grav:
#ifdef QUAKE2
p->vel[2] -= grav * 20;
break;
#endif
case pt_slowgrav:
p->vel[2] -= grav;
break;
}
}
glEnd ();
if (alphaTestEnabled) {
glEnable (GL_ALPHA_TEST);
}
if (!blendEnabled) {
glDisable (GL_BLEND);
}
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->int_val)
return;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
key = ent - cl_entities + 1;
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;
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 - 0.5;
// 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 ();
}
/*
R_UpdateFires
Draws each fireball in sequence
*/
void
R_UpdateFires (void)
{
int i;
fire_t *f;
if (!gl_fires->int_val)
return;
glDepthMask (0);
glDisable (GL_TEXTURE_2D);
glShadeModel (GL_SMOOTH);
glEnable (GL_BLEND);
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);
}
glColor3f (1.0, 1.0, 1.0);
glDisable (GL_BLEND);
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];
}
}