extinguish gl_fires. it's semi-broken, generally nasty (code wise) and

kinda tacky. also results in a slight speed boost:)
This commit is contained in:
Bill Currie 2001-11-25 06:24:26 +00:00
parent 82095df9cf
commit e99b422628
8 changed files with 7 additions and 267 deletions

View file

@ -70,11 +70,9 @@ extern lightstyle_t r_lightstyle[MAX_LIGHTSTYLES];
typedef struct entity_s
{
qboolean forcelink; // model changed
int update_type;
struct entity_state_s *baseline; // to fill in defaults in updates
double msgtime; // time of last update
int keynum; // for matching entities in different frames
vec3_t origin;
vec3_t old_origin;
vec3_t angles;
@ -103,7 +101,7 @@ typedef struct entity_s
float glow_size; // how big the glow is (can be negative)
byte glow_color; // color of glow (paletted)
// FIXME: could turn these into a union
// FIXME: could turn these into a union
int trivial_accept;
struct mnode_s *topnode; // for bmodels, first world node that
// splits bmodel, or NULL if not split

View file

@ -16,7 +16,6 @@ extern struct cvar_s *gl_dlight_polyblend;
extern struct cvar_s *gl_dlight_smooth;
extern struct cvar_s *gl_fb_bmodels;
extern struct cvar_s *gl_fb_models;
extern struct cvar_s *gl_fires;
extern struct cvar_s *gl_keeptjunctions;
extern struct cvar_s *gl_lerp_anim;
extern struct cvar_s *gl_driver;

View file

@ -81,22 +81,4 @@ extern struct particle_s *free_particles;
extern struct particle_s *particles;
extern struct particle_s **freeparticles;
#define MAX_FIRES 128 // rocket flames
typedef struct {
int key; // allows reusability
vec3_t origin, owner;
float size;
float die, decay; // duration settings
float minlight; // lighting threshold
float color[3]; // RGB
} fire_t;
extern fire_t r_fires[];
void R_AddFire (vec3_t start, vec3_t end, struct entity_s *ent);
void R_UpdateFires (void);
fire_t *R_AllocFire (int key);
void R_ClearFires (void);
#endif // _R_DYNAMIC_H

View file

@ -9,7 +9,7 @@ noinst_LTLIBRARIES=
endif
gl_src = \
gl_draw.c gl_dyn_fires.c gl_dyn_lights.c \
gl_draw.c gl_dyn_lights.c \
gl_dyn_part.c gl_dyn_textures.c gl_graph.c gl_mod_alias.c gl_mod_sprite.c \
gl_rmain.c gl_rmisc.c gl_rsurf.c gl_screen.c gl_skin.c gl_sky.c \
gl_sky_clip.c gl_textures.c gl_warp.c gl_funcs.c noisetextures.c

View file

@ -1,228 +0,0 @@
/*
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
*/
static const char rcsid[] =
"$Id$";
#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 "QF/cvar.h"
#include "QF/render.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_rlight.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "r_shared.h"
#include "view.h"
fire_t r_fires[MAX_FIRES];
static void
AddLightBlend (float r, float g, float b, float a2)
{
float a;
v_blend[3] = a = v_blend[3] + a2 * (1 - v_blend[3]);
a2 = a2 / a;
v_blend[0] = v_blend[0] * (1 - a2) + r * a2;
v_blend[1] = v_blend[1] * (1 - a2) + g * a2;
v_blend[2] = v_blend[2] * (1 - a2) + b * a2;
}
/*
R_AddFire
Buggy GL fire trail effect. A meshing of polyblend dlights and
particle engine.
*/
void
R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
{
float len;
int key;
fire_t *f;
vec3_t vec;
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 = r_realtime + 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 < r_realtime) {
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
*/
static void
R_DrawFire (fire_t *f)
{
float radius;
float *b_sin, *b_cos;
int i, j;
vec3_t vec, vec2;
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
qfglBegin (GL_TRIANGLE_FAN);
qfglColor3fv (f->color);
for (i = 0; i < 3; i++)
vec[i] = f->origin[i] - vpn[i] * radius;
qfglVertex3fv (vec);
qfglColor3ubv (color_black);
// 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;
}
qfglVertex3fv (vec);
qfglVertex3fv (vec2);
b_sin += 2;
b_cos += 2;
}
qfglEnd ();
}
/*
R_UpdateFires
Draws each fireball in sequence
*/
void
R_UpdateFires (void)
{
int i;
fire_t *f;
if (!gl_fires->int_val)
return;
qfglDepthMask (GL_FALSE);
qfglDisable (GL_TEXTURE_2D);
qfglBlendFunc (GL_ONE, GL_ONE);
f = r_fires;
for (i = 0; i < MAX_FIRES; i++, f++) {
if (f->die < r_realtime || !f->size)
continue;
f->size += f->decay;
R_DrawFire (f);
}
qfglColor3ubv (color_white);
qfglEnable (GL_TEXTURE_2D);
qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qfglDepthMask (GL_TRUE);
}
void
R_ClearFires (void)
{
memset (r_fires, 0, sizeof (r_fires));
}

View file

@ -111,12 +111,6 @@ inline void
R_ClearParticles (void)
{
numparticles = 0;
/*
FIXME: this is better than doing it in the client, and having gl-only
code in the renderer common area, but this is still the wrong place.
*/
R_ClearFires ();
}
void
@ -420,8 +414,6 @@ R_RocketTrail (entity_t *ent)
if (numparticles >= r_maxparticles)
return;
R_AddFire (ent->old_origin, ent->origin, ent);
VectorSubtract (ent->origin, ent->old_origin, vec);
maxlen = VectorNormalize (vec);
origlen = r_frametime / maxlen;

View file

@ -486,7 +486,6 @@ R_RenderView (void)
R_RenderScene ();
R_DrawViewModel ();
R_DrawWaterSurfaces ();
R_UpdateFires ();
R_DrawParticles ();
// render mirror view

View file

@ -425,7 +425,6 @@ CL_LinkPacketEntities (void)
*ent = &cl_packet_ents[s1->number];
(*ent)->keynum = s1->number;
(*ent)->model = model = cl.model_precache[s1->modelindex];
// set colormap
@ -499,7 +498,7 @@ CL_LinkPacketEntities (void)
continue;
if (model->flags & EF_ROCKET) {
dl = R_AllocDlight (-(*ent)->keynum);
dl = R_AllocDlight (-s1->number);
VectorCopy ((*ent)->origin, dl->origin);
VectorCopy (r_firecolor->vec, dl->color);
dl->radius = 200;
@ -681,7 +680,7 @@ CL_ParsePlayerinfo (void)
Called when the CTF flags are set
*/
void
CL_AddFlagModels (entity_t *ent, int team)
CL_AddFlagModels (entity_t *ent, int team, int key)
{
float f;
int i;
@ -734,7 +733,7 @@ CL_AddFlagModels (entity_t *ent, int team)
newent = R_NewEntity ();
if (!newent)
return;
*newent = &cl_flag_ents[ent->keynum];
*newent = &cl_flag_ents[key];
(*newent)->model = cl.model_precache[cl_flagindex];
(*newent)->skinnum = team;
@ -815,7 +814,6 @@ CL_LinkPlayers (void)
ent = *_ent = &cl_player_ents[j];
ent->frame = state->frame;
ent->keynum = j;
ent->model = cl.model_precache[state->modelindex];
ent->skinnum = state->skinnum;
ent->colormap = info->translations;
@ -872,9 +870,9 @@ CL_LinkPlayers (void)
}
if (state->effects & EF_FLAG1)
CL_AddFlagModels (ent, 0);
CL_AddFlagModels (ent, 0, j);
else if (state->effects & EF_FLAG2)
CL_AddFlagModels (ent, 1);
CL_AddFlagModels (ent, 1, j);
}
}