/* 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 #endif #ifdef HAVE_STRINGS_H # include #endif #include #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" extern float v_blend[4]; 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_DrawFire draws one fireball - probably never need to call this directly */ 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); }