/* 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/render.h" #include "glquake.h" #include "r_shared.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 = 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 */ 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 < r_realtime || !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); }