mirror of
https://git.code.sf.net/p/quake/quakeforge
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65c526c057
Less blinding rocket trails is probably the most noticable change, other than a nice speedup in nq timedemos. Little change for overkill, though. Aw...
150 lines
3.1 KiB
C
150 lines
3.1 KiB
C
/*
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gl_dyn_fires.c
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dynamic fires
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/render.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_rlight.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "r_shared.h"
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extern float v_blend[4];
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void
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AddLightBlend (float r, float g, float b, float a2)
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{
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float a;
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v_blend[3] = a = v_blend[3] + a2 * (1 - v_blend[3]);
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a2 = a2 / a;
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v_blend[0] = v_blend[0] * (1 - a2) + r * a2;
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v_blend[1] = v_blend[1] * (1 - a2) + g * a2;
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v_blend[2] = v_blend[2] * (1 - a2) + b * a2;
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}
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/*
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R_DrawFire
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draws one fireball - probably never need to call this directly
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*/
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void
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R_DrawFire (fire_t *f)
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{
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float radius;
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float *b_sin, *b_cos;
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int i, j;
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vec3_t vec, vec2;
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b_sin = bubble_sintable;
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b_cos = bubble_costable;
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radius = f->size - 0.5;
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// figure out if we're inside the area of effect
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VectorSubtract (f->origin, r_origin, vec);
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if (Length (vec) < radius) {
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AddLightBlend (f->color[0], f->color[1], f->color[2],
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f->size * 0.0003); // we are
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return;
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}
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// we're not - draw it
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qfglBegin (GL_TRIANGLE_FAN);
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qfglColor3fv (f->color);
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for (i = 0; i < 3; i++)
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vec[i] = f->origin[i] - vpn[i] * radius;
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qfglVertex3fv (vec);
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qfglColor3ubv (color_black);
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// don't panic, this just draws a bubble...
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for (i = 16; i >= 0; i--) {
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for (j = 0; j < 3; j++) {
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vec[j] = f->origin[j] + (*b_cos * vright[j]
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+ vup[j] * (*b_sin)) * radius;
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vec2[j] = f->owner[j] + (*b_cos * vright[j]
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+ vup[j] * (*b_sin)) * radius;
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}
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qfglVertex3fv (vec);
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qfglVertex3fv (vec2);
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b_sin += 2;
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b_cos += 2;
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}
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qfglEnd ();
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}
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/*
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R_UpdateFires
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Draws each fireball in sequence
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*/
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void
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R_UpdateFires (void)
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{
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int i;
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fire_t *f;
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if (!gl_fires->int_val)
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return;
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qfglDepthMask (GL_FALSE);
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qfglDisable (GL_TEXTURE_2D);
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qfglBlendFunc (GL_ONE, GL_ONE);
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f = r_fires;
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for (i = 0; i < MAX_FIRES; i++, f++) {
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if (f->die < r_realtime || !f->size)
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continue;
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f->size += f->decay;
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R_DrawFire (f);
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}
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qfglColor3ubv (color_white);
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qfglEnable (GL_TEXTURE_2D);
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qfglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qfglDepthMask (GL_TRUE);
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}
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