quakeforge/libs/video/renderer/gl/gl_dyn_fires.c
Bill Currie 73e6e1684f FINALLY, the nq and qw renderers are merged. the view and particle subsystems
are not yet merged due to their dependence on the client, but that will come
soon.
2001-05-24 19:22:35 +00:00

210 lines
4 KiB
C

/*
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#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);
}