mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 09:21:33 +00:00
f78b973978
target specific files that I don't build won't compile yet. just put QF/ infront of the offending headers. Also move ver_check into libqfutils
405 lines
8.2 KiB
C
405 lines
8.2 KiB
C
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/*
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gl_part.c
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OpenGL particle rendering
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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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#include "r_shared.h"
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#include "r_local.h"
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#include "glquake.h"
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#include "server.h"
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#include "QF/console.h"
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#include "QF/cmd.h"
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#define MAX_FIRES 128 // rocket flames
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fire_t r_fires[MAX_FIRES];
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/*
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===============
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R_DrawParticles
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===============
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*/
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void
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R_DrawParticles (void)
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{
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particle_t *p, *kill;
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float grav;
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int i;
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float time2, time3;
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float time1;
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float dvel;
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float frametime;
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vec3_t up, right;
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float scale;
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unsigned char *at;
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unsigned char theAlpha;
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qboolean alphaTestEnabled;
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qboolean blendEnabled;
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glBindTexture (GL_TEXTURE_2D, particletexture);
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// LordHavoc: particles should not affect zbuffer
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glDepthMask (0);
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if (!(blendEnabled = glIsEnabled (GL_BLEND))) {
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glEnable (GL_BLEND);
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}
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if ((alphaTestEnabled = glIsEnabled (GL_ALPHA_TEST))) {
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glDisable (GL_ALPHA_TEST);
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}
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glBegin (GL_TRIANGLES);
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VectorScale (vup, 1.5, up);
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VectorScale (vright, 1.5, right);
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frametime = cl.time - cl.oldtime;
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time3 = frametime * 15;
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time2 = frametime * 10; // 15;
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time1 = frametime * 5;
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grav = frametime * sv_gravity->value * 0.05;
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dvel = frametime * 4;
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for (;;) {
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kill = active_particles;
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if (kill && kill->die < cl.time) {
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active_particles = kill->next;
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kill->next = free_particles;
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free_particles = kill;
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continue;
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}
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break;
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}
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for (p = active_particles; p; p = p->next) {
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for (;;) {
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kill = p->next;
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if (kill && kill->die < cl.time) {
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p->next = kill->next;
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kill->next = free_particles;
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free_particles = kill;
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continue;
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}
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break;
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}
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// hack a scale up to keep particles from disapearing
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scale =
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(p->org[0] - r_origin[0]) * vpn[0] + (p->org[1] -
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r_origin[1]) * vpn[1] +
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(p->org[2] - r_origin[2]) * vpn[2];
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if (scale < 20)
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scale = 1;
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else
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scale = 1 + scale * 0.004;
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at = (byte *) & d_8to24table[(int) p->color];
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if (p->type == pt_fire)
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theAlpha = 255 * (6 - p->ramp) / 6;
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else
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theAlpha = 255;
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if (lighthalf)
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glColor4ub ((byte) ((int) at[0] >> 1), (byte) ((int) at[1] >> 1),
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(byte) ((int) at[2] >> 1), theAlpha);
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else
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glColor4ub (at[0], at[1], at[2], theAlpha);
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glTexCoord2f (0, 0);
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glVertex3fv (p->org);
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glTexCoord2f (1, 0);
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glVertex3f (p->org[0] + up[0] * scale, p->org[1] + up[1] * scale,
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p->org[2] + up[2] * scale);
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glTexCoord2f (0, 1);
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glVertex3f (p->org[0] + right[0] * scale, p->org[1] + right[1] * scale,
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p->org[2] + right[2] * scale);
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p->org[0] += p->vel[0] * frametime;
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p->org[1] += p->vel[1] * frametime;
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p->org[2] += p->vel[2] * frametime;
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switch (p->type) {
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case pt_static:
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break;
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case pt_fire:
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p->ramp += time1;
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if (p->ramp >= 6)
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p->die = -1;
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else
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p->color = ramp3[(int) p->ramp];
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p->vel[2] += grav;
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break;
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case pt_explode:
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p->ramp += time2;
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if (p->ramp >= 8)
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p->die = -1;
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else
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p->color = ramp1[(int) p->ramp];
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for (i = 0; i < 3; i++)
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p->vel[i] += p->vel[i] * dvel;
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p->vel[2] -= grav;
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break;
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case pt_explode2:
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p->ramp += time3;
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if (p->ramp >= 8)
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p->die = -1;
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else
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p->color = ramp2[(int) p->ramp];
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for (i = 0; i < 3; i++)
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p->vel[i] -= p->vel[i] * frametime;
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p->vel[2] -= grav;
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break;
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case pt_blob:
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for (i = 0; i < 3; i++)
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p->vel[i] += p->vel[i] * dvel;
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p->vel[2] -= grav;
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break;
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case pt_blob2:
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for (i = 0; i < 2; i++)
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p->vel[i] -= p->vel[i] * dvel;
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p->vel[2] -= grav;
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break;
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case pt_grav:
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#ifdef QUAKE2
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p->vel[2] -= grav * 20;
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break;
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#endif
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case pt_slowgrav:
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p->vel[2] -= grav;
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break;
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}
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}
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glEnd ();
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if (alphaTestEnabled) {
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glEnable (GL_ALPHA_TEST);
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}
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if (!blendEnabled) {
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glDisable (GL_BLEND);
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}
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glDepthMask (1);
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}
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/*
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R_AddFire
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Nifty ball of fire GL effect. Kinda a meshing of the dlight and
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particle engine code.
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*/
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float r_firecolor_flame[3] = { 0.9, 0.7, 0.3 };
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float r_firecolor_light[3] = { 0.9, 0.7, 0.3 };
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void
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R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
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{
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float len;
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fire_t *f;
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dlight_t *dl;
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vec3_t vec;
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int key;
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if (!gl_fires->int_val)
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return;
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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key = ent - cl_entities + 1;
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if (len) {
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f = R_AllocFire (key);
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VectorCopy (end, f->origin);
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VectorCopy (start, f->owner);
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f->size = 10;
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f->die = cl.time + 0.5;
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f->decay = 1;
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f->color = r_firecolor_flame;
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dl = CL_AllocDlight (key);
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VectorCopy (end, dl->origin);
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dl->radius = 200;
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dl->die = cl.time + 0.5;
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dl->color = r_firecolor_light;
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}
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}
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/*
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R_AllocFire
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Clears out and returns a new fireball
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*/
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fire_t *
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R_AllocFire (int key)
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{
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int i;
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fire_t *f;
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if (key) // first try to find/reuse a keyed
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// spot
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{
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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->key == key) {
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memset (f, 0, sizeof (*f));
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f->key = key;
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f->color = f->_color;
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return f;
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}
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}
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f = r_fires; // no match, look for a free spot
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for (i = 0; i < MAX_FIRES; i++, f++) {
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if (f->die < cl.time) {
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memset (f, 0, sizeof (*f));
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f->key = key;
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f->color = f->_color;
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return f;
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}
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}
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f = &r_fires[0];
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memset (f, 0, sizeof (*f));
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f->key = key;
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f->color = f->_color;
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return f;
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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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int i, j;
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vec3_t vec, vec2;
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float radius;
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float *b_sin, *b_cos;
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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 (1, 0.5, 0, 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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glBegin (GL_TRIANGLE_FAN);
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if (lighthalf)
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glColor3f (f->color[0] * 0.5, f->color[1] * 0.5, f->color[2] * 0.5);
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else
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glColor3fv (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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glVertex3fv (vec);
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glColor3f (0.0, 0.0, 0.0);
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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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glVertex3fv (vec);
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glVertex3fv (vec2);
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b_sin += 2;
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b_cos += 2;
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}
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glEnd ();
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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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glDepthMask (0);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glEnable (GL_BLEND);
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glBlendFunc (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 < cl.time || !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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glColor3f (1.0, 1.0, 1.0);
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glDisable (GL_BLEND);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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}
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void
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R_FireColor_f (void)
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{
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int i;
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if (Cmd_Argc () == 1) {
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Con_Printf ("r_firecolor %f %f %f\n",
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r_firecolor_flame[0],
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r_firecolor_flame[1], r_firecolor_flame[2]);
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return;
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}
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if (Cmd_Argc () == 5 || Cmd_Argc () == 6) {
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Con_Printf
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("Warning: obsolete 4th and 5th parameters to r_firecolor ignored\n");
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} else if (Cmd_Argc () != 4) {
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Con_Printf ("Usage r_firecolor R G B\n");
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return;
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}
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for (i = 0; i < 4; i++) {
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r_firecolor_flame[i] = atof (Cmd_Argv (i + 1));
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r_firecolor_light[i] = r_firecolor_flame[i];
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}
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}
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