mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
210 lines
4 KiB
C
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);
|
|
}
|