quakequest/Projects/Android/jni/darkplaces/r_explosion.c

286 lines
8.6 KiB
C
Raw Normal View History

2019-05-30 05:57:57 +00:00
/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#include "cl_collision.h"
#ifdef MAX_EXPLOSIONS
#define EXPLOSIONGRID 8
#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
static int numexplosions = 0;
static float explosiontexcoord2f[EXPLOSIONVERTS][2];
static unsigned short explosiontris[EXPLOSIONTRIS][3];
static int explosionnoiseindex[EXPLOSIONVERTS];
static vec3_t explosionpoint[EXPLOSIONVERTS];
typedef struct explosion_s
{
float starttime;
float endtime;
float time;
float alpha;
float fade;
vec3_t origin;
vec3_t vert[EXPLOSIONVERTS];
vec3_t vertvel[EXPLOSIONVERTS];
qboolean clipping;
}
explosion_t;
static explosion_t explosion[MAX_EXPLOSIONS];
static rtexture_t *explosiontexture;
//static rtexture_t *explosiontexturefog;
static rtexturepool_t *explosiontexturepool;
#endif
cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
#ifdef MAX_EXPLOSIONS
static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
//extern qboolean r_loadfog;
static void r_explosion_start(void)
{
int x, y;
static unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
explosiontexturepool = R_AllocTexturePool();
explosiontexture = NULL;
//explosiontexturefog = NULL;
fractalnoise(&noise1[0][0], 128, 32);
fractalnoise(&noise2[0][0], 128, 4);
fractalnoise(&noise3[0][0], 128, 4);
for (y = 0;y < 128;y++)
{
for (x = 0;x < 128;x++)
{
int j, r, g, b, a;
j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
r = (j * 512) / 256;
g = (j * 256) / 256;
b = (j * 128) / 256;
a = noise3[y][x] * 3 - 128;
data[y][x][2] = bound(0, r, 255);
data[y][x][1] = bound(0, g, 255);
data[y][x][0] = bound(0, b, 255);
data[y][x][3] = bound(0, a, 255);
}
}
explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
// if (r_loadfog)
// {
// for (y = 0;y < 128;y++)
// for (x = 0;x < 128;x++)
// data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
// explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexture_fog", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
// }
// note that explosions survive the restart
}
static void r_explosion_shutdown(void)
{
R_FreeTexturePool(&explosiontexturepool);
}
static void r_explosion_newmap(void)
{
numexplosions = 0;
memset(explosion, 0, sizeof(explosion));
}
static int R_ExplosionVert(int column, int row)
{
int i;
float yaw, pitch;
// top and bottom rows are all one position...
if (row == 0 || row == EXPLOSIONGRID)
column = 0;
i = row * (EXPLOSIONGRID + 1) + column;
yaw = ((double) column / EXPLOSIONGRID) * M_PI * 2;
pitch = (((double) row / EXPLOSIONGRID) - 0.5) * M_PI;
explosionpoint[i][0] = cos(yaw) * cos(pitch);
explosionpoint[i][1] = sin(yaw) * cos(pitch);
explosionpoint[i][2] = 1 * -sin(pitch);
explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
return i;
}
#endif
void R_Explosion_Init(void)
{
#ifdef MAX_EXPLOSIONS
int i, x, y;
i = 0;
for (y = 0;y < EXPLOSIONGRID;y++)
{
for (x = 0;x < EXPLOSIONGRID;x++)
{
explosiontris[i][0] = R_ExplosionVert(x , y );
explosiontris[i][1] = R_ExplosionVert(x + 1, y );
explosiontris[i][2] = R_ExplosionVert(x , y + 1);
i++;
explosiontris[i][0] = R_ExplosionVert(x + 1, y );
explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
explosiontris[i][2] = R_ExplosionVert(x , y + 1);
i++;
}
}
#endif
Cvar_RegisterVariable(&r_explosionclip);
#ifdef MAX_EXPLOSIONS
Cvar_RegisterVariable(&r_drawexplosions);
R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap, NULL, NULL);
#endif
}
void R_NewExplosion(const vec3_t org)
{
#ifdef MAX_EXPLOSIONS
int i, j;
float dist, n;
explosion_t *e;
trace_t trace;
unsigned char noise[EXPLOSIONGRID*EXPLOSIONGRID];
fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
{
if (!e->alpha)
{
numexplosions = max(numexplosions, i + 1);
e->starttime = cl.time;
e->endtime = cl.time + cl_explosions_lifetime.value;
e->time = e->starttime;
e->alpha = cl_explosions_alpha_start.value;
e->fade = (cl_explosions_alpha_start.value - cl_explosions_alpha_end.value) / cl_explosions_lifetime.value;
e->clipping = r_explosionclip.integer != 0;
VectorCopy(org, e->origin);
for (j = 0;j < EXPLOSIONVERTS;j++)
{
// calculate start origin and velocity
n = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
dist = n * cl_explosions_size_start.value;
VectorMA(e->origin, dist, explosionpoint[j], e->vert[j]);
dist = n * (cl_explosions_size_end.value - cl_explosions_size_start.value) / cl_explosions_lifetime.value;
VectorScale(explosionpoint[j], dist, e->vertvel[j]);
// clip start origin
if (e->clipping)
{
trace = CL_TraceLine(e->origin, e->vert[j], MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, false);
VectorCopy(trace.endpos, e->vert[i]);
}
}
break;
}
}
#endif
}
#ifdef MAX_EXPLOSIONS
static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
{
int surfacelistindex = 0;
const int numtriangles = EXPLOSIONTRIS, numverts = EXPLOSIONVERTS;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(r_refdef.view.cullface_back);
R_EntityMatrix(&identitymatrix);
// R_Mesh_ResetTextureState();
R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1, false, false, false);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const explosion_t *e = explosion + surfacelist[surfacelistindex];
// FIXME: this can't properly handle r_refdef.view.colorscale > 1
GL_Color(e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, 1);
R_Mesh_PrepareVertices_Generic_Arrays(numverts, e->vert[0], NULL, explosiontexcoord2f[0]);
R_Mesh_Draw(0, numverts, 0, numtriangles, NULL, NULL, 0, explosiontris[0], NULL, 0);
}
}
static void R_MoveExplosion(explosion_t *e)
{
int i;
float dot, end[3], frametime;
trace_t trace;
frametime = cl.time - e->time;
e->time = cl.time;
e->alpha = e->alpha - (e->fade * frametime);
if (e->alpha < 0 || cl.time > e->endtime)
{
e->alpha = 0;
return;
}
for (i = 0;i < EXPLOSIONVERTS;i++)
{
if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
{
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (e->clipping)
{
trace = CL_TraceLine(e->vert[i], end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, false);
if (trace.fraction < 1)
{
// clip velocity against the wall
dot = -DotProduct(e->vertvel[i], trace.plane.normal);
VectorMA(e->vertvel[i], dot, trace.plane.normal, e->vertvel[i]);
}
VectorCopy(trace.endpos, e->vert[i]);
}
else
VectorCopy(end, e->vert[i]);
}
}
}
#endif
void R_DrawExplosions(void)
{
#ifdef MAX_EXPLOSIONS
int i;
if (!r_drawexplosions.integer)
return;
for (i = 0;i < numexplosions;i++)
{
if (explosion[i].alpha)
{
R_MoveExplosion(&explosion[i]);
if (explosion[i].alpha)
R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
}
}
while (numexplosions > 0 && explosion[i-1].alpha <= 0)
numexplosions--;
#endif
}