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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1005 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2007-05-18 09:02:00 +00:00
parent b8df666851
commit 857394ff7b
5 changed files with 240 additions and 122 deletions
+194 -21
View File
@@ -2,6 +2,168 @@
#include "cube.h"
static GLushort *hemiindices = NULL;
static vec *hemiverts = NULL;
static int heminumverts = 0, heminumindices = 0;
static void subdivide(int &nIndices, int &nVerts, int depth, int face);
static void genface(int &nIndices, int &nVerts, int depth, int i1, int i2, int i3)
{
int face = nIndices; nIndices += 3;
hemiindices[face] = i1;
hemiindices[face+1] = i2;
hemiindices[face+2] = i3;
subdivide(nIndices, nVerts, depth, face);
}
static void subdivide(int &nIndices, int &nVerts, int depth, int face)
{
if(depth-- <= 0) return;
int idx[6];
loopi(3) idx[i] = hemiindices[face+i];
loopi(3)
{
int vert = nVerts++;
hemiverts[vert] = vec(hemiverts[idx[i]]).add(hemiverts[idx[(i+1)%3]]).normalize(); //push on to unit sphere
idx[3+i] = vert;
hemiindices[face+i] = vert;
}
subdivide(nIndices, nVerts, depth, face);
loopi(3) genface(nIndices, nVerts, depth, idx[i], idx[3+i], idx[3+(i+2)%3]);
}
//subdiv version wobble much more nicely than a lat/longitude version
static void inithemisphere(int hres, int depth)
{
const int tris = hres << (2*depth);
heminumverts = heminumindices = 0;
DELETEA(hemiverts);
DELETEA(hemiindices);
hemiverts = new vec[tris+1];
hemiindices = new GLushort[tris*3];
hemiverts[heminumverts++] = vec(0.0f, 0.0f, 1.0f); //build initial 'hres' sided pyramid
loopi(hres)
{
float a = PI2*float(i)/hres;
hemiverts[heminumverts++] = vec(cosf(a), sinf(a), 0.0f);
}
loopi(hres) genface(heminumindices, heminumverts, depth, 0, i+1, 1+(i+1)%hres);
}
GLuint createexpmodtex(int size, float minval)
{
uchar *data = new uchar[size*size], *dst = data;
loop(y, size) loop(x, size)
{
float dx = 2*float(x)/(size-1) - 1, dy = 2*float(y)/(size-1) - 1;
float z = 1 - dx*dx - dy*dy;
if(minval) z = sqrtf(max(z, 0));
else loopk(2) z *= z;
*dst++ = uchar(max(z, minval)*255);
}
GLuint tex = 0;
glGenTextures(1, &tex);
createtexture(tex, size, size, data, 3, true, GL_ALPHA);
delete[] data;
return tex;
}
static struct expvert
{
vec pos;
float u, v;
} *expverts = NULL;
static GLuint expmodtex[2] = {0, 0};
static GLuint lastexpmodtex = 0;
void setupexplosion()
{
const int hres = 5;
const int depth = 2;
if(!hemiindices) inithemisphere(hres, depth);
static int lastexpmillis = 0;
if(lastexpmillis != lastmillis || !expverts)
{
vec center = vec(13.0f, 2.3f, 7.1f); //only update once per frame! - so use the same center for all...
lastexpmillis = lastmillis;
if(!expverts) expverts = new expvert[heminumverts];
loopi(heminumverts)
{
expvert &e = expverts[i];
vec &v = hemiverts[i];
//texgen - scrolling billboard
e.u = v.x*0.5f + 0.001f*lastmillis;
e.v = v.y*0.5f + 0.001f*lastmillis;
//wobble - similar to shader code
float wobble = v.dot(center) + 0.002f*lastmillis;
wobble -= floor(wobble);
wobble = 1.0f + fabs(wobble - 0.5f)*0.5f;
e.pos = vec(v).mul(wobble);
}
}
if(maxtmus>=2)
{
setuptmu(0, "C * T", "= Ca");
glActiveTexture_(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
GLfloat s[4] = { 0.5f, 0, 0, 0.5f }, t[4] = { 0, 0.5f, 0, 0.5f };
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, s);
glTexGenfv(GL_T, GL_OBJECT_PLANE, t);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
setuptmu(1, "P * Ta x 4", "Pa * Ta x 4");
glActiveTexture_(GL_TEXTURE0_ARB);
if(!expmodtex[0]) expmodtex[0] = createexpmodtex(64, 0);
if(!expmodtex[1]) expmodtex[1] = createexpmodtex(64, 0.25f);
lastexpmodtex = 0;
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(expvert), &expverts->pos);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(expvert), &expverts->u);
}
void drawexplosion(bool inside)
{
if(maxtmus>=2 && lastexpmodtex != expmodtex[inside ? 1 : 0])
{
glActiveTexture_(GL_TEXTURE1_ARB);
lastexpmodtex = expmodtex[inside ? 1 :0];
glBindTexture(GL_TEXTURE_2D, lastexpmodtex);
glActiveTexture_(GL_TEXTURE0_ARB);
}
glDrawElements(GL_TRIANGLES, heminumindices, GL_UNSIGNED_SHORT, hemiindices);
}
void cleanupexplosion()
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if(maxtmus>=2)
{
resettmu(0);
glActiveTexture_(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
resettmu(1);
glActiveTexture_(GL_TEXTURE0_ARB);
}
}
#define MAXPARTYPES 8
struct particle { vec o, d; int fade, type; int millis; particle *next; };
@@ -17,16 +179,6 @@ void particleinit()
parttex[1] = textureload("packages/misc/smoke.png");
parttex[2] = textureload("packages/misc/explosion.jpg");
parttex[3] = textureload("packages/misc/hole.png");
GLUquadricObj *qsphere = gluNewQuadric();
if(!qsphere) fatal("glu sphere");
gluQuadricDrawStyle(qsphere, GLU_FILL);
gluQuadricOrientation(qsphere, GLU_OUTSIDE);
gluQuadricTexture(qsphere, GL_TRUE);
glNewList(1, GL_COMPILE);
gluSphere(qsphere, 1, 12, 6);
glEndList();
gluDeleteQuadric(qsphere);
}
void particlereset()
@@ -109,6 +261,7 @@ void render_particles(int time)
}
parttype &pt = parttypes[i];
if(pt.type!=PT_FIREBALL) continue;
float sz = pt.sz*particlesize/100.0f;
if(pt.tex>=0) glBindTexture(GL_TEXTURE_2D, parttex[pt.tex]->id);
@@ -122,6 +275,7 @@ void render_particles(int time)
break;
case PT_FIREBALL:
setupexplosion();
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
@@ -150,19 +304,27 @@ void render_particles(int time)
break;
case PT_FIREBALL:
{
sz = 1.0f + (pt.sz-1.0f)*min(p->fade, lastmillis-p->millis)/p->fade;
glColor4f(pt.r, pt.g, pt.b, 1.0f-sz/pt.sz);
glPushMatrix();
glTranslatef(p->o.x, p->o.y, p->o.z);
glRotatef(lastmillis/5.0f, 1, 1, 1);
glScalef(sz, sz, sz);
glCallList(1);
glScalef(0.8f, 0.8f, 0.8f);
glCallList(1);
bool inside = p->o.dist(camera1->o) <= sz*1.25f; //1.25 is max wobble scale
vec oc(p->o);
oc.sub(camera1->o);
glRotatef(inside ? camera1->yaw - 180 : atan2(oc.y, oc.x)/RAD - 90, 0, 0, 1);
glRotatef((inside ? camera1->pitch : asin(oc.z/oc.magnitude())/RAD) - 90, 1, 0, 0);
glColor4f(pt.r, pt.g, pt.b, 1.0f-sz/pt.sz);
glRotatef(lastmillis/7.0f, 0, 0, 1);
glScalef(-sz, sz, inside ? sz : -sz);
if(inside) glDisable(GL_DEPTH_TEST);
drawexplosion(inside);
if(inside) glEnable(GL_DEPTH_TEST);
glPopMatrix();
xtraverts += 12*6*2;
xtraverts += heminumverts;
break;
}
case PT_SHOTLINE:
glVertex3f(p->o.x, p->o.y, p->o.z);
glVertex3f(p->d.x, p->d.y, p->d.z);
@@ -183,7 +345,7 @@ void render_particles(int time)
break;
}
}
if(!time) pp = &p->next;
else if(lastmillis-p->millis>p->fade)
{
@@ -198,8 +360,19 @@ void render_particles(int time)
pp = &p->next;
}
}
if(pt.type==PT_PART || pt.type==PT_SHOTLINE || pt.type==PT_DECAL) glEnd();
switch(pt.type)
{
case PT_PART:
case PT_SHOTLINE:
case PT_DECAL:
glEnd();
break;
case PT_FIREBALL:
cleanupexplosion();
break;
}
if(pt.tex<0) glEnable(GL_TEXTURE_2D);
}