git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@40 e016b1c5-ed68-44aa-a2f7-31cac88cffde
144 lines
4.1 KiB
C++
144 lines
4.1 KiB
C++
// renderparticles.cpp
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#include "cube.h"
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const int MAXPARTICLES = 10500;
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const int NUMPARTCUTOFF = 20;
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struct particle { vec o, d; int fade, type; int millis; particle *next; };
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particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
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bool parinit = false;
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VAR(maxparticles, 100, 2000, MAXPARTICLES-500);
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void newparticle(vec &o, vec &d, int fade, int type)
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{
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if(!parinit)
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{
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loopi(MAXPARTICLES)
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{
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particles[i].next = parempty;
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parempty = &particles[i];
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};
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parinit = true;
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};
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if(parempty)
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{
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particle *p = parempty;
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parempty = p->next;
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p->o = o;
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p->d = d;
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p->fade = fade;
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p->type = type;
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p->millis = lastmillis;
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p->next = parlist;
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parlist = p;
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};
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};
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VAR(demotracking, 0, 0, 1);
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VAR(particlesize, 20, 100, 500);
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vec right, up;
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void setorient(vec &r, vec &u) { right = r; up = u; };
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void render_particles(int time)
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{
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if(demoplayback && demotracking)
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{
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vec nom = { 0, 0, 0 };
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newparticle(player1->o, nom, 100000000, 8);
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};
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
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glDisable(GL_FOG);
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struct parttype { float r, g, b; int gr, tex; float sz; } parttypes[] =
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{
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{ 0.7f, 0.6f, 0.3f, 2, 3, 0.06f }, // yellow: sparks
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{ 0.5f, 0.5f, 0.5f, 20, 7, 0.15f }, // grey: small smoke
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{ 0.2f, 0.2f, 1.0f, 20, 3, 0.08f }, // blue: edit mode entities
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{ 1.0f, 0.1f, 0.1f, 1, 7, 0.06f }, // red: blood spats
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{ 1.0f, 0.8f, 0.8f, 20, 6, 1.2f }, // yellow: fireball1
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{ 0.5f, 0.5f, 0.5f, 20, 7, 0.6f }, // grey: big smoke
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{ 1.0f, 1.0f, 1.0f, 20, 8, 1.2f }, // blue: fireball2
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{ 1.0f, 1.0f, 1.0f, 20, 9, 1.2f }, // green: fireball3
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{ 1.0f, 0.1f, 0.1f, 0, 7, 0.2f }, // red: demotrack
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};
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int numrender = 0;
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for(particle *p, **pp = &parlist; p = *pp;)
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{
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parttype *pt = &parttypes[p->type];
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glBindTexture(GL_TEXTURE_2D, pt->tex);
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glBegin(GL_QUADS);
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glColor3d(pt->r, pt->g, pt->b);
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float sz = pt->sz*particlesize/100.0f;
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// perf varray?
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glTexCoord2f(0.0, 1.0); glVertex3d(p->o.x+(-right.x+up.x)*sz, p->o.z+(-right.y+up.y)*sz, p->o.y+(-right.z+up.z)*sz);
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glTexCoord2f(1.0, 1.0); glVertex3d(p->o.x+( right.x+up.x)*sz, p->o.z+( right.y+up.y)*sz, p->o.y+( right.z+up.z)*sz);
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glTexCoord2f(1.0, 0.0); glVertex3d(p->o.x+( right.x-up.x)*sz, p->o.z+( right.y-up.y)*sz, p->o.y+( right.z-up.z)*sz);
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glTexCoord2f(0.0, 0.0); glVertex3d(p->o.x+(-right.x-up.x)*sz, p->o.z+(-right.y-up.y)*sz, p->o.y+(-right.z-up.z)*sz);
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glEnd();
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xtraverts += 4;
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if(numrender++>maxparticles || (p->fade -= time)<0)
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{
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*pp = p->next;
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p->next = parempty;
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parempty = p;
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}
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else
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{
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if(pt->gr) p->o.z -= ((lastmillis-p->millis)/3.0f)*curtime/(pt->gr*10000);
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vec a = p->d;
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vmul(a,time);
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vdiv(a,20000.0f);
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vadd(p->o, a);
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pp = &p->next;
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};
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};
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glEnable(GL_FOG);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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};
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void particle_splash(int type, int num, int fade, vec &p)
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{
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loopi(num)
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{
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const int radius = type==5 ? 50 : 150;
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int x, y, z;
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do
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{
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x = rnd(radius*2)-radius;
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y = rnd(radius*2)-radius;
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z = rnd(radius*2)-radius;
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}
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while(x*x+y*y+z*z>radius*radius);
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vec d = { (float)x, (float)y, (float)z };
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newparticle(p, d, rnd(fade*3), type);
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};
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};
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void particle_trail(int type, int fade, vec &s, vec &e)
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{
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vdist(d, v, s, e);
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vdiv(v, d*2+0.1f);
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vec p = s;
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loopi((int)d*2)
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{
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vadd(p, v);
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vec d = { float(rnd(11)-5), float(rnd(11)-5), float(rnd(11)-5) };
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newparticle(p, d, rnd(fade)+fade, type);
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};
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};
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