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assaultcube-/source/src/renderparticles.cpp
T
driAn 57519265ff no message
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@681 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2006-11-15 19:15:47 +00:00

158 lines
4.6 KiB
C++

// renderparticles.cpp
#include "cube.h"
const int MAXPARTICLES = 10500;
const int NUMPARTCUTOFF = 20;
struct particle { vec o, d; int fade, type; int millis; particle *next; int tex; }; // EDIT: AH
particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;
VAR(maxparticles, 100, 2000, MAXPARTICLES-500);
void newparticle(vec &o, vec &d, int fade, int type, int tex = -1)
{
if(!parinit)
{
loopi(MAXPARTICLES)
{
particles[i].next = parempty;
parempty = &particles[i];
};
parinit = true;
};
if(parempty)
{
particle *p = parempty;
parempty = p->next;
p->o = o;
p->d = d;
p->fade = fade;
p->type = type;
p->millis = lastmillis;
p->next = parlist;
p->tex = tex;
parlist = p;
};
};
VAR(demotracking, 0, 0, 1);
VAR(particlesize, 20, 100, 500);
void render_particles(int time)
{
if(demoplayback && demotracking)
{
vec nom(0, 0, 0);
newparticle(player1->o, nom, 100000000, 4);
};
if(!parlist) return;
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
static Texture *parttex[2] = {NULL, NULL};
if(!parttex[0]) parttex[0] = textureload("packages/misc/base.png");
if(!parttex[1]) parttex[1] = textureload("packages/misc/smoke.png");
static struct parttype { float r, g, b; int gr, tex; float sz; } parttypes[] =
{
{ 0.2f, 0.2f, 0.2f, 2, 0, 0.06f }, // yellow: sparks
{ 0.5f, 0.5f, 0.5f, 20, 1, 0.15f }, // grey: small smoke
{ 0.2f, 0.2f, 1.0f, 20, 0, 0.08f }, // blue: edit mode entities
{ 1.0f, 0.1f, 0.1f, 1, 1, 0.06f }, // red: blood spats
{ 1.0f, 0.1f, 0.1f, 0, 1, 0.2f }, // red: demotrack
// { 1.0f, 0.8f, 0.8f, 20, 6, 1.2f }, // yellow: fireball1
// { 0.5f, 0.5f, 0.5f, 20, 1, 0.6f }, // grey: big smoke
// { 1.0f, 1.0f, 1.0f, 20, 8, 1.2f }, // blue: fireball2
// { 1.0f, 1.0f, 1.0f, 20, 9, 1.2f }, // green: fireball3
// { 1.0f, 1.0f, 1.0f, 2, 3, 0.06f }, //
};
int numrender = 0;
parttype *lastpt = NULL;
for(particle *p, **pp = &parlist; (p = *pp);)
{
// if(p->type==9 && p->tex!=-1) parttypes[9].tex = p->tex; // hack, AH
parttype &pt = parttypes[p->type];
if(&pt!=lastpt)
{
if(!lastpt || pt.tex!=lastpt->tex)
{
if(lastpt) glEnd();
glBindTexture(GL_TEXTURE_2D, parttex[pt.tex]->id);
glBegin(GL_QUADS);
};
if(!lastpt || pt.r!=lastpt->r || pt.g!=lastpt->g || pt.b!=lastpt->b)
glColor3f(pt.r, pt.g, pt.b);
lastpt = &pt;
};
float sz = pt.sz*particlesize/100.0f;
// perf varray?
glTexCoord2i(0, 1); glVertex3f(p->o.x+(-camright.x+camup.x)*sz, p->o.z+(-camright.y+camup.y)*sz, p->o.y+(-camright.z+camup.z)*sz);
glTexCoord2i(1, 1); glVertex3f(p->o.x+( camright.x+camup.x)*sz, p->o.z+( camright.y+camup.y)*sz, p->o.y+( camright.z+camup.z)*sz);
glTexCoord2i(1, 0); glVertex3f(p->o.x+( camright.x-camup.x)*sz, p->o.z+( camright.y-camup.y)*sz, p->o.y+( camright.z-camup.z)*sz);
glTexCoord2i(0, 0); glVertex3f(p->o.x+(-camright.x-camup.x)*sz, p->o.z+(-camright.y-camup.y)*sz, p->o.y+(-camright.z-camup.z)*sz);
xtraverts += 4;
if(numrender++>maxparticles || (p->fade -= time)<0)
{
*pp = p->next;
p->next = parempty;
parempty = p;
}
else
{
if(pt.gr) p->o.z -= ((lastmillis-p->millis)/3.0f)*curtime/(pt.gr*10000);
vec a = p->d;
a.mul(time/20000.0f);
p->o.add(a);
pp = &p->next;
};
};
if(lastpt) glEnd();
glEnable(GL_FOG);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
};
void particle_splash(int type, int num, int fade, vec &p)
{
loopi(num)
{
const int radius = type==5 ? 50 : 150;
int x, y, z;
do
{
x = rnd(radius*2)-radius;
y = rnd(radius*2)-radius;
z = rnd(radius*2)-radius;
}
while(x*x+y*y+z*z>radius*radius);
vec d((float)x, (float)y, (float)z);
newparticle(p, d, rnd(fade*3), type);
};
};
void particle_trail(int type, int fade, vec &s, vec &e)
{
vec v;
float d = e.dist(s, v);
v.div(d*2+0.1f);
vec p = s;
loopi((int)d*2)
{
p.add(v);
vec d((float)(rnd(11)-5), (float)(rnd(11)-5), (float)(rnd(11)-5));
newparticle(p, d, rnd(fade)+fade, type);
};
};