Files
assaultcube-/source/src/renderparticles.cpp
T
Lee Salzman a42cc8bda6 *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@948 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2007-04-09 12:14:11 +00:00

289 lines
8.6 KiB
C++

// renderparticles.cpp
#include "cube.h"
#define MAXPARTYPES 8
struct particle { vec o, d; int fade, type; int millis; particle *next; };
particle *parlist[MAXPARTYPES], *parempty = NULL;
static Texture *parttex[4];
void particleinit()
{
loopi(MAXPARTYPES) parlist[i] = NULL;
parttex[0] = textureload("packages/misc/base.png");
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()
{
loopi(MAXPARTYPES)
{
while(parlist[i])
{
particle *p = parlist[i];
parlist[i] = p->next;
p->next = parempty;
parempty = p;
}
}
}
void newparticle(const vec &o, const vec &d, int fade, int type)
{
if(!parempty)
{
particle *ps = new particle[256];
loopi(256)
{
ps[i].next = parempty;
parempty = &ps[i];
}
}
particle *p = parempty;
parempty = p->next;
p->o = o;
p->d = d;
p->fade = fade;
p->type = type;
p->millis = lastmillis;
p->next = parlist[type];
parlist[type] = p;
}
enum
{
PT_PART = 0,
PT_FIREBALL,
PT_SHOTLINE,
PT_DECAL
};
static struct parttype { int type; float r, g, b; int gr, tex; float sz; } parttypes[] =
{
{ 0, 0.4f, 0.4f, 0.4f, 2, 0, 0.06f }, // yellow: sparks
{ 0, 1.0f, 1.0f, 1.0f, 20, 1, 0.15f }, // grey: small smoke
{ 0, 0.2f, 0.2f, 1.0f, 20, 0, 0.08f }, // blue: edit mode entities
{ 0, 1.0f, 0.1f, 0.1f, 1, 1, 0.06f }, // red: blood spats
{ 0, 1.0f, 0.1f, 0.1f, 0, 1, 0.2f }, // red: demotrack
{ PT_FIREBALL, 1.0f, 1.0f, 1.0f, 0, 2, 7.0f }, // explosion fireball
{ PT_SHOTLINE, 1.0f, 1.0f, 0.7f, 0, -1, 0.0f }, // yellow: shotline
{ PT_DECAL, 1.0f, 1.0f, 1.0f, 0, 3, 0.07f }, // hole decal
};
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);
}
bool rendered = false;
for(int i = MAXPARTYPES-1; i>=0; i--) if(parlist[i])
{
if(!rendered)
{
rendered = true;
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glDisable(GL_FOG);
}
parttype &pt = parttypes[i];
float sz = pt.sz*particlesize/100.0f;
if(pt.tex>=0) glBindTexture(GL_TEXTURE_2D, parttex[pt.tex]->id);
else glDisable(GL_TEXTURE_2D);
switch(pt.type)
{
case PT_PART:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor3f(pt.r, pt.g, pt.b);
glBegin(GL_QUADS);
break;
case PT_FIREBALL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case PT_SHOTLINE:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(pt.r, pt.g, pt.b, 0.5f);
glBegin(GL_LINES);
break;
case PT_DECAL:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
break;
}
for(particle *p, **pp = &parlist[i]; (p = *pp);)
{
switch(pt.type)
{
case PT_PART:
glTexCoord2i(0, 1); glVertex3f(p->o.x+(-camright.x+camup.x)*sz, p->o.y+(-camright.y+camup.y)*sz, p->o.z+(-camright.z+camup.z)*sz);
glTexCoord2i(1, 1); glVertex3f(p->o.x+( camright.x+camup.x)*sz, p->o.y+( camright.y+camup.y)*sz, p->o.z+( camright.z+camup.z)*sz);
glTexCoord2i(1, 0); glVertex3f(p->o.x+( camright.x-camup.x)*sz, p->o.y+( camright.y-camup.y)*sz, p->o.z+( camright.z-camup.z)*sz);
glTexCoord2i(0, 0); glVertex3f(p->o.x+(-camright.x-camup.x)*sz, p->o.y+(-camright.y-camup.y)*sz, p->o.z+(-camright.z-camup.z)*sz);
xtraverts += 4;
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);
glPopMatrix();
xtraverts += 12*6*2;
break;
case PT_SHOTLINE:
glVertex3f(p->o.x, p->o.y, p->o.z);
glVertex3f(p->d.x, p->d.y, p->d.z);
xtraverts += 2;
break;
case PT_DECAL:
{
sqr *s = S((int)p->o.x, (int)p->o.y);
glColor4f(s->r/127.5f, s->g/127.5f, s->b/127.5, max(0, min((p->millis+p->fade - lastmillis)/1000.0f, 0.7f)));
vec dx(0, 0, 0), dy(0, 0, 0);
loopk(3) if(p->d[k]) { dx[(k+1)%3] = -1; dy[(k+2)%3] = p->d[k]; break; }
glTexCoord2i(0, 1); glVertex3f(p->o.x+(-dx.x+dy.x)*pt.sz, p->o.y+(-dx.y+dy.y)*pt.sz, p->o.z+(-dx.z+dy.z)*pt.sz);
glTexCoord2i(1, 1); glVertex3f(p->o.x+( dx.x+dy.x)*pt.sz, p->o.y+( dx.y+dy.y)*pt.sz, p->o.z+( dx.z+dy.z)*pt.sz);
glTexCoord2i(1, 0); glVertex3f(p->o.x+( dx.x-dy.x)*pt.sz, p->o.y+( dx.y-dy.y)*pt.sz, p->o.z+( dx.z-dy.z)*pt.sz);
glTexCoord2i(0, 0); glVertex3f(p->o.x+(-dx.x-dy.x)*pt.sz, p->o.y+(-dx.y-dy.y)*pt.sz, p->o.z+(-dx.z-dy.z)*pt.sz);
xtraverts += 4;
break;
}
}
if(!time) pp = &p->next;
else if(lastmillis-p->millis>p->fade)
{
*pp = p->next;
p->next = parempty;
parempty = p;
}
else
{
if(pt.gr) p->o.z -= ((lastmillis-p->millis)/3.0f)*time/(pt.gr*10000);
if(pt.type==PT_PART) p->o.add(vec(p->d).mul(time/20000.0f));
pp = &p->next;
}
}
if(pt.type==PT_PART || pt.type==PT_SHOTLINE || pt.type==PT_DECAL) glEnd();
if(pt.tex<0) glEnable(GL_TEXTURE_2D);
}
if(rendered)
{
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);
}
}
void particle_fireball(int type, vec &o)
{
newparticle(o, vec(0, 0, 0), (int)((parttypes[type].sz-1.0f)*100.0f), type);
}
VARP(holettl, 0, 10000, 30000);
bool addbullethole(vec &from, vec &to, float radius)
{
if(!holettl) return false;
vec surface, ray(to);
ray.sub(from);
ray.normalize();
float dist = raycube(from, ray, surface), mag = to.dist(from);
if(surface.iszero() || (radius>0 && (dist < mag-radius || dist > mag+radius))) return false;
vec o(from);
o.add(ray.mul(dist));
o.add(vec(surface).mul(0.005f));
newparticle(o, surface, holettl, 7);
return true;
}
void addshotline(dynent *pl, vec &from, vec &to)
{
if(pl == player1) return;
if(rnd(3)) return;
int start = 10;
if(camera1->o.dist(to) <= 10.0f) start = 8;
else start = 5;
vec unitv;
float dist = to.dist(from, unitv);
unitv.div(dist);
vec o = unitv;
o.mul(dist/10+start).add(from);
vec d = unitv;
d.mul(dist/10*-(10-start-2)).add(to);
newparticle(o, d, 75, 6);
}