FossilOrigin-Name: 6f5dd506262655e5d3a6732794f955c8476b19a80fa03d5ebb6744ed8b18c963
164 lines
3.7 KiB
Text
164 lines
3.7 KiB
Text
// 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 {
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OFVector3D o, d;
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int fade, type;
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int millis;
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particle *next;
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};
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particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
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bool parinit = false;
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VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);
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void
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newparticle(OFVector3D &o, OFVector3D &d, int fade, int type)
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{
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if (!parinit) {
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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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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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VARP(particlesize, 20, 100, 500);
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OFVector3D right, up;
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void
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setorient(OFVector3D &r, OFVector3D &u)
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{
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right = r;
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up = u;
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}
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void
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render_particles(int time)
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{
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if (demoplayback && demotracking) {
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OFVector3D nom = OFMakeVector3D(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 {
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float r, g, b;
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int gr, tex;
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float sz;
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} parttypes[] = {
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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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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);
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glVertex3d(p->o.x + (-right.x + up.x) * sz,
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p->o.z + (-right.y + up.y) * sz,
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p->o.y + (-right.z + up.z) * sz);
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glTexCoord2f(1.0, 1.0);
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glVertex3d(p->o.x + (right.x + up.x) * sz,
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p->o.z + (right.y + up.y) * sz,
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p->o.y + (right.z + up.z) * sz);
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glTexCoord2f(1.0, 0.0);
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glVertex3d(p->o.x + (right.x - up.x) * sz,
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p->o.z + (right.y - up.y) * sz,
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p->o.y + (right.z - up.z) * sz);
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glTexCoord2f(0.0, 0.0);
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glVertex3d(p->o.x + (-right.x - up.x) * sz,
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p->o.z + (-right.y - up.y) * sz,
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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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*pp = p->next;
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p->next = parempty;
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parempty = p;
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} else {
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if (pt->gr)
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p->o.z -= ((lastmillis - p->millis) / 3.0f) *
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curtime / (pt->gr * 10000);
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OFVector3D 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
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particle_splash(int type, int num, int fade, OFVector3D &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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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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} while (x * x + y * y + z * z > radius * radius);
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OFVector3D d = OFMakeVector3D(x, y, 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
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particle_trail(int type, int fade, OFVector3D &s, OFVector3D &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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OFVector3D 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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OFVector3D d =
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OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, 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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