// renderparticles.cpp
#include "cube.h"
const int MAXPARTICLES = 10500;
const int NUMPARTCUTOFF = 20;
struct particle {
OFVector3D o, d;
int fade, type;
int millis;
particle *next;
};
particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;
VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);
static void
newparticle(const OFVector3D &o, const OFVector3D &d, int fade, int type)
{
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;
parlist = p;
}
}
VAR(demotracking, 0, 0, 1);
VARP(particlesize, 20, 100, 500);
OFVector3D right, up;
void
setorient(OFVector3D &r, OFVector3D &u)
{
right = r;
up = u;
}
void
render_particles(int time)
{
if (demoplayback && demotracking) {
OFVector3D nom = OFMakeVector3D(0, 0, 0);
newparticle(player1->o, nom, 100000000, 8);
}
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
struct parttype {
float r, g, b;
int gr, tex;
float sz;
} parttypes[] = {
{ 0.7f, 0.6f, 0.3f, 2, 3, 0.06f }, // yellow: sparks
{ 0.5f, 0.5f, 0.5f, 20, 7, 0.15f }, // grey: small smoke
{ 0.2f, 0.2f, 1.0f, 20, 3,
0.08f }, // blue: edit mode entities
{ 1.0f, 0.1f, 0.1f, 1, 7, 0.06f }, // red: blood spats
{ 1.0f, 0.8f, 0.8f, 20, 6, 1.2f }, // yellow: fireball1
{ 0.5f, 0.5f, 0.5f, 20, 7, 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, 0.1f, 0.1f, 0, 7, 0.2f }, // red: demotrack
};
int numrender = 0;
for (particle *p, **pp = &parlist; p = *pp;) {
parttype *pt = &parttypes[p->type];
glBindTexture(GL_TEXTURE_2D, pt->tex);
glBegin(GL_QUADS);
glColor3d(pt->r, pt->g, pt->b);
float sz = pt->sz * particlesize / 100.0f;
// perf varray?
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);
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);
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);
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);
glEnd();
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);
OFVector3D a = p->d;
vmul(a, time);
vdiv(a, 20000.0f);
vadd(p->o, a);
pp = &p->next;
}
}
glEnable(GL_FOG);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
void
particle_splash(int type, int num, int fade, const OFVector3D &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);
newparticle(p, OFMakeVector3D(x, y, z), rnd(fade * 3), type);
}
}
void
particle_trail(int type, int fade, OFVector3D &s, OFVector3D &e)
{
vdist(d, v, s, e);
vdiv(v, d * 2 + 0.1f);
OFVector3D p = s;
loopi((int)d * 2)
{
vadd(p, v);
OFVector3D d =
OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
newparticle(p, d, rnd(fade) + fade, type);
}
}