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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 (struct particle *p, **pp = &parlist; (p = *pp) != NULL;) {
struct 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);
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glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
struct parttype {
OFColor *color;
int gr, tex;
float sz;
} parttypes[] = {
/*
* Note: Some comments don't match the color. This was already
* the case in the original.
*/
// yellow: sparks
{ [OFColor colorWithRed: 0.7f
green: 0.6f
blue: 0.3f
alpha: 1.0f], 2, 3, 0.06f },
// grey: small smoke
{ OFColor.gray, 20, 7, 0.15f },
// blue: edit mode entities
{ [OFColor colorWithRed: 0.2f
green: 0.2f
blue: 1.0f
alpha: 1.0f], 20, 3, 0.08f },
// red: blood spats
{ [OFColor colorWithRed: 1.0f
green: 0.1f
blue: 0.1f
alpha: 1.0f], 1, 7, 0.06f },
// yellow: fireball1
{ [OFColor colorWithRed: 1.0f
green: 0.8f
blue: 0.8f
alpha: 1.0f], 20, 6, 1.2f },
// grey: big smoke
{ [OFColor colorWithRed: 0.5f
green: 0.5f
blue: 0.5f
alpha: 1.0f], 20, 7, 0.6f },
// blue: fireball2
{ OFColor.white, 20, 8, 1.2f },
// green: fireball3
{ OFColor.white, 20, 9, 1.2f },
// red: demotrack
{ [OFColor colorWithRed: 1.0f
green: 0.1f
blue: 0.1f
alpha: 1.0f], 0, 7, 0.2f }
};
int numrender = 0;
for (struct particle *p, **pp = &parlist; (p = *pp) != NULL;) {
struct parttype *pt = &parttypes[p->type];
glBindTexture(GL_TEXTURE_2D, pt->tex);
glBegin(GL_QUADS);
[pt->color cube_setAsGLColor];
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);
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