Cube  Diff

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// 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; };





particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;

VARP(maxparticles, 100, 2000, MAXPARTICLES-500);


void newparticle(vec &o, vec &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); 

vec right, up;


void setorient(vec &r, vec &u) { right = r; up = u; };






void render_particles(int time)
{
	if(demoplayback && demotracking)
	{
		vec nom = { 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);

            vec 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, 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)
{
    vdist(d, v, s, e);
    vdiv(v, d*2+0.1f);
    vec p = s;
    loopi((int)d*2)
    {
        vadd(p, v);
        vec d = { float(rnd(11)-5), float(rnd(11)-5), float(rnd(11)-5) };

        newparticle(p, d, rnd(fade)+fade, type);
    };
};







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// 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;
};
particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;

VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);

void
newparticle(vec &o, vec &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);

vec right, up;

void
setorient(vec &r, vec &u)
{
	right = r;
	up = u;
};

void
render_particles(int time)
{
	if (demoplayback && demotracking) {

		vec nom = {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);
			vec 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, 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)
{
	vdist(d, v, s, e);
	vdiv(v, d * 2 + 0.1f);
	vec p = s;
	loopi((int)d * 2)
	{
		vadd(p, v);
		vec d = {
		    float(rnd(11) - 5), float(rnd(11) - 5), float(rnd(11) - 5)};
		newparticle(p, d, rnd(fade) + fade, type);
	};
};