// 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); }; };