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https://github.com/scp-fs2open/fs2open.github.com.git
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546 lines
13 KiB
C++
546 lines
13 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "globalincs/systemvars.h"
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#include "graphics/2d.h"
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#include "render/3d.h"
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#include "bmpman/bmpman.h"
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#include "particle/particle.h"
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#include "object/object.h"
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#include "cmdline/cmdline.h"
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#include "graphics/grbatch.h"
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#include "debugconsole/console.h"
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#include "graphics/gropenglextension.h"
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#ifndef NDEBUG
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#include "io/timer.h"
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#endif
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int Num_particles = 0;
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static SCP_vector<particle*> Particles;
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int Anim_bitmap_id_fire = -1;
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int Anim_num_frames_fire = -1;
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int Anim_bitmap_id_smoke = -1;
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int Anim_num_frames_smoke = -1;
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int Anim_bitmap_id_smoke2 = -1;
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int Anim_num_frames_smoke2 = -1;
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static int Particles_enabled = 1;
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uint lastSignature = 0; // 0 is an invalid signature!
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int Particle_buffer_object = -1;
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int Geometry_shader_buffer_object = -1;
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// Reset everything between levels
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void particle_init()
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{
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int fps;
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Particles_enabled = (Detail.num_particles > 0);
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Num_particles = 0;
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Particles.clear();
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// FIRE!!!
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if ( Anim_bitmap_id_fire == -1 ) {
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Anim_bitmap_id_fire = bm_load_animation( "particleexp01", &Anim_num_frames_fire, &fps, NULL, 0 );
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}
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// Cough, cough
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if ( Anim_bitmap_id_smoke == -1 ) {
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Anim_bitmap_id_smoke = bm_load_animation( "particlesmoke01", &Anim_num_frames_smoke, &fps, NULL, 0 );
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}
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// wheeze
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if ( Anim_bitmap_id_smoke2 == -1 ) {
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Anim_bitmap_id_smoke2 = bm_load_animation( "particlesmoke02", &Anim_num_frames_smoke2, &fps, NULL, 0 );
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}
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// grab a vertex buffer object
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if ( Particle_buffer_object < 0 ) {
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Particle_buffer_object = gr_create_stream_buffer();
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}
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if ( Geometry_shader_buffer_object < 0 && !Cmdline_no_geo_sdr_effects && Is_Extension_Enabled(OGL_EXT_GEOMETRY_SHADER4) ) {
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Geometry_shader_buffer_object = gr_create_stream_buffer();
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}
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}
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// only call from game_shutdown()!!!
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void particle_close()
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{
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for (SCP_vector<particle*>::iterator p = Particles.begin(); p != Particles.end(); ++p)
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{
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(*p)->signature = 0;
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delete *p;
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}
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Particles.clear();
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}
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void particle_page_in()
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{
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bm_page_in_texture( Anim_bitmap_id_fire );
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bm_page_in_texture( Anim_bitmap_id_smoke );
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bm_page_in_texture( Anim_bitmap_id_smoke2 );
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}
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DCF_BOOL2(particles, Particles_enabled, "Turns particles on/off", "Usage: particles [bool]\nTurns particle system on/off. If nothing passed, then toggles it.\n");
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int Num_particles_hwm = 0;
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// Creates a single particle. See the PARTICLE_?? defines for types.
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particle *particle_create( particle_info *pinfo )
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{
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if ( !Particles_enabled )
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{
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return NULL;
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}
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particle* new_particle = new particle();
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int fps = 1;
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new_particle->pos = pinfo->pos;
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new_particle->velocity = pinfo->vel;
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new_particle->age = 0.0f;
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new_particle->max_life = pinfo->lifetime;
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new_particle->radius = pinfo->rad;
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new_particle->type = pinfo->type;
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new_particle->optional_data = pinfo->optional_data;
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new_particle->tracer_length = pinfo->tracer_length;
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new_particle->attached_objnum = pinfo->attached_objnum;
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new_particle->attached_sig = pinfo->attached_sig;
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new_particle->reverse = pinfo->reverse;
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new_particle->particle_index = (int)Particles.size();
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switch (pinfo->type) {
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case PARTICLE_BITMAP:
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case PARTICLE_BITMAP_PERSISTENT: {
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if (pinfo->optional_data < 0) {
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Int3();
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delete new_particle;
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return NULL;
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}
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bm_get_info( pinfo->optional_data, NULL, NULL, NULL, &new_particle->nframes, &fps );
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if ( new_particle->nframes > 1 ) {
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// Recalculate max life for ani's
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new_particle->max_life = i2fl(new_particle->nframes) / i2fl(fps);
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}
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break;
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}
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case PARTICLE_FIRE: {
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if (Anim_bitmap_id_fire < 0) {
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delete new_particle;
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return NULL;
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}
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new_particle->optional_data = Anim_bitmap_id_fire;
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new_particle->nframes = Anim_num_frames_fire;
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break;
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}
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case PARTICLE_SMOKE: {
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if (Anim_bitmap_id_smoke < 0) {
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delete new_particle;
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return NULL;
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}
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new_particle->optional_data = Anim_bitmap_id_smoke;
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new_particle->nframes = Anim_num_frames_smoke;
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break;
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}
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case PARTICLE_SMOKE2: {
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if (Anim_bitmap_id_smoke2 < 0) {
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delete new_particle;
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return NULL;
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}
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new_particle->optional_data = Anim_bitmap_id_smoke2;
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new_particle->nframes = Anim_num_frames_smoke2;
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break;
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}
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default:
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new_particle->nframes = 1;
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break;
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}
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new_particle->signature = ++lastSignature;
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Particles.push_back( new_particle );
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#ifndef NDEBUG
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if (Particles.size() > (uint)Num_particles_hwm) {
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Num_particles_hwm = (int)Particles.size();
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nprintf(("Particles", "Num_particles high water mark = %i\n", Num_particles_hwm));
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}
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#endif
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return Particles.back();
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}
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particle *particle_create( vec3d *pos, vec3d *vel, float lifetime, float rad, int type, int optional_data, float tracer_length, object *objp, bool reverse )
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{
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particle_info pinfo;
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if ( (type < 0) || (type >= NUM_PARTICLE_TYPES) ) {
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Int3();
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return NULL;
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}
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// setup old data
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pinfo.pos = *pos;
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pinfo.vel = *vel;
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pinfo.lifetime = lifetime;
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pinfo.rad = rad;
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pinfo.type = type;
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pinfo.optional_data = optional_data;
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// setup new data
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pinfo.tracer_length = -1.0f;
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if(objp == NULL)
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{
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pinfo.attached_objnum = -1;
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pinfo.attached_sig = -1;
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}
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else
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{
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pinfo.attached_objnum = OBJ_INDEX(objp);
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pinfo.attached_sig = objp->signature;
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}
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pinfo.reverse = reverse? 1 : 0;
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// lower level function
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return particle_create(&pinfo);
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}
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MONITOR( NumParticles )
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void particle_move_all(float frametime)
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{
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MONITOR_INC( NumParticles, Num_particles );
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if ( !Particles_enabled )
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return;
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if ( Particles.empty() )
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return;
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for (SCP_vector<particle*>::iterator p = Particles.begin(); p != Particles.end(); )
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{
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particle* part = *p;
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if (part->age == 0.0f) {
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part->age = 0.00001f;
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} else {
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part->age += frametime;
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}
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bool remove_particle = false;
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// if its time expired, remove it
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if (part->age > part->max_life) {
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// special case, if max_life is 0 then we want it to render at least once
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if ( (part->age > frametime) || (part->max_life > 0.0f) ) {
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remove_particle = true;
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}
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}
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// if the particle is attached to an object which has become invalid, kill it
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if (part->attached_objnum >= 0) {
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// if the signature has changed, or it's bogus, kill it
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if ( (part->attached_objnum >= MAX_OBJECTS) || (part->attached_sig != Objects[part->attached_objnum].signature) ) {
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remove_particle = true;
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}
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}
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if (remove_particle)
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{
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part->signature = 0;
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delete part;
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// if we're sitting on the very last particle, popping-back will invalidate the iterator!
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if (p + 1 == Particles.end())
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{
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Particles.pop_back();
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break;
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}
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else
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{
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*p = Particles.back();
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Particles.pop_back();
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continue;
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}
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}
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// move as a regular particle
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vm_vec_scale_add2( &part->pos, &part->velocity, frametime );
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// next particle
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++p;
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}
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}
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// kill all active particles
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void particle_kill_all()
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{
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// kill all active particles
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Num_particles = 0;
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Num_particles_hwm = 0;
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for (SCP_vector<particle*>::iterator p = Particles.begin(); p != Particles.end(); ++p)
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{
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(*p)->signature = 0;
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delete *p;
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}
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Particles.clear();
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}
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MONITOR( NumParticlesRend )
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static float get_current_alpha(vec3d *pos)
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{
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float dist;
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float alpha;
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const float inner_radius = 30.0f;
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const float magic_num = 2.75f;
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// determine what alpha to draw this bitmap with
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// higher alpha the closer the bitmap gets to the eye
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dist = vm_vec_dist_quick(&Eye_position, pos);
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// if the point is inside the inner radius, alpha is based on distance to the player's eye,
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// becoming more transparent as it gets close
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if (dist <= inner_radius) {
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// alpha per meter between the magic # and the inner radius
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alpha = 0.99999f / (inner_radius - magic_num);
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// above value times the # of meters away we are
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alpha *= (dist - magic_num);
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return (alpha < 0.05f) ? 0.0f : alpha;
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}
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return 0.99999f;
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}
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void particle_render_all()
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{
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ubyte flags;
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float pct_complete;
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float alpha;
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vertex pos;
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vec3d ts, te, temp;
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int rotate = 1;
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int framenum, cur_frame;
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bool render_batch = false;
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int tmap_flags = TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD;
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if ( !Particles_enabled )
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return;
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MONITOR_INC( NumParticlesRend, Num_particles );
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if ( Particles.empty() )
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return;
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for (SCP_vector<particle*>::iterator p = Particles.begin(); p != Particles.end(); ++p) {
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particle* part = *p;
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// skip back-facing particles (ripped from fullneb code)
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// Wanderer - add support for attached particles
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vec3d p_pos;
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if (part->attached_objnum >= 0) {
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vm_vec_unrotate(&p_pos, &part->pos, &Objects[part->attached_objnum].orient);
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vm_vec_add2(&p_pos, &Objects[part->attached_objnum].pos);
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} else {
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p_pos = part->pos;
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}
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if ( vm_vec_dot_to_point(&Eye_matrix.vec.fvec, &Eye_position, &p_pos) <= 0.0f ) {
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continue;
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}
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// calculate the alpha to draw at
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alpha = get_current_alpha(&p_pos);
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// if it's transparent then just skip it
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if (alpha <= 0.0f) {
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continue;
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}
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// make sure "rotate" is enabled for this particle
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rotate = 1;
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// if this is a tracer style particle, calculate tracer vectors
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if (part->tracer_length > 0.0f) {
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ts = p_pos;
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temp = part->velocity;
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vm_vec_normalize_quick(&temp);
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vm_vec_scale_add(&te, &ts, &temp, part->tracer_length);
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// don't bother rotating
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rotate = 0;
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}
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// rotate the vertex
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if (rotate) {
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flags = g3_rotate_vertex( &pos, &p_pos );
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if ( flags ) {
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continue;
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}
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if (!Cmdline_nohtl)
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g3_transfer_vertex(&pos, &p_pos);
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}
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// pct complete for the particle
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pct_complete = part->age / part->max_life;
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// figure out which frame we should be using
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if (part->nframes > 1) {
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framenum = fl2i(pct_complete * part->nframes + 0.5);
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CLAMP(framenum, 0, part->nframes-1);
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cur_frame = part->reverse ? (part->nframes - framenum - 1) : framenum;
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} else {
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cur_frame = 0;
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}
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if (part->type == PARTICLE_DEBUG) {
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gr_set_color( 255, 0, 0 );
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g3_draw_sphere_ez( &p_pos, part->radius );
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} else {
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framenum = part->optional_data;
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Assert( cur_frame < part->nframes );
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// if this is a tracer style particle
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if (part->tracer_length > 0.0f) {
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batch_add_laser( framenum + cur_frame, &ts, part->radius, &te, part->radius );
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}
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// draw as a regular bitmap
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else {
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batch_add_bitmap( framenum + cur_frame, tmap_flags | TMAP_FLAG_VERTEX_GEN, &pos, part->particle_index % 8, part->radius, alpha );
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}
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render_batch = true;
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}
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}
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profile_begin("Batch Render");
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if (render_batch) {
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geometry_batch_render(Geometry_shader_buffer_object);
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batch_render_all(Particle_buffer_object);
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}
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profile_end("Batch Render");
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}
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//============================================================================
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//============== HIGH-LEVEL PARTICLE SYSTEM CREATION CODE ====================
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//============================================================================
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// Use a structure rather than pass a ton of parameters to particle_emit
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/*
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typedef struct particle_emitter {
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int num_low; // Lowest number of particles to create
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int num_high; // Highest number of particles to create
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vec3d pos; // Where the particles emit from
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vec3d vel; // Initial velocity of all the particles
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float lifetime; // How long the particles live
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vec3d normal; // What normal the particle emit arond
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float normal_variance; // How close they stick to that normal 0=good, 1=360 degree
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float min_vel; // How fast the slowest particle can move
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float max_vel; // How fast the fastest particle can move
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float min_rad; // Min radius
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float max_rad; // Max radius
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} particle_emitter;
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*/
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static inline int get_percent(int count)
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{
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if (count == 0)
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return 0;
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// this should basically return a scale like:
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// 50, 75, 100, 125, 150, ...
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// based on value of 'count' (detail level)
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return ( 50 + (25 * (count-1)) );
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}
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// Creates a bunch of particles. You pass a structure
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// rather than a bunch of parameters.
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void particle_emit( particle_emitter *pe, int type, int optional_data, float range )
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{
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int i, n;
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if ( !Particles_enabled )
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return;
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int n1, n2;
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// Account for detail
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int percent = get_percent(Detail.num_particles);
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//Particle rendering drops out too soon. Seems to be around 150 m. Is it detail level controllable? I'd like it to be 500-1000
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float min_dist = 125.0f;
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float dist = vm_vec_dist_quick( &pe->pos, &Eye_position ) / range;
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if ( dist > min_dist ) {
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percent = fl2i( i2fl(percent)*min_dist / dist );
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if ( percent < 1 ) {
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return;
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}
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}
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//mprintf(( "Dist = %.1f, percent = %d%%\n", dist, percent ));
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n1 = (pe->num_low*percent)/100;
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n2 = (pe->num_high*percent)/100;
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// How many to emit?
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n = (rand() % (n2-n1+1)) + n1;
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if ( n < 1 ) return;
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for (i=0; i<n; i++ ) {
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// Create a particle
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vec3d tmp_vel;
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vec3d normal; // What normal the particle emit arond
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float radius = (( pe->max_rad - pe->min_rad ) * frand()) + pe->min_rad;
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float speed = (( pe->max_vel - pe->min_vel ) * frand()) + pe->min_vel;
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float life = (( pe->max_life - pe->min_life ) * frand()) + pe->min_life;
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normal.xyz.x = pe->normal.xyz.x + (frand()*2.0f - 1.0f)*pe->normal_variance;
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normal.xyz.y = pe->normal.xyz.y + (frand()*2.0f - 1.0f)*pe->normal_variance;
|
|
normal.xyz.z = pe->normal.xyz.z + (frand()*2.0f - 1.0f)*pe->normal_variance;
|
|
vm_vec_normalize_safe( &normal );
|
|
vm_vec_scale_add( &tmp_vel, &pe->vel, &normal, speed );
|
|
|
|
particle_create( &pe->pos, &tmp_vel, life, radius, type, optional_data );
|
|
}
|
|
} |