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1 #include <limits.h>
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2 #include "psyspp.h"
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3 #include "sdrman.h"
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4 #include "logger.h"
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5 #include "mesh.h" // just for the attrib enums
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6 #include "unistate.h"
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7 #include "datapath.h"
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8 #include "texman.h"
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9 #include "texgen.h"
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10
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11 static void pdraw_start(const psys_emitter *em, void *cls);
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12 static void pdraw(const psys_emitter *em, const psys_particle *part, void *cls);
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13 static void pdraw_end(const psys_emitter *em, void *cls);
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14
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15 static unsigned int psys_load_texture(const char *fname, void *cls);
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16
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17 ParticleSystemAttributes::ParticleSystemAttributes()
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18 {
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19 tex = 0;
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20 own_psattr = true;
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21 psattr = new psys_attributes;
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22 psys_init_attr(psattr);
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23 }
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24
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25 ParticleSystemAttributes::ParticleSystemAttributes(psys_attributes *psattr)
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26 {
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27 tex = 0;
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28 own_psattr = false;
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29 this->psattr = psattr;
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30 }
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31
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32 ParticleSystemAttributes::~ParticleSystemAttributes()
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33 {
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34 if(own_psattr) {
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35 psys_destroy_attr(psattr);
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36 delete psattr;
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37 }
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38 }
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39
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40 ParticleSystemAttributes::ParticleSystemAttributes(const ParticleSystemAttributes &rhs)
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41 {
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42 own_psattr = true;
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43 tex = rhs.tex;
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44 psattr = new psys_attributes;
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45 psys_init_attr(psattr);
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46
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47 psys_copy_attr(psattr, rhs.psattr);
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48 }
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49
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50 ParticleSystemAttributes &ParticleSystemAttributes::operator =(const ParticleSystemAttributes &rhs)
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51 {
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52 if(&rhs != this) {
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53 tex = rhs.tex;
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54 psys_copy_attr(psattr, rhs.psattr);
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55 }
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56 return *this;
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57 }
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58
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59 bool ParticleSystemAttributes::load(const char *fname)
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60 {
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61 psys_texture_loader(psys_load_texture, 0, this);
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62 return psys_load_attr(psattr, datafile_path(fname).c_str()) != -1;
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63 }
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64
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65 bool ParticleSystemAttributes::load(FILE *fp)
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66 {
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67 psys_texture_loader(psys_load_texture, 0, this);
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68 return psys_load_attr_stream(psattr, fp) != -1;
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69 }
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70
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71 bool ParticleSystemAttributes::save(const char *fname) const
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72 {
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73 return psys_save_attr(psattr, fname) != -1;
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74 }
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75
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76 bool ParticleSystemAttributes::save(FILE *fp) const
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77 {
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78 return psys_save_attr_stream(psattr, fp) != -1;
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79 }
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80
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81 void ParticleSystemAttributes::set_part_color(const Vector3 &color, float t)
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82 {
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83 psys_set_value3(&psattr->part_attr.color, (anm_time_t)(t * 1000.0), v3_cons(color.x, color.y, color.z));
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84 }
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85
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86 void ParticleSystemAttributes::set_part_alpha(float alpha, float t)
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87 {
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88 psys_set_value(&psattr->part_attr.alpha, (anm_time_t)(t * 1000.0), alpha);
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89 }
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90
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91 void ParticleSystemAttributes::set_part_scale(float size, float t)
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92 {
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93 psys_set_value(&psattr->part_attr.size, (anm_time_t)(t * 1000.0), size);
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94 }
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95
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96
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97 // emmiter attributes
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98 void ParticleSystemAttributes::set_texture(Texture *tex)
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99 {
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100 this->tex = tex;
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101 psattr->tex = tex->get_id();
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102 }
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103
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104 Texture *ParticleSystemAttributes::get_texture() const
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105 {
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106 return tex;
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107 }
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108
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109 void ParticleSystemAttributes::set_spawn_range(const Vector3 &range, long tm)
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110 {
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111 psys_set_value3(&psattr->spawn_range, ANM_MSEC2TM(tm), v3_cons(range.x, range.y, range.z));
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112 }
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113
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114 void ParticleSystemAttributes::set_spawn_rate(float rate, long tm)
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115 {
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116 psys_set_value(&psattr->rate, ANM_MSEC2TM(tm), rate);
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117 }
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118
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119 float ParticleSystemAttributes::get_spawn_rate(long tm) const
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120 {
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121 return psys_get_value(&psattr->rate, ANM_MSEC2TM(tm));
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122 }
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123
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124 void ParticleSystemAttributes::set_life(float life, float range, long tm)
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125 {
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126 psys_set_anm_rnd(&psattr->life, ANM_MSEC2TM(tm), life, range);
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127 }
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128
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129 void ParticleSystemAttributes::set_size(float sz, float range, long tm)
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130 {
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131 psys_set_anm_rnd(&psattr->size, ANM_MSEC2TM(tm), sz, range);
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132 }
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133
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134 void ParticleSystemAttributes::set_spawn_dir(const Vector3 &dir, const Vector3 &range, long tm)
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135 {
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136 psys_set_anm_rnd3(&psattr->dir, ANM_MSEC2TM(tm), v3_cons(dir.x, dir.y, dir.z), v3_cons(range.x, range.y, range.z));
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137 }
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138
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139 void ParticleSystemAttributes::set_gravity(const Vector3 &grav, long tm)
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140 {
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141 psys_set_value3(&psattr->grav, ANM_MSEC2TM(tm), v3_cons(grav.x, grav.y, grav.z));
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142 }
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143
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144 void ParticleSystemAttributes::set_drag(float drag)
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145 {
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146 psattr->drag = drag;
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147 }
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148
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149 void ParticleSystemAttributes::set_particle_limit(int lim)
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150 {
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151 psattr->max_particles = lim;
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152 }
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153
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154
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155 // ---- ParticleSystem ----
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156
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157 ParticleSystem::ParticleSystem()
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158 : attr(&psys.attr)
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159 {
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160 psys_init(&psys);
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161 psys_draw_func(&psys, pdraw, pdraw_start, pdraw_end, (void*)this);
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162 start_time = LONG_MIN;
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163 last_upd_time = LONG_MIN;
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164 }
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165
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166 ParticleSystem::~ParticleSystem()
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167 {
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168 psys_destroy(&psys);
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169 }
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170
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171 void ParticleSystem::set_start_time(long tm)
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172 {
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173 start_time = tm;
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174 }
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175
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176 bool ParticleSystem::is_active() const
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177 {
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178 float rate = attr.get_spawn_rate(last_upd_time);
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179 return psys.pcount > 0 || last_upd_time == 0;// || rate > 0.0;
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180 }
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181
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182 ParticleSystemAttributes *ParticleSystem::get_attr()
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183 {
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184 return &attr;
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185 }
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186
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187 const ParticleSystemAttributes *ParticleSystem::get_attr() const
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188 {
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189 return &attr;
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190 }
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191
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192 void ParticleSystem::set_attr(const ParticleSystemAttributes &pattr)
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193 {
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194 attr = pattr;
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195 }
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196
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197 bool ParticleSystem::load(const char *fname)
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198 {
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199 psys_texture_loader(psys_load_texture, 0, &attr);
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200 return attr.load(fname);
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201 }
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202
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203 bool ParticleSystem::save(const char *fname) const
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204 {
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205 return attr.save(fname);
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206 }
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207
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208 void ParticleSystem::update(long tm)
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209 {
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210 if(start_time > LONG_MIN) {
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211 tm -= start_time;
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212 }
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213
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214 Matrix4x4 xform;
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215 get_xform(tm, &xform);
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216
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217 Vector3 pos = Vector3(0, 0, 0).transformed(xform);
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218
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219 psys_set_pos(&psys, v3_cons(pos.x, pos.y, pos.z), 0);
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220 psys_update(&psys, (double)tm / 1000.0);
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221
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222 last_upd_time = tm;
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223 }
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224
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225 void ParticleSystem::draw() const
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226 {
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227 psys_draw(&psys);
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228 }
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229
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230 // ---- particle drawing ----
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231 struct PVertex {
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232 Vector4 color;
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233 Vector3 pos;
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234 Vector2 texcoord;
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235 };
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236
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237
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238 #define USE_VBO
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239 #define USE_IBO
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240
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241
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242 #define MAX_DRAW_PART 256
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243 #define MAX_PVERTS (MAX_DRAW_PART * 4)
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244 static PVertex *pvarr, *pvptr;
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245
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246 // double-buffered vbo set, write on one, while drawing from the other
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247
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248 #ifdef USE_VBO
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249 static unsigned int vbo[2];
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250 static int cur_buf; // current write vbo
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251 #endif
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252 static int num_buffered; // number of particles bufferd, will flush when >= MAX_DRAW_PART
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253
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254 // ok so the index array is constant, regardless of the particle system
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255 // so this is a static index buffer created in init_particle_draw which should
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256 // be called once.
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257 #define MAX_PVIDX (MAX_DRAW_PART * 6)
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258 #ifdef USE_IBO
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259 static unsigned int ibo;
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260 #endif
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261 unsigned int *pvidx;
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262
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263 static ShaderProg *psdr; // particle shader
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264 static Texture2D *blank_tex;
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265
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266 static inline void init_particle_draw()
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267 {
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268 static bool done_init;
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269 if(done_init) {
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270 return; // once
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271 }
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272
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273 pvidx = new unsigned int[MAX_PVIDX];
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274 unsigned int *ptr = pvidx;
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275
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276 static const unsigned int idxoffs[] = { 0, 1, 2, 0, 2, 3 };
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277
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278 for(int i=0; i<MAX_DRAW_PART; i++) {
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279 for(int j=0; j<6; j++) {
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280 *ptr++ = i * 4 + idxoffs[j];
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281 }
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282 }
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283
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284 #ifdef USE_IBO
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285 glGenBuffers(1, &ibo);
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286 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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287 glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_PVIDX * sizeof *pvidx, pvidx, GL_STATIC_DRAW);
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288 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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289
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290 delete [] pvidx;
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291 #endif
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292
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293 #ifdef USE_VBO
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294 // create the stream vertex buffers (double buffering)
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295 glGenBuffers(2, vbo);
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296 for(int i=0; i<2; i++) {
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297 glBindBuffer(GL_ARRAY_BUFFER, vbo[i]);
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298 glBufferData(GL_ARRAY_BUFFER, MAX_PVERTS * sizeof(PVertex), 0, GL_STREAM_DRAW);
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299 }
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300 glBindBuffer(GL_ARRAY_BUFFER, 0);
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301 #else
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302 pvarr = new PVertex[MAX_PVERTS];
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303 pvptr = pvarr;
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304 #endif
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305
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306 // load shader program
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307 if(!(psdr = get_sdrprog("psdr.v.glsl", "psdr.p.glsl"))) {
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308 error_log("failed to load particle shader!\n");
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309 }
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310
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311 // create empty texture
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312 Image *img = texgen_solid(8, 8, Vector4(1, 1, 1, 1));
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313 blank_tex = new Texture2D;
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314 blank_tex->set_image(*img);
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315 delete img;
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316
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317 done_init = true;
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318 }
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319
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320 static void pdraw_flush()
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321 {
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322 #ifdef USE_VBO
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323 // assuming vbo[cur_buf] is bound
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324 glUnmapBuffer(GL_ARRAY_BUFFER);
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325 #endif
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326
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327 // draw from the bound buffer 6 indices per particle
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328 #ifdef USE_IBO
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329 glDrawElements(GL_TRIANGLES, num_buffered * 6, GL_UNSIGNED_INT, 0);
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330 #else
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331 glDrawElements(GL_TRIANGLES, num_buffered * 6, GL_UNSIGNED_INT, pvidx);
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332 #endif
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333 num_buffered = 0;
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334
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335 #ifdef USE_VBO
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336 // map the next buffer (write buffer) while the previous is drawing
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337 cur_buf = (cur_buf + 1) & 1;
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338 glBindBuffer(GL_ARRAY_BUFFER, vbo[cur_buf]);
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339 pvarr = (PVertex*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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340 #endif
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341 pvptr = pvarr;
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342 }
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343
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344 static void pdraw_start(const psys_emitter *em, void *cls)
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345 {
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346 ParticleSystem *ps = (ParticleSystem*)cls;
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347
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348 init_particle_draw();
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349
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350 num_buffered = 0;
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351
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352 #ifdef USE_IBO
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353 // bind the particle index buffer which is static
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354 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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355 #endif
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356
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357 #ifdef USE_VBO
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358 // map the current write buffer
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359 glBindBuffer(GL_ARRAY_BUFFER, vbo[cur_buf]);
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360 pvarr = (PVertex*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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361 #endif
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362 pvptr = pvarr;
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363
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364 Texture *tex = ps->get_attr()->get_texture();
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365 if(tex) {
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366 tex->bind();
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367 } else {
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368 blank_tex->bind();
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369 }
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370 psdr->bind();
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371
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372 glDisable(GL_DEPTH_TEST);
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373 glDisable(GL_CULL_FACE);
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374 glEnable(GL_BLEND);
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375 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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376 glDepthMask(0);
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377
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378 glEnableVertexAttribArray(MESH_ATTR_VERTEX);
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379 glEnableVertexAttribArray(MESH_ATTR_COLOR);
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nuclear@0
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380 glEnableVertexAttribArray(MESH_ATTR_TEXCOORD);
|
nuclear@0
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381
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nuclear@0
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382 #ifdef USE_VBO
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nuclear@0
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383 glVertexAttribPointer(MESH_ATTR_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)((char*)&pvarr->pos - (char*)pvarr));
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nuclear@0
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384 glVertexAttribPointer(MESH_ATTR_COLOR, 4, GL_FLOAT, GL_TRUE, sizeof *pvarr, (void*)((char*)&pvarr->color - (char*)pvarr));
|
nuclear@0
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385 glVertexAttribPointer(MESH_ATTR_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)((char*)&pvarr->texcoord - (char*)pvarr));
|
nuclear@0
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386 #else
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nuclear@0
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387 glVertexAttribPointer(MESH_ATTR_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)&pvarr->pos);
|
nuclear@0
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388 glVertexAttribPointer(MESH_ATTR_COLOR, 4, GL_FLOAT, GL_TRUE, sizeof *pvarr, (void*)&pvarr->color);
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nuclear@0
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389 glVertexAttribPointer(MESH_ATTR_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)&pvarr->texcoord);
|
nuclear@0
|
390 #endif
|
nuclear@0
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391 }
|
nuclear@0
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392
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nuclear@0
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393 static void pdraw(const psys_emitter *em, const psys_particle *part, void *cls)
|
nuclear@0
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394 {
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nuclear@0
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395 ParticleSystem *ps = (ParticleSystem*)cls;
|
nuclear@0
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396
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nuclear@0
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397 static const Vector3 pv[] = {
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nuclear@0
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398 Vector3(-0.5, -0.5, 0),
|
nuclear@0
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399 Vector3(0.5, -0.5, 0),
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nuclear@0
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400 Vector3(0.5, 0.5, 0),
|
nuclear@0
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401 Vector3(-0.5, 0.5, 0)
|
nuclear@0
|
402 };
|
nuclear@0
|
403 static const Vector2 tex[] = {
|
nuclear@0
|
404 Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0)
|
nuclear@0
|
405 };
|
nuclear@0
|
406 Vector4 color = Vector4(part->color.x, part->color.y, part->color.z, part->alpha);
|
nuclear@0
|
407
|
nuclear@0
|
408 for(int i=0; i<4; i++) {
|
nuclear@0
|
409 pvptr->color = color;
|
nuclear@0
|
410 pvptr->pos = pv[i] * part->size + part->pos;
|
nuclear@0
|
411 pvptr->texcoord = tex[i];
|
nuclear@0
|
412 pvptr++;
|
nuclear@0
|
413 }
|
nuclear@0
|
414 // XXX we don't need billboarding for this game, so don't bother
|
nuclear@0
|
415
|
nuclear@0
|
416 // if we reached the maximum number of buffered particles, draw them
|
nuclear@0
|
417 if(++num_buffered >= MAX_DRAW_PART) {
|
nuclear@0
|
418 pdraw_flush(); // this will reset the counter
|
nuclear@0
|
419 }
|
nuclear@0
|
420 }
|
nuclear@0
|
421
|
nuclear@0
|
422 static void pdraw_end(const psys_emitter *em, void *cls)
|
nuclear@0
|
423 {
|
nuclear@0
|
424 // if we have leftover particles buffered, draw them before returning
|
nuclear@0
|
425 if(num_buffered) {
|
nuclear@0
|
426 pdraw_flush();
|
nuclear@0
|
427 }
|
nuclear@0
|
428
|
nuclear@0
|
429 // cleanup
|
nuclear@0
|
430 glDisableVertexAttribArray(MESH_ATTR_VERTEX);
|
nuclear@0
|
431 glDisableVertexAttribArray(MESH_ATTR_COLOR);
|
nuclear@0
|
432 glDisableVertexAttribArray(MESH_ATTR_TEXCOORD);
|
nuclear@0
|
433
|
nuclear@0
|
434 #ifdef USE_VBO
|
nuclear@0
|
435 glUnmapBuffer(GL_ARRAY_BUFFER);
|
nuclear@0
|
436 glBindBuffer(GL_ARRAY_BUFFER, 0);
|
nuclear@0
|
437 #endif
|
nuclear@0
|
438 #ifdef USE_IBO
|
nuclear@0
|
439 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
nuclear@0
|
440 #endif
|
nuclear@0
|
441
|
nuclear@0
|
442 glDepthMask(1);
|
nuclear@0
|
443 glDisable(GL_BLEND);
|
nuclear@0
|
444
|
nuclear@0
|
445 glEnable(GL_DEPTH_TEST);
|
nuclear@0
|
446 glEnable(GL_CULL_FACE);
|
nuclear@0
|
447 }
|
nuclear@0
|
448
|
nuclear@0
|
449 static unsigned int psys_load_texture(const char *fname, void *cls)
|
nuclear@0
|
450 {
|
nuclear@0
|
451 ParticleSystemAttributes *attr = (ParticleSystemAttributes*)cls;
|
nuclear@0
|
452
|
nuclear@0
|
453 Texture *tex = texset.get(fname);
|
nuclear@0
|
454 if(tex) {
|
nuclear@0
|
455 attr->set_texture(tex);
|
nuclear@0
|
456 return tex->get_id();
|
nuclear@0
|
457 }
|
nuclear@0
|
458 return 0;
|
nuclear@0
|
459 }
|