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1 #include <stdio.h>
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2 #include <stdlib.h>
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3 #include <vector>
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4 #include <algorithm>
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5 #include "opengl.h"
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6 #include "psys.h"
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7
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8 #define MAX_SPAWNMAP_SAMPLES 2048
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9
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10 static double frand();
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11 static float rndval(float x, float range);
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12 static Particle *palloc();
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13 static void pfree(Particle *p);
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14 static void pfreelist(Particle *p);
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15
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16 void psys_default(PSysParam *pp)
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17 {
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18 // default parameters
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19 pp->spawn_rate = 10.0;
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20 pp->spawn_range = 0.0;
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21 pp->life = 1.0;
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22 pp->life_range = 0.0;
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23 pp->size = 1.0;
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24 pp->size_range = 0.0;
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25 pp->spawn_map = 0;
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26 pp->spawn_map_speed = 0.0;
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27
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28 pp->gravity = Vector3(0, -9.2, 0);
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29
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30 pp->pimg = 0;
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31 pp->pcolor_start = pp->pcolor_mid = pp->pcolor_end = Vector3(1, 1, 1);
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32 pp->palpha_start = 1.0;
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33 pp->palpha_mid = 0.5;
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34 pp->palpha_end = 0.0;
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35 pp->pscale_start = pp->pscale_mid = pp->pscale_end = 1.0;
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36 }
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37
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38 ParticleSystem::ParticleSystem()
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39 {
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40 active = true;
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41 active_time = 0.0f;
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42 spawn_pending = 0.0f;
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43 plist = 0;
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44 pcount = 0;
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45 smcache = 0;
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46
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47 expl = false;
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48 expl_force = expl_dur = 0.0f;
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49 expl_life = 0.0f;
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50
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51 psys_default(&pp);
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52 }
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53
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54 ParticleSystem::~ParticleSystem()
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55 {
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56 pfreelist(plist);
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57 delete [] smcache;
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58 }
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59
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60 void ParticleSystem::explode(const Vector3 &c, float force, float dur, float life)
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61 {
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62 expl_dur = dur;
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63 expl_force = force;
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64 expl_cent = c;
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65 expl_life = life;
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66 expl = true;
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67 }
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68
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69 bool ParticleSystem::alive() const
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70 {
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71 return active || pcount > 0;
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72 }
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73
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74 void ParticleSystem::update(float dt)
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75 {
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76 if(pp.spawn_map && !smcache) {
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77 gen_spawnmap(MAX_SPAWNMAP_SAMPLES);
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78 }
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79
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80 if(active) {
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81 active_time += dt;
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82 }
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83
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84 if(expl) {
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85 expl = false;
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86 //active = false;
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87
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88 Vector3 cent = expl_cent + pos;
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89
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90 Particle *p = plist;
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91 while(p) {
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92 p->max_life = expl_dur;
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93 Vector3 dir = p->pos - cent;
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94 p->vel += (normalize(dir + Vector3((frand() - 0.5) * 0.5, frand() - 0.5, (frand() - 0.5) * 0.5))) * expl_force;
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95 p = p->next;
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96 }
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97 }
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98
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99 if(expl_life > 0.0) {
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100 expl_life -= dt;
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101 if(expl_life <= 0.0) {
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102 expl_life = 0.0;
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103 active = false;
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104 }
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105 }
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106
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107 // update active particles
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108 Particle *p = plist;
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109 while(p) {
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110 p->life += dt;
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111 if(p->life < p->max_life) {
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112 float t = p->life / p->max_life;
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113
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114 p->pos = p->pos + p->vel * dt;
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115 p->vel = p->vel + pp.gravity * dt;
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116
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117 if(t < 0.5) {
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118 t *= 2.0;
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119 p->color = lerp(pp.pcolor_start, pp.pcolor_mid, t);
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120 p->alpha = lerp(pp.palpha_start, pp.palpha_mid, t);
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121 p->scale = lerp(pp.pscale_start, pp.pscale_mid, t);
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122 } else {
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123 t = (t - 0.5) * 2.0;
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124 p->color = lerp(pp.pcolor_mid, pp.pcolor_end, t);
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125 p->alpha = lerp(pp.palpha_mid, pp.palpha_end, t);
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126 p->scale = lerp(pp.pscale_mid, pp.pscale_end, t);
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127 }
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128
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129 } else {
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130 p->life = -1.0;
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131 }
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132 p = p->next;
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133 }
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134
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135 // remove dead particles
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136 Particle dummy;
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137 dummy.next = plist;
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138 p = &dummy;
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139 while(p->next) {
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140 if(p->next->life < 0.0) {
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141 Particle *tmp = p->next;
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142 p->next = tmp->next;
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143 pfree(tmp);
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144 --pcount;
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145 } else {
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146 p = p->next;
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147 }
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148 }
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149 plist = dummy.next;
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150
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151 float spawn_rate = pp.spawn_rate;
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152 if(pp.spawn_map && pp.spawn_map_speed > 0.0) {
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153 float s = active_time * pp.spawn_map_speed;
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154 if(s > 1.0) s = 1.0;
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155 spawn_rate *= s;
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156 }
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157
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158 // spawn particles as needed
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159 if(active) {
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160 spawn_pending += spawn_rate * dt;
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161
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162 while(spawn_pending >= 1.0f) {
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163 spawn_pending -= 1.0f;
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164 spawn_particle();
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165 }
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166 }
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167 }
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168
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169 void ParticleSystem::draw() const
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170 {
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171 int cur_sdr = 0;
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172 glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
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173 if(cur_sdr) {
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174 glUseProgram(0);
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175 }
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176
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177 glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT);
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178 glDisable(GL_LIGHTING);
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179 glEnable(GL_BLEND);
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180 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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181
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182 if(pp.pimg) {
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183 if(!pp.pimg->texture) {
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184 pp.pimg->gen_texture();
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185 }
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186 glEnable(GL_TEXTURE_2D);
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187 glBindTexture(GL_TEXTURE_2D, pp.pimg->texture);
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188 }
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189
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190 glBegin(GL_QUADS);
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191 Particle *p = plist;
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192 while(p) {
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193 float hsz = p->size * p->scale * 0.5;
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194 glColor4f(p->color.x, p->color.y, p->color.z, p->alpha);
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195 glTexCoord2f(0, 0); glVertex3f(p->pos.x - hsz, p->pos.y - hsz, p->pos.z);
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196 glTexCoord2f(1, 0); glVertex3f(p->pos.x + hsz, p->pos.y - hsz, p->pos.z);
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197 glTexCoord2f(1, 1); glVertex3f(p->pos.x + hsz, p->pos.y + hsz, p->pos.z);
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198 glTexCoord2f(0, 1); glVertex3f(p->pos.x - hsz, p->pos.y + hsz, p->pos.z);
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199 p = p->next;
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200 }
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201 glEnd();
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202
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203 glPopAttrib();
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204
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205 if(cur_sdr) {
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206 glUseProgram(cur_sdr);
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207 }
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208 }
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209
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210 void ParticleSystem::gen_spawnmap(int count)
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211 {
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212 Image *img = pp.spawn_map;
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213 if(!img) return;
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214
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215 delete [] smcache;
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216 smcache = new Vector3[count];
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217
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218 float umax = (float)img->width;
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219 float vmax = (float)img->height;
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220 float aspect = umax / vmax;
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221
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222 // first generate a bunch of random samples by rejection sampling
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223 printf("generating %d random spawnmap samples\n", count);
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224 for(int i=0; i<count; i++) {
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225 float u, v;
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226 unsigned char val, ord;
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227
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228 do {
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229 u = (double)rand() / (double)RAND_MAX;
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230 v = (double)rand() / (double)RAND_MAX;
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231
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232 int x = (int)(u * umax);
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233 int y = (int)(v * vmax);
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234
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235 unsigned char *pptr = img->pixels + (y * img->width + x) * 3;
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236 val = pptr[0];
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237 ord = pptr[1];
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238 } while(val < 192);
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239
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240 smcache[i] = Vector3(u * 2.0 - 1.0, (1.0 - v * 2.0) / aspect, ord / 255.0);
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241 }
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242
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243 // then order by z
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244 std::sort(smcache, smcache + count,
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245 [](const Vector3 &a, const Vector3 &b) { return a.z < b.z; });
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246
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247 // precalculate the bounds of each slot
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248 smcache_max[0] = 0;
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249 for(int i=1; i<255; i++) {
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250 float maxval = (float)i / 255.0;
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251
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252 int idx = smcache_max[i - 1];
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253 while(++idx < count && smcache[idx].z < maxval);
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254 smcache_max[i] = idx;
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255 }
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256 smcache_max[255] = count;
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257 }
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258
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259 static double frand()
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260 {
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261 return (double)rand() / (double)RAND_MAX;
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262 }
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263
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264 static float rndval(float x, float range)
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265 {
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266 if(fabs(range) < 1e-6) {
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267 return x;
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268 }
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269 return x + (frand() * range - range * 0.5);
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270 }
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271
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272 void ParticleSystem::spawn_particle()
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273 {
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274 Particle *p = palloc();
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275 p->pos = Vector3(rndval(pos.x, pp.spawn_range),
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276 rndval(pos.y, pp.spawn_range),
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277 rndval(pos.z, pp.spawn_range));
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278 p->vel = Vector3(0, 0, 0);
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279 p->color = pp.pcolor_start;
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280 p->alpha = pp.palpha_start;
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281 p->life = 0.0;
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282 p->max_life = rndval(pp.life, pp.life_range);
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283 p->size = rndval(pp.size, pp.size_range);
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284 p->scale = pp.pscale_start;
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285
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286 if(pp.spawn_map) {
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287 float maxz = pp.spawn_map_speed > 0.0 ? active_time * pp.spawn_map_speed : 1.0;
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288 int max_idx = (int)(maxz * 255.0);
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289 if(max_idx > 255) max_idx = 255;
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290 if(max_idx < 1) max_idx = 1;
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291
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292 int idx = rand() % smcache_max[max_idx];
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293
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294 p->pos.x += smcache[idx].x;
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295 p->pos.y += smcache[idx].y;
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296 }
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297
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298 p->next = plist;
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299 plist = p;
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300 ++pcount;
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301 }
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302
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303 // particle allocator
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304 #define MAX_POOL_SIZE 8192
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305 static Particle *ppool;
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306 static int ppool_size;
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307
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308 static Particle *palloc()
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309 {
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310 if(ppool) {
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311 Particle *p = ppool;
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312 ppool = ppool->next;
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313 --ppool_size;
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314 return p;
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315 }
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316 return new Particle;
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317 }
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318
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319 static void pfree(Particle *p)
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320 {
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321 if(!p) return;
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322
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323 if(ppool_size < MAX_POOL_SIZE) {
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324 p->next = ppool;
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325 ppool = p;
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326 ++ppool_size;
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327 } else {
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328 delete p;
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329 }
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330 }
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331
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332 static void pfreelist(Particle *p)
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333 {
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334 if(!p) return;
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335
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336 Particle *it = p;
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337 int new_pool_size = ppool_size;
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338
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339 while(it->next && new_pool_size < MAX_POOL_SIZE) {
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340 it = it->next;
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341 ++new_pool_size;
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342 }
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343
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344 Particle *last = it;
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345 it = it->next;
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346
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347 // add the first lot to the pool
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348 last->next = ppool;
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349 ppool = p;
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350 ppool_size = new_pool_size;
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351
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352 // delete the rest;
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353 while(it) {
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354 p = it;
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355 it = it->next;
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356 delete p;
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357 }
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358 }
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