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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 #include "image.h"
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11
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12 static void pdraw_start(const psys_emitter *em, void *cls);
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13 static void pdraw(const psys_emitter *em, const psys_particle *part, void *cls);
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14 static void pdraw_end(const psys_emitter *em, void *cls);
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15
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16 static unsigned int psys_load_texture(const char *fname, void *cls);
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17
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18 ParticleSystemAttributes::ParticleSystemAttributes()
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19 {
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20 tex = 0;
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21 own_psattr = true;
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22 psattr = new psys_attributes;
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23 psys_init_attr(psattr);
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24 }
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25
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26 ParticleSystemAttributes::ParticleSystemAttributes(psys_attributes *psattr)
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27 {
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28 tex = 0;
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29 own_psattr = false;
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30 this->psattr = psattr;
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31 }
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32
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33 ParticleSystemAttributes::~ParticleSystemAttributes()
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34 {
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35 if(own_psattr) {
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36 psys_destroy_attr(psattr);
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37 delete psattr;
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38 }
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39 }
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40
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41 ParticleSystemAttributes::ParticleSystemAttributes(const ParticleSystemAttributes &rhs)
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42 {
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43 own_psattr = true;
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44 tex = rhs.tex;
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45 psattr = new psys_attributes;
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46 psys_init_attr(psattr);
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47
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48 psys_copy_attr(psattr, rhs.psattr);
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49 }
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50
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51 ParticleSystemAttributes &ParticleSystemAttributes::operator =(const ParticleSystemAttributes &rhs)
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52 {
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53 if(&rhs != this) {
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54 tex = rhs.tex;
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55 psys_copy_attr(psattr, rhs.psattr);
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56 }
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57 return *this;
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58 }
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59
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60 bool ParticleSystemAttributes::load(const char *fname)
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61 {
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62 psys_texture_loader(psys_load_texture, 0, this);
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63 return psys_load_attr(psattr, datafile_path(fname).c_str()) != -1;
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64 }
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65
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66 bool ParticleSystemAttributes::load(FILE *fp)
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67 {
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68 psys_texture_loader(psys_load_texture, 0, this);
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69 return psys_load_attr_stream(psattr, fp) != -1;
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70 }
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71
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72 bool ParticleSystemAttributes::save(const char *fname) const
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73 {
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74 return psys_save_attr(psattr, fname) != -1;
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75 }
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76
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77 bool ParticleSystemAttributes::save(FILE *fp) const
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78 {
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79 return psys_save_attr_stream(psattr, fp) != -1;
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80 }
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81
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82 void ParticleSystemAttributes::set_part_color(const Vector3 &color, float t)
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83 {
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84 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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85 }
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86
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87 void ParticleSystemAttributes::set_part_alpha(float alpha, float t)
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88 {
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89 psys_set_value(&psattr->part_attr.alpha, (anm_time_t)(t * 1000.0), alpha);
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90 }
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91
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92 void ParticleSystemAttributes::set_part_scale(float size, float t)
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93 {
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94 psys_set_value(&psattr->part_attr.size, (anm_time_t)(t * 1000.0), size);
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95 }
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96
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97
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98 // emmiter attributes
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99 void ParticleSystemAttributes::set_texture(Texture *tex)
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100 {
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101 this->tex = tex;
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102 psattr->tex = tex->get_id();
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103 }
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104
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105 Texture *ParticleSystemAttributes::get_texture() const
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106 {
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107 return tex;
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108 }
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109
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110 void ParticleSystemAttributes::set_spawn_range(const Vector3 &range, long tm)
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111 {
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112 psys_set_value3(&psattr->spawn_range, ANM_MSEC2TM(tm), v3_cons(range.x, range.y, range.z));
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113 }
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114
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115 void ParticleSystemAttributes::set_spawn_rate(float rate, long tm)
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116 {
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117 psys_set_value(&psattr->rate, ANM_MSEC2TM(tm), rate);
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118 }
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119
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120 float ParticleSystemAttributes::get_spawn_rate(long tm) const
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121 {
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122 return psys_get_value(&psattr->rate, ANM_MSEC2TM(tm));
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123 }
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124
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125 void ParticleSystemAttributes::set_life(float life, float range, long tm)
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126 {
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127 psys_set_anm_rnd(&psattr->life, ANM_MSEC2TM(tm), life, range);
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128 }
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129
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130 void ParticleSystemAttributes::set_size(float sz, float range, long tm)
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131 {
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132 psys_set_anm_rnd(&psattr->size, ANM_MSEC2TM(tm), sz, range);
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133 }
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134
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135 void ParticleSystemAttributes::set_spawn_dir(const Vector3 &dir, const Vector3 &range, long tm)
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136 {
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137 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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138 }
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139
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140 void ParticleSystemAttributes::set_gravity(const Vector3 &grav, long tm)
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141 {
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142 psys_set_value3(&psattr->grav, ANM_MSEC2TM(tm), v3_cons(grav.x, grav.y, grav.z));
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143 }
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144
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145 void ParticleSystemAttributes::set_drag(float drag)
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146 {
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147 psattr->drag = drag;
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148 }
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149
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150 void ParticleSystemAttributes::set_particle_limit(int lim)
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151 {
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152 psattr->max_particles = lim;
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153 }
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154
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155
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156 // ---- ParticleSystem ----
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157
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158 ParticleSystem::ParticleSystem()
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159 : attr(&psys.attr)
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160 {
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161 psys_init(&psys);
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162 psys_draw_func(&psys, pdraw, pdraw_start, pdraw_end, (void*)this);
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163 start_time = LONG_MIN;
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164 last_upd_time = LONG_MIN;
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165 }
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166
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167 ParticleSystem::~ParticleSystem()
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168 {
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169 psys_destroy(&psys);
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170 }
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171
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172 void ParticleSystem::set_start_time(long tm)
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173 {
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174 start_time = tm;
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175 }
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176
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177 bool ParticleSystem::is_active() const
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178 {
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179 float rate = attr.get_spawn_rate(last_upd_time);
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180 return psys.pcount > 0 || last_upd_time == 0;// || rate > 0.0;
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181 }
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182
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183 ParticleSystemAttributes *ParticleSystem::get_attr()
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184 {
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185 return &attr;
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186 }
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187
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188 const ParticleSystemAttributes *ParticleSystem::get_attr() const
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189 {
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190 return &attr;
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191 }
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192
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193 void ParticleSystem::set_attr(const ParticleSystemAttributes &pattr)
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194 {
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195 attr = pattr;
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196 }
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197
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198 bool ParticleSystem::load(const char *fname)
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199 {
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200 psys_texture_loader(psys_load_texture, 0, &attr);
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201 return attr.load(fname);
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202 }
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203
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204 bool ParticleSystem::save(const char *fname) const
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205 {
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206 return attr.save(fname);
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207 }
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208
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209 void ParticleSystem::update(long tm)
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210 {
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211 if(start_time > LONG_MIN) {
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212 tm -= start_time;
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213 }
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214
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215 Matrix4x4 xform;
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216 get_xform(tm, &xform);
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217
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218 Vector3 pos = Vector3(0, 0, 0).transformed(xform);
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219
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220 psys_set_pos(&psys, v3_cons(pos.x, pos.y, pos.z), 0);
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221 psys_update(&psys, (double)tm / 1000.0);
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222
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223 last_upd_time = tm;
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224 }
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225
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226 void ParticleSystem::draw() const
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227 {
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228 psys_draw(&psys);
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229 }
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230
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231 // ---- particle drawing ----
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232 struct PVertex {
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233 Vector4 color;
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234 Vector3 pos;
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235 Vector2 texcoord;
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236 };
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237
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238
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239 #define USE_VBO
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240 #define USE_IBO
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241
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242
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243 #define MAX_DRAW_PART 256
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244 #define MAX_PVERTS (MAX_DRAW_PART * 4)
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245 static PVertex *pvarr, *pvptr;
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246
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247 // double-buffered vbo set, write on one, while drawing from the other
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248
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249 #ifdef USE_VBO
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250 static unsigned int vbo[2];
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251 static int cur_buf; // current write vbo
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252 #endif
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253 static int num_buffered; // number of particles bufferd, will flush when >= MAX_DRAW_PART
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254
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255 // ok so the index array is constant, regardless of the particle system
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256 // so this is a static index buffer created in init_particle_draw which should
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257 // be called once.
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258 #define MAX_PVIDX (MAX_DRAW_PART * 6)
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259 #ifdef USE_IBO
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260 static unsigned int ibo;
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261 #endif
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262 unsigned int *pvidx;
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263
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264 static ShaderProg *psdr; // particle shader
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265 static Texture2D *blank_tex;
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266
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267 static inline void init_particle_draw()
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268 {
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269 static bool done_init;
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270 if(done_init) {
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271 return; // once
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272 }
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273
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274 pvidx = new unsigned int[MAX_PVIDX];
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275 unsigned int *ptr = pvidx;
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276
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277 static const unsigned int idxoffs[] = { 0, 1, 2, 0, 2, 3 };
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278
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279 for(int i=0; i<MAX_DRAW_PART; i++) {
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280 for(int j=0; j<6; j++) {
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281 *ptr++ = i * 4 + idxoffs[j];
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282 }
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283 }
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284
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285 #ifdef USE_IBO
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286 glGenBuffers(1, &ibo);
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287 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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288 glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_PVIDX * sizeof *pvidx, pvidx, GL_STATIC_DRAW);
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289 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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290
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291 delete [] pvidx;
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292 #endif
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293
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294 #ifdef USE_VBO
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295 // create the stream vertex buffers (double buffering)
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296 glGenBuffers(2, vbo);
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297 for(int i=0; i<2; i++) {
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298 glBindBuffer(GL_ARRAY_BUFFER, vbo[i]);
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299 glBufferData(GL_ARRAY_BUFFER, MAX_PVERTS * sizeof(PVertex), 0, GL_STREAM_DRAW);
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300 }
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301 glBindBuffer(GL_ARRAY_BUFFER, 0);
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302 #else
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303 pvarr = new PVertex[MAX_PVERTS];
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304 pvptr = pvarr;
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305 #endif
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306
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307 // load shader program
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308 if(!(psdr = get_sdrprog("psdr.v.glsl", "psdr.p.glsl"))) {
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309 error_log("failed to load particle shader!\n");
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310 }
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311
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312 // create empty texture
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313 Image *img = texgen_solid(8, 8, Vector4(1, 1, 1, 1));
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314 blank_tex = new Texture2D;
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315 blank_tex->set_image(*img);
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316 delete img;
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317
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318 done_init = true;
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319 }
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320
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321 static void pdraw_flush()
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322 {
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323 #ifdef USE_VBO
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324 // assuming vbo[cur_buf] is bound
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325 glUnmapBuffer(GL_ARRAY_BUFFER);
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326 #endif
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327
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328 // draw from the bound buffer 6 indices per particle
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329 #ifdef USE_IBO
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330 glDrawElements(GL_TRIANGLES, num_buffered * 6, GL_UNSIGNED_INT, 0);
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331 #else
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332 glDrawElements(GL_TRIANGLES, num_buffered * 6, GL_UNSIGNED_INT, pvidx);
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333 #endif
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334 num_buffered = 0;
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335
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336 #ifdef USE_VBO
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337 // map the next buffer (write buffer) while the previous is drawing
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338 cur_buf = (cur_buf + 1) & 1;
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339 glBindBuffer(GL_ARRAY_BUFFER, vbo[cur_buf]);
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340 pvarr = (PVertex*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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341 #endif
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342 pvptr = pvarr;
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343 }
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344
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345 static void pdraw_start(const psys_emitter *em, void *cls)
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346 {
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347 ParticleSystem *ps = (ParticleSystem*)cls;
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348
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349 init_particle_draw();
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350
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351 num_buffered = 0;
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352
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353 #ifdef USE_IBO
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354 // bind the particle index buffer which is static
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355 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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356 #endif
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357
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358 #ifdef USE_VBO
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359 // map the current write buffer
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360 glBindBuffer(GL_ARRAY_BUFFER, vbo[cur_buf]);
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361 pvarr = (PVertex*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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362 #endif
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363 pvptr = pvarr;
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364
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365 Texture *tex = ps->get_attr()->get_texture();
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366 if(tex) {
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367 tex->bind();
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368 } else {
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369 blank_tex->bind();
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370 }
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371 psdr->bind();
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372
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373 glDisable(GL_DEPTH_TEST);
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374 glDisable(GL_CULL_FACE);
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375 glEnable(GL_BLEND);
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376 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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377 glDepthMask(0);
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378
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379 glEnableVertexAttribArray(MESH_ATTR_VERTEX);
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nuclear@0
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380 glEnableVertexAttribArray(MESH_ATTR_COLOR);
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nuclear@0
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381 glEnableVertexAttribArray(MESH_ATTR_TEXCOORD);
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nuclear@0
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382
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nuclear@0
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383 #ifdef USE_VBO
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nuclear@0
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384 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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385 glVertexAttribPointer(MESH_ATTR_COLOR, 4, GL_FLOAT, GL_TRUE, sizeof *pvarr, (void*)((char*)&pvarr->color - (char*)pvarr));
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nuclear@0
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386 glVertexAttribPointer(MESH_ATTR_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)((char*)&pvarr->texcoord - (char*)pvarr));
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nuclear@0
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387 #else
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nuclear@0
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388 glVertexAttribPointer(MESH_ATTR_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)&pvarr->pos);
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nuclear@0
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389 glVertexAttribPointer(MESH_ATTR_COLOR, 4, GL_FLOAT, GL_TRUE, sizeof *pvarr, (void*)&pvarr->color);
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nuclear@0
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390 glVertexAttribPointer(MESH_ATTR_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof *pvarr, (void*)&pvarr->texcoord);
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nuclear@0
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391 #endif
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nuclear@0
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392 }
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nuclear@0
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393
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nuclear@0
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394 static void pdraw(const psys_emitter *em, const psys_particle *part, void *cls)
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nuclear@0
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395 {
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nuclear@0
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396 ParticleSystem *ps = (ParticleSystem*)cls;
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nuclear@0
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397
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nuclear@0
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398 static const Vector3 pv[] = {
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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),
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nuclear@0
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401 Vector3(0.5, 0.5, 0),
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nuclear@0
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402 Vector3(-0.5, 0.5, 0)
|
nuclear@0
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403 };
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nuclear@0
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404 static const Vector2 tex[] = {
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nuclear@0
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405 Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0)
|
nuclear@0
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406 };
|
nuclear@0
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407 Vector4 color = Vector4(part->color.x, part->color.y, part->color.z, part->alpha);
|
nuclear@0
|
408
|
nuclear@0
|
409 for(int i=0; i<4; i++) {
|
nuclear@0
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410 pvptr->color = color;
|
nuclear@0
|
411 pvptr->pos = pv[i] * part->size + part->pos;
|
nuclear@0
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412 pvptr->texcoord = tex[i];
|
nuclear@0
|
413 pvptr++;
|
nuclear@0
|
414 }
|
nuclear@0
|
415 // XXX we don't need billboarding for this game, so don't bother
|
nuclear@0
|
416
|
nuclear@0
|
417 // if we reached the maximum number of buffered particles, draw them
|
nuclear@0
|
418 if(++num_buffered >= MAX_DRAW_PART) {
|
nuclear@0
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419 pdraw_flush(); // this will reset the counter
|
nuclear@0
|
420 }
|
nuclear@0
|
421 }
|
nuclear@0
|
422
|
nuclear@0
|
423 static void pdraw_end(const psys_emitter *em, void *cls)
|
nuclear@0
|
424 {
|
nuclear@0
|
425 // if we have leftover particles buffered, draw them before returning
|
nuclear@0
|
426 if(num_buffered) {
|
nuclear@0
|
427 pdraw_flush();
|
nuclear@0
|
428 }
|
nuclear@0
|
429
|
nuclear@0
|
430 // cleanup
|
nuclear@0
|
431 glDisableVertexAttribArray(MESH_ATTR_VERTEX);
|
nuclear@0
|
432 glDisableVertexAttribArray(MESH_ATTR_COLOR);
|
nuclear@0
|
433 glDisableVertexAttribArray(MESH_ATTR_TEXCOORD);
|
nuclear@0
|
434
|
nuclear@0
|
435 #ifdef USE_VBO
|
nuclear@0
|
436 glUnmapBuffer(GL_ARRAY_BUFFER);
|
nuclear@0
|
437 glBindBuffer(GL_ARRAY_BUFFER, 0);
|
nuclear@0
|
438 #endif
|
nuclear@0
|
439 #ifdef USE_IBO
|
nuclear@0
|
440 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
nuclear@0
|
441 #endif
|
nuclear@0
|
442
|
nuclear@0
|
443 glDepthMask(1);
|
nuclear@0
|
444 glDisable(GL_BLEND);
|
nuclear@0
|
445
|
nuclear@0
|
446 glEnable(GL_DEPTH_TEST);
|
nuclear@0
|
447 glEnable(GL_CULL_FACE);
|
nuclear@0
|
448 }
|
nuclear@0
|
449
|
nuclear@0
|
450 static unsigned int psys_load_texture(const char *fname, void *cls)
|
nuclear@0
|
451 {
|
nuclear@0
|
452 ParticleSystemAttributes *attr = (ParticleSystemAttributes*)cls;
|
nuclear@0
|
453
|
nuclear@0
|
454 Texture *tex = texset.get(fname);
|
nuclear@0
|
455 if(tex) {
|
nuclear@0
|
456 attr->set_texture(tex);
|
nuclear@0
|
457 return tex->get_id();
|
nuclear@0
|
458 }
|
nuclear@0
|
459 return 0;
|
nuclear@0
|
460 }
|