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particles.c
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particles.c
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/* This file is part of punani-strike
* Copyright (c) 2011 Gianni Tedesco
* Released under the terms of GPLv3
*/
#include <punani/punani.h>
#include <punani/renderer.h>
#include <punani/vec.h>
#include <punani/punani_gl.h>
#include <punani/particles.h>
#include <punani/cvar.h>
#include "list.h"
#include "hgang.h"
struct plerp {
vec3_t pos;
vec4_t color;
};
struct particle {
struct particle *next;
struct plerp cur;
struct plerp old;
vec3_t velocity;
unsigned int lifetime;
};
/* particles system */
struct _particles {
texture_t p_sprite;
struct list_head p_list;
struct particle *p_active;
hgang_t p_mem;
};
static LIST_HEAD(particles);
static unsigned int var_points = 1;
static unsigned int var_point_sprites = 1;
particles_t particles_new(renderer_t r, unsigned int max)
{
struct _particles *p;
static int done;
if ( !done ) {
cvar_register_uint("particles",
"points", &var_points);
cvar_register_uint("particles",
"sprites", &var_point_sprites);
done = 1;
}
p = calloc(1, sizeof(*p));
if ( NULL == p )
goto out;
p->p_mem = hgang_new(sizeof(*p->p_active), max);
if ( NULL == p->p_mem )
goto out_free;
p->p_sprite = png_get_by_name(r, "data/smoke.png");
if ( NULL == p->p_sprite )
goto out_free_mem;
/* success */
list_add_tail(&p->p_list, &particles);
goto out;
out_free_mem:
hgang_free(p->p_mem);
out_free:
free(p);
p = NULL;
out:
return p;
}
static void particle_tick(struct particle *pp)
{
v_copy(pp->old.pos, pp->cur.pos);
v_add(pp->cur.pos, pp->velocity);
pp->cur.color[3] *= 0.950;
}
void particles_think(particles_t p)
{
struct particle *arr, *tmp, *pp;
if ( NULL == p->p_active )
return;
arr = p->p_active;
p->p_active = NULL;
for(pp = arr, tmp = pp->next; pp; pp = tmp, tmp = (pp) ? pp->next : NULL) {
if ( !pp->lifetime ) {
hgang_return(p->p_mem, pp);
continue;
}else{
pp->next = p->p_active;
p->p_active = pp;
pp->lifetime--;
particle_tick(pp);
}
}
}
static void particles_render(particles_t p, renderer_t r, float lerp)
{
struct particle *pp;
float scale = 2.0;
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
if ( !var_points || var_point_sprites ) {
glEnable(GL_TEXTURE_2D);
texture_bind(p->p_sprite);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
if ( var_points ) {
if ( var_point_sprites ) {
glTexEnvi(GL_POINT_SPRITE,
GL_COORD_REPLACE, GL_TRUE);
glEnable(GL_POINT_SPRITE);
glPointSize(16.0);
}else{
glPointSize(4.0);
}
glBegin(GL_POINTS);
}
for(pp = p->p_active; pp; pp = pp->next) {
if ( var_points ) {
vec3_t pos;
pos[0] = pp->old.pos[0] + pp->velocity[0] * lerp;
pos[1] = pp->old.pos[1] + pp->velocity[1] * lerp;
pos[2] = pp->old.pos[2] + pp->velocity[2] * lerp;
glColor4fv((GLfloat *)pp->cur.color);
glVertex3fv((GLfloat *)pos);
}else{
vec3_t pos, angles;
pos[0] = pp->old.pos[0] + pp->velocity[0] * lerp;
pos[1] = pp->old.pos[1] + pp->velocity[1] * lerp;
pos[2] = pp->old.pos[2] + pp->velocity[2] * lerp;
glPushMatrix();
renderer_translate(r, pos[0], pos[1], pos[2]);
renderer_get_viewangles(r, angles);
renderer_rotate(r, -angles[0], 1.0, 0.0, 0.0);
renderer_rotate(r, -angles[1], 0.0, 1.0, 0.0);
renderer_rotate(r, -angles[2], 0.0, 0.0, 1.0);
glBegin(GL_QUADS);
glColor4fv((GLfloat *)pp->cur.color);
glTexCoord2f(0.0, 0.0);
glVertex3f(-scale, -scale, 0.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(scale, -scale, 0.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(scale, scale, 0.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(-scale, scale, 0.0);
glEnd();
glPopMatrix();
}
}
if ( var_points ) {
glEnd();
glDisable(GL_POINT_SPRITE);
}
glEnable(GL_LIGHTING);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}
void particles_free(particles_t p)
{
if ( p ) {
list_del(&p->p_list);
hgang_free(p->p_mem);
texture_put(p->p_sprite);
free(p);
}
}
void particles_render_all(renderer_t r, float lerp)
{
struct _particles *p;
list_for_each_entry(p, &particles, p_list) {
particles_render(p, r, lerp);
}
}
void particles_think_all(void)
{
struct _particles *p;
list_for_each_entry(p, &particles, p_list) {
particles_think(p);
}
}
static float crand(void)
{
return (rand() & 32767) * (2.0/32767) - 1;
}
/* shamelessly ripped from quake2 */
void particles_emit(particles_t p, const vec3_t begin, const vec3_t end)
{
struct particle *pp;
unsigned int i;
vec3_t move;
vec3_t vec;
float len, dec;
v_copy(move, begin);
v_sub(vec, end, begin);
len = v_normlen(vec);
dec = 0.3;
v_scale(vec, dec);
while(len > 0) {
float shade;
len -= dec;
pp = hgang_alloc0(p->p_mem);
if ( NULL == pp )
return;
pp->next = p->p_active;
p->p_active = pp;
pp->lifetime = 40;
shade = crand() * 0.4;
pp->cur.color[0] = 0.6 + shade;
pp->cur.color[1] = 0.6 + shade;
pp->cur.color[2] = 0.6 + shade;
pp->cur.color[3] = 0.2;
for(i = 0; i < 3; i++) {
pp->cur.pos[i] = move[i] + crand();
pp->velocity[i] = crand() * 0.2;
}
particle_tick(pp);
v_add(move, vec);
}
}