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/*
* Copyright (C) 2003 Robert Kooima
*
* NEVERBALL is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published
* by the Free Software Foundation; either version 2 of the License,
* or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*/
#include <SDL.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "config.h"
#include "glext.h"
#include "part.h"
#include "vec3.h"
#include "image.h"
#include "geom.h"
#include "hmd.h"
#include "video.h"
/*---------------------------------------------------------------------------*/
/*
#define PARTICLEVBO 1
*/
struct part_vary
{
GLfloat v[3]; /* Velocity */
};
struct part_draw
{
GLfloat p[3]; /* Position */
GLfloat c[3]; /* Color */
GLfloat t; /* Time until death. Doubles as opacity. */
};
static struct part_vary coin_vary[PART_MAX_COIN];
static struct part_draw coin_draw[PART_MAX_COIN];
static GLuint coin_vbo;
/*---------------------------------------------------------------------------*/
static struct b_mtrl coin_base_mtrl =
{
{ 0.8f, 0.8f, 0.8f, 1.0f },
{ 0.2f, 0.2f, 0.2f, 1.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 0.0f }, 0.0f, M_TRANSPARENT, IMG_PART_STAR
};
static int coin_mtrl;
/*---------------------------------------------------------------------------*/
#define PI 3.1415927f
static float rnd(float l, float h)
{
return l + (h - l) * rand() / RAND_MAX;
}
/*---------------------------------------------------------------------------*/
#define CURR 0
#define PREV 1
struct part_lerp
{
float p[2][3];
};
static struct part_lerp part_lerp_coin[PART_MAX_COIN];
void part_lerp_copy(void)
{
int i;
for (i = 0; i < PART_MAX_COIN; i++)
v_cpy(part_lerp_coin[i].p[PREV],
part_lerp_coin[i].p[CURR]);
}
void part_lerp_init(void)
{
}
void part_lerp_burst(int i)
{
if (coin_draw[i].t >= 1.0f)
{
v_cpy(part_lerp_coin[i].p[PREV], coin_draw[i].p);
v_cpy(part_lerp_coin[i].p[CURR], coin_draw[i].p);
}
}
void part_lerp_apply(float a)
{
int i;
for (i = 0; i < PART_MAX_COIN; i++)
if (coin_draw[i].t > 0.0f)
v_lerp(coin_draw[i].p,
part_lerp_coin[i].p[PREV],
part_lerp_coin[i].p[CURR], a);
/* Upload the current state of the particles. It would be best to limit */
/* this upload to only active particles, but it's more important to do */
/* it all in a single call. */
#ifdef PARTICLEVBO
glBindBuffer_ (GL_ARRAY_BUFFER, coin_vbo);
glBufferSubData_(GL_ARRAY_BUFFER, 0, sizeof (coin_draw), coin_draw);
glBindBuffer_ (GL_ARRAY_BUFFER, 0);
#endif
}
/*---------------------------------------------------------------------------*/
void part_reset(void)
{
int i;
for (i = 0; i < PART_MAX_COIN; i++)
coin_draw[i].t = 0.0f;
part_lerp_init();
}
void part_init(void)
{
coin_mtrl = mtrl_cache(&coin_base_mtrl);
memset(coin_vary, 0, PART_MAX_COIN * sizeof (struct part_vary));
memset(coin_draw, 0, PART_MAX_COIN * sizeof (struct part_draw));
#ifdef PARTICLEVBO
glGenBuffers_(1, &coin_vbo);
glBindBuffer_(GL_ARRAY_BUFFER, coin_vbo);
glBufferData_(GL_ARRAY_BUFFER, sizeof (coin_draw),
coin_draw, GL_DYNAMIC_DRAW);
glBindBuffer_(GL_ARRAY_BUFFER, 0);
#endif
part_reset();
}
void part_free(void)
{
glDeleteBuffers_(1, &coin_vbo);
mtrl_free(coin_mtrl);
coin_mtrl = 0;
}
/*---------------------------------------------------------------------------*/
void part_burst(const float *p, const float *c)
{
int i, n = 0;
for (i = 0; n < 10 && i < PART_MAX_COIN; i++)
if (coin_draw[i].t <= 0.f)
{
float a = rnd(-1.0f * PI, +1.0f * PI);
float b = rnd(+0.3f * PI, +0.5f * PI);
coin_draw[i].c[0] = c[0];
coin_draw[i].c[1] = c[1];
coin_draw[i].c[2] = c[2];
coin_draw[i].p[0] = p[0];
coin_draw[i].p[1] = p[1];
coin_draw[i].p[2] = p[2];
coin_vary[i].v[0] = 4.f * fcosf(a) * fcosf(b);
coin_vary[i].v[1] = 4.f * fsinf(b);
coin_vary[i].v[2] = 4.f * fsinf(a) * fcosf(b);
coin_draw[i].t = 1.f;
part_lerp_burst(i);
n++;
}
}
/*---------------------------------------------------------------------------*/
static void part_fall(struct part_lerp *lerp,
struct part_vary *vary,
struct part_draw *draw,
int n, const float *g, float dt)
{
int i;
for (i = 0; i < n; i++)
if (draw[i].t > 0.f)
{
draw[i].t -= dt;
v_mad(vary[i].v, vary[i].v, g, dt);
v_mad(lerp[i].p[CURR], lerp[i].p[CURR], vary[i].v, dt);
}
else draw[i].t = 0.0f;
}
void part_step(const float *g, float dt)
{
part_lerp_copy();
part_fall(part_lerp_coin, coin_vary, coin_draw, PART_MAX_COIN, g, dt);
}
/*---------------------------------------------------------------------------*/
void part_draw_coin(struct s_rend *rend)
{
GLfloat height = (hmd_stat() ? 0.3f : 1.0f) * video.device_h;
r_apply_mtrl(rend, coin_mtrl);
/* Draw the entire buffer. Dead particles have zero opacity anyway. */
#ifdef PARTICLEVBO
glBindBuffer_(GL_ARRAY_BUFFER, coin_vbo);
#else
glBindBuffer_(GL_ARRAY_BUFFER, 0);
#endif
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
{
#ifdef PARTICLEVBO
glColorPointer (4, GL_FLOAT, sizeof (struct part_draw),
(GLvoid *) offsetof (struct part_draw, c));
glVertexPointer(3, GL_FLOAT, sizeof (struct part_draw),
(GLvoid *) offsetof (struct part_draw, p));
#else
glColorPointer (4, GL_FLOAT, sizeof (struct part_draw), coin_draw[0].c);
glVertexPointer(3, GL_FLOAT, sizeof (struct part_draw), coin_draw[0].p);
#endif
glEnable(GL_POINT_SPRITE);
{
const GLfloat c[3] = { 0.0f, 0.0f, 1.0f };
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
glPointParameterfv_(GL_POINT_DISTANCE_ATTENUATION, c);
glPointSize(height / 6);
glDrawArrays(GL_POINTS, 0, PART_MAX_COIN);
}
glDisable(GL_POINT_SPRITE);
}
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
/*---------------------------------------------------------------------------*/
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