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158 lines
3.9 KiB
C++
158 lines
3.9 KiB
C++
#include <base/math.h>
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#include <engine/graphics.h>
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#include <game/generated/client_data.h>
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#include <game/client/render.h>
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#include <game/gamecore.h>
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#include "particles.h"
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CParticles::CParticles()
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{
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OnReset();
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m_RenderTrail.m_pParts = this;
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m_RenderExplosions.m_pParts = this;
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m_RenderGeneral.m_pParts = this;
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}
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void CParticles::OnReset()
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{
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// reset particles
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for(int i = 0; i < MAX_PARTICLES; i++)
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{
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m_aParticles[i].m_PrevPart = i-1;
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m_aParticles[i].m_NextPart = i+1;
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}
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m_aParticles[0].m_PrevPart = 0;
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m_aParticles[MAX_PARTICLES-1].m_NextPart = -1;
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m_FirstFree = 0;
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for(int i = 0; i < NUM_GROUPS; i++)
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m_aFirstPart[i] = -1;
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}
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void CParticles::Add(int Group, CParticle *pPart)
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{
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if (m_FirstFree == -1)
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return;
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// remove from the free list
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int Id = m_FirstFree;
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m_FirstFree = m_aParticles[Id].m_NextPart;
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m_aParticles[m_FirstFree].m_PrevPart = -1;
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// copy data
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m_aParticles[Id] = *pPart;
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// insert to the group list
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m_aParticles[Id].m_PrevPart = -1;
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m_aParticles[Id].m_NextPart = m_aFirstPart[Group];
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if(m_aFirstPart[Group] != -1)
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m_aParticles[m_aFirstPart[Group]].m_PrevPart = Id;
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m_aFirstPart[Group] = Id;
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// set some parameters
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m_aParticles[Id].m_Life = 0;
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}
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void CParticles::Update(float TimePassed)
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{
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static float FrictionFraction = 0;
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FrictionFraction += TimePassed;
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if(FrictionFraction > 2.0f) // safty messure
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FrictionFraction = 0;
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int FrictionCount = 0;
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while(FrictionFraction > 0.05f)
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{
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FrictionCount++;
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FrictionFraction -= 0.05f;
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}
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for(int g = 0; g < NUM_GROUPS; g++)
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{
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int i = m_aFirstPart[g];
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while(i != -1)
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{
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int Next = m_aParticles[i].m_NextPart;
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//m_aParticles[i].vel += flow_get(m_aParticles[i].pos)*time_passed * m_aParticles[i].flow_affected;
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m_aParticles[i].m_Vel.y += m_aParticles[i].m_Gravity*TimePassed;
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for(int f = 0; f < FrictionCount; f++) // apply friction
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m_aParticles[i].m_Vel *= m_aParticles[i].m_Friction;
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// move the point
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vec2 Vel = m_aParticles[i].m_Vel*TimePassed;
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Collision()->MovePoint(&m_aParticles[i].m_Pos, &Vel, 0.1f+0.9f*frandom(), NULL);
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m_aParticles[i].m_Vel = Vel* (1.0f/TimePassed);
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m_aParticles[i].m_Life += TimePassed;
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m_aParticles[i].m_Rot += TimePassed * m_aParticles[i].m_Rotspeed;
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// check particle death
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if(m_aParticles[i].m_Life > m_aParticles[i].m_LifeSpan)
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{
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// remove it from the group list
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if(m_aParticles[i].m_PrevPart != -1)
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m_aParticles[m_aParticles[i].m_PrevPart].m_NextPart = m_aParticles[i].m_NextPart;
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else
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m_aFirstPart[g] = m_aParticles[i].m_NextPart;
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if(m_aParticles[i].m_NextPart != -1)
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m_aParticles[m_aParticles[i].m_NextPart].m_PrevPart = m_aParticles[i].m_PrevPart;
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// insert to the free list
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if(m_FirstFree != -1)
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m_aParticles[m_FirstFree].m_PrevPart = i;
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m_aParticles[i].m_PrevPart = -1;
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m_aParticles[i].m_NextPart = m_FirstFree;
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m_FirstFree = i;
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}
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i = Next;
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}
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}
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}
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void CParticles::OnRender()
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{
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static int64 LastTime = 0;
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int64 t = time_get();
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Update((float)((t-LastTime)/(double)time_freq()));
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LastTime = t;
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}
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void CParticles::RenderGroup(int Group)
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{
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Graphics()->BlendNormal();
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//gfx_blend_additive();
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_PARTICLES].m_Id);
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Graphics()->QuadsBegin();
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int i = m_aFirstPart[Group];
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while(i != -1)
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{
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RenderTools()->SelectSprite(m_aParticles[i].m_Spr);
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float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan;
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vec2 p = m_aParticles[i].m_Pos;
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float Size = mix(m_aParticles[i].m_StartSize, m_aParticles[i].m_EndSize, a);
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Graphics()->QuadsSetRotation(m_aParticles[i].m_Rot);
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Graphics()->SetColor(
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m_aParticles[i].m_Color.r,
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m_aParticles[i].m_Color.g,
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m_aParticles[i].m_Color.b,
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m_aParticles[i].m_Color.a); // pow(a, 0.75f) *
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IGraphics::CQuadItem QuadItem(p.x, p.y, Size, Size);
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Graphics()->QuadsDraw(&QuadItem, 1);
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i = m_aParticles[i].m_NextPart;
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}
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Graphics()->QuadsEnd();
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Graphics()->BlendNormal();
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}
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