mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
2989 lines
109 KiB
C++
2989 lines
109 KiB
C++
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#include "../StdH/StdH.h"
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#include "Entities/BloodSpray.h"
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#include "Entities/PlayerWeapons.h"
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#include "Entities/WorldSettingsController.h"
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#include "Entities/BackgroundViewer.h"
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static CTextureObject _toRomboidTrail;
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static CTextureObject _toBombTrail;
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static CTextureObject _toFirecrackerTrail;
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static CTextureObject _toSpiralTrail;
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static CTextureObject _toColoredStarsTrail;
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static CTextureObject _toFireball01Trail;
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static CTextureObject _toGrenadeTrail;
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static CTextureObject _toCannonBall;
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static CTextureObject _toRocketTrail;
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static CTextureObject _toVerticalGradient;
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static CTextureObject _toVerticalGradientAlpha;
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static CTextureObject _toBlood01Trail;
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static CTextureObject _toLavaTrailGradient;
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static CTextureObject _toLavaTrailSmoke;
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static CTextureObject _toFlamethrowerTrail;
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static CTextureObject _toBoubble01;
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static CTextureObject _toBoubble02;
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static CTextureObject _toBoubble03;
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static CTextureObject _toStar01;
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static CTextureObject _toStar02;
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static CTextureObject _toStar03;
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static CTextureObject _toStar04;
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static CTextureObject _toStar05;
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static CTextureObject _toStar06;
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static CTextureObject _toStar07;
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static CTextureObject _toStar08;
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static CTextureObject _toBlood;
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static CTextureObject _toWaterfallGradient;
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static CTextureObject _toGhostbusterBeam;
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static CTextureObject _toLightning;
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static CTextureObject _toSand;
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static CTextureObject _toSandFlowGradient;
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static CTextureObject _toWater;
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static CTextureObject _toWaterFlowGradient;
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static CTextureObject _toLava;
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static CTextureObject _toLavaFlowGradient;
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static CTextureObject _toBloodSprayTexture;
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static CTextureObject _toFlowerSprayTexture;
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static CTextureObject _toBonesSprayTexture;
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static CTextureObject _toFeatherSprayTexture;
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static CTextureObject _toStonesSprayTexture;
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static CTextureObject _toLavaSprayTexture;
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static CTextureObject _toBeastProjectileSprayTexture;
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static CTextureObject _toLavaEruptingTexture;
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static CTextureObject _toWoodSprayTexture;
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static CTextureObject _toLavaBombTrailSmoke;
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static CTextureObject _toLavaBombTrailGradient;
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static CTextureObject _toElectricitySparks;
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static CTextureObject _toBeastProjectileTrailTexture;
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static CTextureObject _toBeastProjectileTrailGradient;
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static CTextureObject _toBeastBigProjectileTrailTexture;
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static CTextureObject _toBeastBigProjectileTrailGradient;
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static CTextureObject _toBeastDebrisTrailGradient;
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static CTextureObject _toBeastDebrisTrailTexture;
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static CTextureObject _toRaindrop;
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static CTextureObject _toSnowdrop;
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static CTextureObject _toBulletStone;
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static CTextureObject _toBulletSand;
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static CTextureObject _toBulletSpark;
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static CTextureObject _toBulletSmoke;
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static CTextureObject _toBulletWater;
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static CTextureObject _toPlayerParticles;
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static CTextureObject _toWaterfallFoam;
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static CTextureObject _toMetalSprayTexture;
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// array for model vertices in absolute space
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CStaticStackArray<FLOAT3D> avVertices;
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#define CT_MAX_PARTICLES_TABLE 512
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FLOAT afTimeOffsets[CT_MAX_PARTICLES_TABLE];
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FLOAT afStarsPositions[CT_MAX_PARTICLES_TABLE][3];
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UBYTE auStarsColors[CT_MAX_PARTICLES_TABLE][3];
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void InitParticleTables(void);
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// init particle effects
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void InitParticles(void)
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{
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try
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{
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_toRomboidTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Romboid.tex"));
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_toBombTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\WhiteBubble.tex"));
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_toFirecrackerTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\FireCracker.tex"));
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_toSpiralTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Smoke01.tex"));
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_toColoredStarsTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Star01.tex"));
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_toFireball01Trail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Fireball01.tex"));
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_toGrenadeTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Smoke02.tex"));
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_toCannonBall.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\CannonBall.tex"));
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_toRocketTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Smoke06.tex"));
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_toVerticalGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\VerticalGradient.tex"));
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_toVerticalGradientAlpha.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\VerticalGradientAlpha.tex"));
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_toBlood01Trail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Blood02.tex"));
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_toLavaTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaTrailGradient.tex"));
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_toLavaTrailSmoke.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaTrailSmoke.tex"));
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_toFlamethrowerTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\FlameThrower01.tex"));
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_toBoubble01.SetData_t(CTFILENAME("Models\\Items\\Particles\\Boubble01.tex"));
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_toBoubble02.SetData_t(CTFILENAME("Models\\Items\\Particles\\Boubble02.tex"));
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_toBoubble03.SetData_t(CTFILENAME("Models\\Items\\Particles\\Boubble03.tex"));
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_toStar01.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star01.tex"));
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_toStar02.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star02.tex"));
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_toStar03.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star03.tex"));
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_toStar04.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star04.tex"));
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_toStar05.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star05.tex"));
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_toStar06.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star06.tex"));
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_toStar07.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star07.tex"));
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_toStar08.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star08.tex"));
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_toWaterfallGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\Waterfall08.tex"));
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_toGhostbusterBeam.SetData_t(CTFILENAME("Models\\Weapons\\GhostBuster\\Projectile\\Ray.tex"));
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_toLightning.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Lightning.tex"));
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_toSand.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Sand.tex"));
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_toSandFlowGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\SandFlow01.tex"));
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_toWater.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Water.tex"));
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_toWaterFlowGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\WaterFlow01.tex"));
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_toLava.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Lava.tex"));
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_toLavaFlowGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\LavaFlow01.tex"));
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_toBloodSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Blood03.tex"));
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_toFlowerSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Flowers.tex"));
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_toBonesSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BonesSpill01.tex"));
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_toFeatherSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\FeatherSpill01.tex"));
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_toStonesSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\StonesSpill01.tex"));
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_toLavaSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaSpill01.tex"));
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_toBeastProjectileSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastProjectileSpill.tex"));
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_toLavaEruptingTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaErupting.tex"));
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_toWoodSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\WoodSpill01.tex"));
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_toLavaBombTrailSmoke.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaBomb.tex"));
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_toLavaBombTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaBombGradient.tex"));
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_toBeastDebrisTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastDebrisTrailGradient.tex"));
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_toBeastProjectileTrailTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastProjectileTrail.tex"));
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_toBeastProjectileTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastProjectileTrailGradient.tex"));
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_toBeastBigProjectileTrailTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastBigProjectileTrail.tex"));
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_toBeastBigProjectileTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastBigProjectileTrailGradient.tex"));
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_toBeastDebrisTrailTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastDebrisTrail.tex"));
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_toElectricitySparks.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\ElectricitySparks.tex"));
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_toRaindrop.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Raindrop.tex"));
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_toSnowdrop.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Snowdrop.tex"));
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_toBulletStone.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSpray.tex"));
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_toBulletWater.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSprayWater.tex"));
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_toBulletSand.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSpraySand.tex"));
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_toBulletSpark.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSpark.tex"));
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_toBulletSmoke.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\SmokeAnim01.tex"));
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_toPlayerParticles.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\PlayerParticles.tex"));
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_toWaterfallFoam.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\WaterfallFoam.tex"));
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_toMetalSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\MetalSpill.tex"));
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((CTextureData*)_toLavaTrailGradient .GetData())->Force(TEX_STATIC);
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((CTextureData*)_toLavaBombTrailGradient .GetData())->Force(TEX_STATIC);
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((CTextureData*)_toBeastDebrisTrailGradient .GetData())->Force(TEX_STATIC);
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((CTextureData*)_toBeastProjectileTrailGradient .GetData())->Force(TEX_STATIC);
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((CTextureData*)_toBeastBigProjectileTrailGradient.GetData())->Force(TEX_STATIC);
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((CTextureData*)_toWaterfallGradient .GetData())->Force(TEX_STATIC);
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((CTextureData*)_toSandFlowGradient .GetData())->Force(TEX_STATIC);
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((CTextureData*)_toWaterFlowGradient .GetData())->Force(TEX_STATIC);
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((CTextureData*)_toLavaFlowGradient .GetData())->Force(TEX_STATIC);
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}
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catch(char *strError)
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{
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FatalError(TRANS("Unable to obtain texture: %s"), strError);
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}
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InitParticleTables();
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}
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// close particle effects
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void CloseParticles(void)
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{
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_toRomboidTrail.SetData(NULL);
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_toBombTrail.SetData(NULL);
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_toFirecrackerTrail.SetData(NULL);
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_toSpiralTrail.SetData(NULL);
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_toColoredStarsTrail.SetData(NULL);
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_toFireball01Trail.SetData(NULL);
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_toRocketTrail.SetData(NULL);
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_toGrenadeTrail.SetData(NULL);
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_toCannonBall.SetData(NULL);
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_toVerticalGradient.SetData(NULL);
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_toVerticalGradientAlpha.SetData(NULL);
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_toBlood01Trail.SetData(NULL);
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_toLavaTrailGradient.SetData(NULL);
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_toWaterfallGradient.SetData(NULL);
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_toGhostbusterBeam.SetData( NULL);
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_toLightning.SetData( NULL);
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_toLavaTrailSmoke.SetData(NULL);
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_toFlamethrowerTrail.SetData(NULL);
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_toBoubble01.SetData(NULL);
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_toBoubble02.SetData(NULL);
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_toBoubble03.SetData(NULL);
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_toStar01.SetData(NULL);
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_toStar02.SetData(NULL);
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_toStar03.SetData(NULL);
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_toStar04.SetData(NULL);
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_toStar05.SetData(NULL);
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_toStar06.SetData(NULL);
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_toStar07.SetData(NULL);
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_toStar08.SetData(NULL);
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_toSand.SetData(NULL);
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_toSandFlowGradient.SetData(NULL);
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_toWater.SetData(NULL);
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_toWaterFlowGradient.SetData(NULL);
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_toLava.SetData(NULL);
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_toLavaFlowGradient.SetData(NULL);
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_toLavaBombTrailSmoke.SetData(NULL);
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_toLavaBombTrailGradient.SetData(NULL);
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_toBloodSprayTexture.SetData(NULL);
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_toFlowerSprayTexture.SetData(NULL);
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_toBonesSprayTexture.SetData(NULL);
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_toFeatherSprayTexture.SetData(NULL);
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_toStonesSprayTexture.SetData(NULL);
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_toLavaSprayTexture.SetData(NULL);
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_toBeastProjectileSprayTexture.SetData(NULL);
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_toLavaEruptingTexture.SetData(NULL);
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_toWoodSprayTexture.SetData(NULL);
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_toElectricitySparks.SetData(NULL);
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_toBeastDebrisTrailGradient.SetData(NULL);
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_toBeastProjectileTrailTexture.SetData(NULL);
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_toBeastProjectileTrailGradient.SetData(NULL);
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_toBeastBigProjectileTrailTexture.SetData(NULL);
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_toBeastBigProjectileTrailGradient.SetData(NULL);
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_toBeastDebrisTrailTexture.SetData(NULL);
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_toRaindrop.SetData(NULL);
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_toSnowdrop.SetData(NULL);
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_toBulletStone.SetData(NULL);
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_toBulletWater.SetData(NULL);
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_toBulletSand.SetData(NULL);
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_toBulletSpark.SetData(NULL);
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_toBulletSmoke.SetData(NULL);
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_toPlayerParticles.SetData(NULL);
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_toWaterfallFoam.SetData(NULL);
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_toMetalSprayTexture.SetData(NULL);
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}
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void Particles_ViewerLocal(CEntity *penView)
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{
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ASSERT(penView!=NULL);
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// ----------- Obtain world settings controller
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CWorldSettingsController *pwsc = NULL;
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// obtain bcg viewer
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CBackgroundViewer *penBcgViewer = (CBackgroundViewer *) penView->GetWorld()->GetBackgroundViewer();
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if( penBcgViewer != NULL)
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{
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// obtain world settings controller
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pwsc = (CWorldSettingsController *) &*penBcgViewer->m_penWorldSettingsController;
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}
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// ***** Storm appearing effects
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// if world settings controller is valid
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if( (pwsc != NULL) && (pwsc->m_tmStormStart != -1))
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{
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FLOAT fStormFactor = pwsc->GetStormFactor();
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if( fStormFactor != 0.0f)
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{
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FLOATaabbox3D boxRainMap;
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CTextureData *ptdRainMap;
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pwsc->GetHeightMapData( ptdRainMap, boxRainMap);
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Particles_Rain( penView, 1.25f, 32, fStormFactor, ptdRainMap, boxRainMap);
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}
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}
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}
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// different particle effects
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#define ROMBOID_TRAIL_POSITIONS 16
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void Particles_RomboidTrail(CEntity *pen)
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{
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CLastPositions *plp = pen->GetLastPositions(ROMBOID_TRAIL_POSITIONS);
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FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
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Particle_PrepareTexture(&_toRomboidTrail, PBT_ADD);
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Particle_SetTexturePart( 512, 512, 0, 0);
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for(INDEX iPos = 0; iPos<plp->lp_ctUsed; iPos++)
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{
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FLOAT3D vPos = plp->GetPosition(iPos);
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FLOAT fRand = rand()/FLOAT(RAND_MAX);
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FLOAT fAngle = fSeconds*256+iPos*2.0f*PI/ROMBOID_TRAIL_POSITIONS;
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FLOAT fSin = FLOAT(sin(fAngle));
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vPos(2) += fSin*iPos/ROMBOID_TRAIL_POSITIONS;
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FLOAT fSize = (ROMBOID_TRAIL_POSITIONS-iPos)*0.5f/ROMBOID_TRAIL_POSITIONS+0.1f;
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UBYTE ub = 255-iPos*255/ROMBOID_TRAIL_POSITIONS;
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Particle_RenderSquare( vPos, fSize, fAngle, RGBToColor(255-ub,ub,255-ub)|ub);
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}
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// all done
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Particle_Flush();
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}
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#define BOMB_TRAIL_POSITIONS 8
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#define BOMB_TRAIL_INTERPOSITIONS 4
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void Particles_BombTrail_Prepare(CEntity *pen)
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{
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pen->GetLastPositions(BOMB_TRAIL_POSITIONS);
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}
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void Particles_BombTrail(CEntity *pen)
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{
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CLastPositions *plp = pen->GetLastPositions(BOMB_TRAIL_POSITIONS);
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Particle_PrepareTexture(&_toBombTrail, PBT_ADD);
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Particle_SetTexturePart( 512, 512, 0, 0);
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const FLOAT3D *pvPos1;
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const FLOAT3D *pvPos2 = &plp->GetPosition(plp->lp_ctUsed-1);
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for(INDEX iPos = plp->lp_ctUsed-1; iPos>=1; iPos--)
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{
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pvPos1 = pvPos2;
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pvPos2 = &plp->GetPosition(iPos);
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for (INDEX iInter=0; iInter<BOMB_TRAIL_INTERPOSITIONS; iInter++) {
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FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/BOMB_TRAIL_INTERPOSITIONS);
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||
|
FLOAT fRand = rand()/FLOAT(RAND_MAX);
|
||
|
FLOAT fAngle = fRand*2.0f*PI;
|
||
|
FLOAT fSize = (BOMB_TRAIL_POSITIONS-iPos)*0.05f/BOMB_TRAIL_POSITIONS;
|
||
|
UBYTE ub = 255-iPos*256/BOMB_TRAIL_POSITIONS;
|
||
|
Particle_RenderSquare( vPos, fSize, fAngle, RGBToColor(ub,ub,ub)|ub);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define FIRECRACKER_TRAIL_POSITIONS 16
|
||
|
#define FIRECRACKER_TRAIL_INTERPOSITIONS 4
|
||
|
#define FIRECRACKER_TRAIL_PARTICLES (FIRECRACKER_TRAIL_INTERPOSITIONS*FIRECRACKER_TRAIL_POSITIONS)
|
||
|
void Particles_FirecrackerTrail_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(FIRECRACKER_TRAIL_POSITIONS);
|
||
|
}
|
||
|
void Particles_FirecrackerTrail(CEntity *pen)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(FIRECRACKER_TRAIL_POSITIONS);
|
||
|
Particle_PrepareTexture(&_toFirecrackerTrail, PBT_ADD);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
if( plp->lp_ctUsed<2) return;
|
||
|
const FLOAT3D *pvPos1;
|
||
|
const FLOAT3D *pvPos2 = &plp->GetPosition(plp->lp_ctUsed-1);
|
||
|
INDEX iParticle = plp->lp_ctUsed*FIRECRACKER_TRAIL_INTERPOSITIONS;
|
||
|
for(INDEX iPos = plp->lp_ctUsed-2; iPos>=0; iPos--)
|
||
|
{
|
||
|
pvPos1 = pvPos2;
|
||
|
pvPos2 = &plp->GetPosition(iPos);
|
||
|
for (INDEX iInter=0; iInter<FIRECRACKER_TRAIL_INTERPOSITIONS; iInter++)
|
||
|
{
|
||
|
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/FIRECRACKER_TRAIL_INTERPOSITIONS);
|
||
|
FLOAT fSize =
|
||
|
(FIRECRACKER_TRAIL_PARTICLES-iParticle)*0.25f/FIRECRACKER_TRAIL_PARTICLES;
|
||
|
UBYTE ub = 255-iParticle*255/FIRECRACKER_TRAIL_PARTICLES;
|
||
|
Particle_RenderSquare( vPos, fSize/2.0f, 0, RGBToColor(ub,ub,ub)|0xFF);
|
||
|
iParticle--;
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define SPIRAL_TRAIL_POSITIONS 16
|
||
|
void Particles_SpiralTrail(CEntity *pen)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(SPIRAL_TRAIL_POSITIONS);
|
||
|
|
||
|
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
|
||
|
Particle_PrepareTexture(&_toSpiralTrail, PBT_ADD);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
for(INDEX iPos = 0; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
FLOAT3D vPos = plp->GetPosition(iPos);
|
||
|
FLOAT fAngle = fSeconds*32.0f+iPos*2*PI/SPIRAL_TRAIL_POSITIONS;
|
||
|
FLOAT fSin = FLOAT(sin(fAngle));
|
||
|
FLOAT fCos = FLOAT(cos(fAngle));
|
||
|
|
||
|
vPos(1) += fSin*iPos*1.0f/SPIRAL_TRAIL_POSITIONS;
|
||
|
vPos(2) += fCos*iPos*1.0f/SPIRAL_TRAIL_POSITIONS;
|
||
|
|
||
|
UBYTE ub = iPos*SPIRAL_TRAIL_POSITIONS;
|
||
|
Particle_RenderSquare( vPos, 0.2f, fAngle, RGBToColor(ub,ub,ub)|ub);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
static COLOR _aColors[] = { C_WHITE, C_GRAY,
|
||
|
C_RED, C_GREEN, C_BLUE, C_CYAN, C_MAGENTA, C_YELLOW, C_ORANGE, C_BROWN, C_PINK,
|
||
|
C_lRED, C_lGREEN, C_lBLUE, C_lCYAN, C_lMAGENTA, C_lYELLOW, C_lORANGE, C_lBROWN, C_lPINK
|
||
|
};
|
||
|
|
||
|
#define COLORED_STARS_TRAIL_POSITIONS 16
|
||
|
void Particles_ColoredStarsTrail(CEntity *pen)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(COLORED_STARS_TRAIL_POSITIONS);
|
||
|
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
Particle_PrepareTexture(&_toColoredStarsTrail, PBT_ADD);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
for(INDEX iPos = 0; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
FLOAT3D vPos1 = plp->GetPosition(iPos);
|
||
|
//FLOAT3D vPos2 = vPos1;
|
||
|
|
||
|
FLOAT fAngle = fSeconds*64.0f+iPos*2*PI/COLORED_STARS_TRAIL_POSITIONS;
|
||
|
FLOAT fSin = FLOAT(sin(fAngle));
|
||
|
//FLOAT fCos = FLOAT(cos(fAngle));
|
||
|
|
||
|
FLOAT fDeltaY = fSin/2.0f;
|
||
|
vPos1(2) += fDeltaY;
|
||
|
//vPos2(2) -= fDeltaY;
|
||
|
|
||
|
FLOAT fRand = rand()/FLOAT(RAND_MAX);
|
||
|
INDEX iRandColor = INDEX(fRand*sizeof(_aColors)/sizeof(COLOR));
|
||
|
COLOR colColor1 = _aColors[ iRandColor];
|
||
|
Particle_RenderSquare( vPos1, 0.4f, fAngle, colColor1);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define WHITE_LINE_TRAIL_POSITIONS 8
|
||
|
void Particles_WhiteLineTrail(CEntity *pen)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(WHITE_LINE_TRAIL_POSITIONS);
|
||
|
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
Particle_PrepareTexture(&_toSpiralTrail, PBT_ADD);
|
||
|
Particle_SetTexturePart( 1, 1, 256, 256);
|
||
|
|
||
|
FLOAT3D vOldPos = plp->GetPosition(0);
|
||
|
for(INDEX iPos = 1; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
FLOAT3D vPos = plp->GetPosition(iPos);
|
||
|
FLOAT fAngle = fSeconds*4.0f+iPos*PI/WHITE_LINE_TRAIL_POSITIONS;
|
||
|
FLOAT fSin = FLOAT(sin(fAngle));
|
||
|
FLOAT fCos = FLOAT(cos(fAngle));
|
||
|
|
||
|
vPos(1) += fSin*iPos*1.0f/WHITE_LINE_TRAIL_POSITIONS;
|
||
|
vPos(2) += fCos*iPos*1.0f/WHITE_LINE_TRAIL_POSITIONS;
|
||
|
|
||
|
UBYTE ub = 255-iPos*256/WHITE_LINE_TRAIL_POSITIONS;
|
||
|
FLOAT fLerpFactor = FLOAT(iPos)/WHITE_LINE_TRAIL_POSITIONS;
|
||
|
COLOR colColor = LerpColor( C_YELLOW, C_dRED, fLerpFactor);
|
||
|
Particle_RenderLine( vPos, vOldPos, 0.05f, colColor);
|
||
|
vOldPos =vPos;
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
|
||
|
#define FIREBALL01_TRAIL_POSITIONS 8
|
||
|
#define FIREBALL01_TRAIL_INTERPOSITIONS 4
|
||
|
#define FIREBALL01_TRAIL_PARTICLES (FIREBALL01_TRAIL_INTERPOSITIONS*FIREBALL01_TRAIL_POSITIONS)
|
||
|
void Particles_Fireball01Trail_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(FIREBALL01_TRAIL_POSITIONS);
|
||
|
}
|
||
|
void Particles_Fireball01Trail(CEntity *pen)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(FIREBALL01_TRAIL_POSITIONS);
|
||
|
Particle_PrepareTexture(&_toFireball01Trail, PBT_ADD);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
const FLOAT3D *pvPos1;
|
||
|
const FLOAT3D *pvPos2 = &plp->GetPosition(plp->lp_ctUsed-1);
|
||
|
INDEX iParticle = 0;
|
||
|
INDEX iParticlesLiving = plp->lp_ctUsed*FIREBALL01_TRAIL_INTERPOSITIONS;
|
||
|
for(INDEX iPos = plp->lp_ctUsed-2; iPos>=0; iPos--) {
|
||
|
pvPos1 = pvPos2;
|
||
|
pvPos2 = &plp->GetPosition(iPos);
|
||
|
COLOR colColor;
|
||
|
for (INDEX iInter=0; iInter<FIREBALL01_TRAIL_INTERPOSITIONS; iInter++)
|
||
|
{
|
||
|
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/FIREBALL01_TRAIL_INTERPOSITIONS);
|
||
|
FLOAT fSize = iParticle*0.3f/iParticlesLiving;
|
||
|
UBYTE ub = UBYTE(iParticle*255/iParticlesLiving);
|
||
|
colColor = RGBToColor(ub,ub,ub)|0xFF;
|
||
|
Particle_RenderSquare( vPos, fSize, 0, colColor);
|
||
|
iParticle++;
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define GRENADE_TRAIL_POSITIONS 16
|
||
|
#define GRENADE_TRAIL_INTERPOSITIONS 2
|
||
|
void Particles_GrenadeTrail_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(GRENADE_TRAIL_POSITIONS);
|
||
|
}
|
||
|
void Particles_GrenadeTrail(CEntity *pen)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(GRENADE_TRAIL_POSITIONS);
|
||
|
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
Particle_PrepareTexture(&_toGrenadeTrail, PBT_MULTIPLY);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
const FLOAT3D *pvPos1;
|
||
|
const FLOAT3D *pvPos2 = &plp->GetPosition(0);
|
||
|
INDEX iParticle = 0;
|
||
|
INDEX iParticlesLiving = plp->lp_ctUsed*GRENADE_TRAIL_INTERPOSITIONS;
|
||
|
for(INDEX iPos = 1; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
pvPos1 = pvPos2;
|
||
|
pvPos2 = &plp->GetPosition(iPos);
|
||
|
for (INDEX iInter=0; iInter<GRENADE_TRAIL_INTERPOSITIONS; iInter++)
|
||
|
{
|
||
|
FLOAT fAngle = iParticle*4.0f*180/iParticlesLiving;
|
||
|
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/GRENADE_TRAIL_INTERPOSITIONS);
|
||
|
FLOAT fRatio = FLOAT(iParticle)/iParticlesLiving+fSeconds;
|
||
|
FLOAT fSize = iParticle*0.3f/iParticlesLiving+0.1f;
|
||
|
vPos(2) += iParticle*1.0f/iParticlesLiving;
|
||
|
vPos(1) += FLOAT(sin(fRatio*1.264*PI))*0.05f;
|
||
|
vPos(2) += FLOAT(sin(fRatio*0.704*PI))*0.05f;
|
||
|
vPos(3) += FLOAT(sin(fRatio*0.964*PI))*0.05f;
|
||
|
UBYTE ub = 255-(UBYTE)((ULONG)iParticle*255/iParticlesLiving);
|
||
|
Particle_RenderSquare( vPos, fSize, fAngle, RGBToColor(ub,ub,ub)|ub);
|
||
|
iParticle++;
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define CANNON_TRAIL_POSITIONS 12
|
||
|
#define CANNON_TRAIL_INTERPOSITIONS 1
|
||
|
void Particles_CannonBall_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(CANNON_TRAIL_POSITIONS);
|
||
|
}
|
||
|
void Particles_CannonBall(CEntity *pen, FLOAT fSpeedRatio)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(CANNON_TRAIL_POSITIONS);
|
||
|
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
Particle_PrepareTexture(&_toCannonBall, PBT_BLEND);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
FLOAT3D vOldPos = plp->GetPosition(1);
|
||
|
for( INDEX iPos=2; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
FLOAT3D vPos = plp->GetPosition(iPos);
|
||
|
UBYTE ub = UBYTE((255-iPos*256/plp->lp_ctUsed)*fSpeedRatio);
|
||
|
FLOAT fSize = (CANNON_TRAIL_POSITIONS-iPos)*0.04f+0.04f;
|
||
|
Particle_RenderLine( vPos, vOldPos, fSize, RGBToColor(ub,ub,ub)|ub);
|
||
|
vOldPos=vPos;
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define LAVA_TRAIL_POSITIONS 32
|
||
|
#define LAVA_TRAIL_INTERPOSITIONS 1
|
||
|
void Particles_LavaTrail_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(LAVA_TRAIL_POSITIONS);
|
||
|
}
|
||
|
void Particles_LavaTrail(CEntity *pen)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(LAVA_TRAIL_POSITIONS);
|
||
|
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
CTextureData *pTD = (CTextureData *) _toLavaTrailGradient.GetData();
|
||
|
Particle_PrepareTexture(&_toLavaTrailSmoke, PBT_BLEND);
|
||
|
//Particle_PrepareTexture(&_toLavaTrailSmoke, PBT_MULTIPLY);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
const FLOAT3D *pvPos1;
|
||
|
const FLOAT3D *pvPos2 = &plp->GetPosition(0);
|
||
|
INDEX iParticle = 0;
|
||
|
INDEX iParticlesLiving = plp->lp_ctUsed*LAVA_TRAIL_INTERPOSITIONS;
|
||
|
for(INDEX iPos = 1; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
pvPos1 = pvPos2;
|
||
|
pvPos2 = &plp->GetPosition(iPos);
|
||
|
for (INDEX iInter=0; iInter<LAVA_TRAIL_INTERPOSITIONS; iInter++)
|
||
|
{
|
||
|
FLOAT fAngle = iParticle*4.0f*180/iParticlesLiving;
|
||
|
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/LAVA_TRAIL_INTERPOSITIONS);
|
||
|
FLOAT fRatio = FLOAT(iParticle)/iParticlesLiving+fSeconds;
|
||
|
FLOAT fSize = iParticle*3.0f/iParticlesLiving+0.5f;
|
||
|
vPos(2) += iParticle*1.0f/iParticlesLiving;
|
||
|
vPos(1) += FLOAT(sin(fRatio*1.264*PI))*0.05f;
|
||
|
vPos(2) += FLOAT(sin(fRatio*0.704*PI))*0.05f;
|
||
|
vPos(3) += FLOAT(sin(fRatio*0.964*PI))*0.05f;
|
||
|
COLOR col = pTD->GetTexel(PIX(FLOAT(iParticle)/iParticlesLiving*8*1024), 0);
|
||
|
Particle_RenderSquare( vPos, fSize, fAngle, col);
|
||
|
iParticle++;
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define LAVA_BOMB_TRAIL_POSITIONS 16
|
||
|
#define LAVA_BOMB_TRAIL_INTERPOSITIONS 1
|
||
|
void Particles_LavaBombTrail_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(LAVA_BOMB_TRAIL_POSITIONS);
|
||
|
}
|
||
|
|
||
|
void Particles_LavaBombTrail(CEntity *pen, FLOAT fSizeMultiplier)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(LAVA_BOMB_TRAIL_POSITIONS);
|
||
|
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
CTextureData *pTD = (CTextureData *) _toLavaBombTrailGradient.GetData();
|
||
|
Particle_PrepareTexture(&_toLavaBombTrailSmoke, PBT_BLEND);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
const FLOAT3D *pvPos1;
|
||
|
const FLOAT3D *pvPos2 = &plp->GetPosition(0);
|
||
|
INDEX iParticle = 0;
|
||
|
INDEX iParticlesLiving = plp->lp_ctUsed*LAVA_BOMB_TRAIL_INTERPOSITIONS;
|
||
|
for(INDEX iPos = 1; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
INDEX iRnd = ((ULONG)fSeconds+iPos)%CT_MAX_PARTICLES_TABLE;
|
||
|
pvPos1 = pvPos2;
|
||
|
pvPos2 = &plp->GetPosition(iPos);
|
||
|
if( *pvPos1 == *pvPos2) continue;
|
||
|
for (INDEX iInter=0; iInter<LAVA_BOMB_TRAIL_INTERPOSITIONS; iInter++)
|
||
|
{
|
||
|
FLOAT fAngle = iParticle*4.0f*180/iParticlesLiving;
|
||
|
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/LAVA_BOMB_TRAIL_INTERPOSITIONS);
|
||
|
FLOAT fRatio = FLOAT(iParticle)/iParticlesLiving+fSeconds;
|
||
|
FLOAT fSize = (iParticle*1.0f/iParticlesLiving+1.0f) * fSizeMultiplier;
|
||
|
fSize += afStarsPositions[iRnd][0]*0.75f*fSizeMultiplier;
|
||
|
vPos(2) += iParticle*1.0f/iParticlesLiving;
|
||
|
vPos(1) += FLOAT(sin(fRatio*1.264*PI))*0.05f;
|
||
|
vPos(2) += FLOAT(sin(fRatio*0.704*PI))*0.05f;
|
||
|
vPos(3) += FLOAT(sin(fRatio*0.964*PI))*0.05f;
|
||
|
COLOR col = pTD->GetTexel(PIX(FLOAT(iParticle)/iParticlesLiving*8*1024), 0);
|
||
|
Particle_RenderSquare( vPos, fSize, fAngle, col);
|
||
|
iParticle++;
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define BEAST_PROJECTILE_DEBRIS_TRAIL_POSITIONS 8
|
||
|
#define BEAST_PROJECTILE_DEBRIS_TRAIL_INTERPOSITIONS 1
|
||
|
void Particles_BeastProjectileDebrisTrail_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(BEAST_PROJECTILE_DEBRIS_TRAIL_POSITIONS);
|
||
|
}
|
||
|
|
||
|
void Particles_BeastProjectileDebrisTrail(CEntity *pen, FLOAT fSizeMultiplier)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(BEAST_PROJECTILE_DEBRIS_TRAIL_POSITIONS);
|
||
|
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
CTextureData *pTD = (CTextureData *) _toBeastDebrisTrailGradient.GetData();
|
||
|
Particle_PrepareTexture(&_toBeastDebrisTrailTexture, PBT_BLEND);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
const FLOAT3D *pvPos1;
|
||
|
const FLOAT3D *pvPos2 = &plp->GetPosition(0);
|
||
|
INDEX iParticle = 0;
|
||
|
INDEX iParticlesLiving = plp->lp_ctUsed*BEAST_PROJECTILE_DEBRIS_TRAIL_INTERPOSITIONS;
|
||
|
for(INDEX iPos = 1; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
pvPos1 = pvPos2;
|
||
|
pvPos2 = &plp->GetPosition(iPos);
|
||
|
for (INDEX iInter=0; iInter<BEAST_PROJECTILE_DEBRIS_TRAIL_INTERPOSITIONS; iInter++)
|
||
|
{
|
||
|
FLOAT fAngle = iParticle*4.0f*180/iParticlesLiving;
|
||
|
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/BEAST_PROJECTILE_DEBRIS_TRAIL_INTERPOSITIONS);
|
||
|
FLOAT fRatio = FLOAT(iParticle)/iParticlesLiving+fSeconds;
|
||
|
FLOAT fSize = ((iParticle*iParticle+1.0f)/iParticlesLiving+2.0f) * fSizeMultiplier;
|
||
|
vPos(2) += iParticle*1.0f/iParticlesLiving;
|
||
|
vPos(1) += FLOAT(sin(fRatio*1.264*PI))*0.05f;
|
||
|
vPos(2) += FLOAT(sin(fRatio*0.704*PI))*0.05f;
|
||
|
vPos(3) += FLOAT(sin(fRatio*0.964*PI))*0.05f;
|
||
|
COLOR col = pTD->GetTexel(PIX(FLOAT(iParticle)/iParticlesLiving*8*1024), 0);
|
||
|
Particle_RenderSquare( vPos, fSize, fAngle, col);
|
||
|
iParticle++;
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define BEAST_PROJECTILE_TRAIL_POSITIONS 32
|
||
|
#define BEAST_PROJECTILE_TRAIL_INTERPOSITIONS 1
|
||
|
void Particles_BeastProjectileTrail_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(BEAST_PROJECTILE_TRAIL_POSITIONS);
|
||
|
}
|
||
|
|
||
|
#define BEAST_PROJECTILE_LINE_PARTICLES 0.4f
|
||
|
#define BEAST_PROJECTILE_FADE_OUT 0.3f
|
||
|
#define BEAST_PROJECTILE_TOTAL_TIME 0.6f
|
||
|
void Particles_BeastProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fHeight, INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
Particle_PrepareTexture(&_toBeastProjectileTrailTexture, PBT_BLEND);
|
||
|
Particle_SetTexturePart( 512, 2048, 0, 0);
|
||
|
|
||
|
CTextureData *pTD = (CTextureData *) _toBeastProjectileTrailGradient.GetData();
|
||
|
|
||
|
CPlacement3D pl = pen->GetLerpedPlacement();
|
||
|
FLOATmatrix3D m;
|
||
|
MakeRotationMatrixFast(m, pl.pl_OrientationAngle);
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( -m(1,3), -m(2,3), -m(3,3));
|
||
|
FLOAT3D vZ( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vCenter = pl.pl_PositionVector+vY*fHeight;
|
||
|
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar];
|
||
|
// apply time strech
|
||
|
fT *= 1/BEAST_PROJECTILE_TOTAL_TIME;
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
FLOAT fFade;
|
||
|
if (fT>(1.0f-BEAST_PROJECTILE_FADE_OUT)) fFade=(1-fT)*(1/BEAST_PROJECTILE_FADE_OUT);
|
||
|
else fFade=1.0f;
|
||
|
|
||
|
#define GET_POS( time) vCenter + \
|
||
|
vX*(afStarsPositions[iStar][0]*time*fSize*1.5) +\
|
||
|
vY*(-time*time*10.0f+(afStarsPositions[iStar][1]*2+2.0f)*1.2f*time) +\
|
||
|
vZ*(afStarsPositions[iStar][2]*time*fSize*1.5);
|
||
|
|
||
|
FLOAT3D vPos = GET_POS( fT);
|
||
|
COLOR colStar = pTD->GetTexel( FloatToInt(fT*8192), 0);
|
||
|
|
||
|
if( fT>BEAST_PROJECTILE_LINE_PARTICLES)
|
||
|
{
|
||
|
FLOAT fTimeOld = fT-0.25f;
|
||
|
FLOAT3D vOldPos = GET_POS( fTimeOld);
|
||
|
Particle_RenderLine( vOldPos, vPos, 0.4f, colStar);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Particle_RenderSquare( vPos, 0.5f, fT*360.0f, colStar);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define BEAST_BIG_PROJECTILE_TRAIL_POSITIONS 32
|
||
|
#define BEAST_BIG_PROJECTILE_TRAIL_INTERPOSITIONS 1
|
||
|
void Particles_BeastBigProjectileTrail_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(BEAST_BIG_PROJECTILE_TRAIL_POSITIONS);
|
||
|
}
|
||
|
|
||
|
#define BIG_BEAST_PROJECTILE_LINE_PARTICLES 0.4f
|
||
|
#define BIG_BEAST_PROJECTILE_FADE_OUT 0.4f
|
||
|
#define BIG_BEAST_PROJECTILE_TOTAL_TIME 0.6f
|
||
|
void Particles_BeastBigProjectileTrail( CEntity *pen, FLOAT fSize, FLOAT fZOffset, FLOAT fYOffset, INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
Particle_PrepareTexture(&_toBeastBigProjectileTrailTexture, PBT_BLEND);
|
||
|
Particle_SetTexturePart( 512, 2048, 0, 0);
|
||
|
|
||
|
CTextureData *pTD = (CTextureData *) _toBeastBigProjectileTrailGradient.GetData();
|
||
|
|
||
|
CPlacement3D pl = pen->GetLerpedPlacement();
|
||
|
FLOATmatrix3D m;
|
||
|
MakeRotationMatrixFast(m, pl.pl_OrientationAngle);
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( -m(1,3), -m(2,3), -m(3,3));
|
||
|
FLOAT3D vZ( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vCenter = pl.pl_PositionVector+vY*fZOffset+vZ*fYOffset;
|
||
|
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar];
|
||
|
// apply time strech
|
||
|
fT *= 1/BIG_BEAST_PROJECTILE_TOTAL_TIME;
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
FLOAT fFade;
|
||
|
if (fT>(1.0f-BIG_BEAST_PROJECTILE_FADE_OUT)) fFade=(1-fT)*(1/BIG_BEAST_PROJECTILE_FADE_OUT);
|
||
|
else fFade=1.0f;
|
||
|
|
||
|
#define GET_POS_BIG( time) vCenter + \
|
||
|
vX*(afStarsPositions[iStar][0]*time*fSize*1.5) +\
|
||
|
vY*(time*time*-15.0f+(afStarsPositions[iStar][1]*2+3.0f)*1.2f*time) +\
|
||
|
vZ*(afStarsPositions[iStar][2]*time*fSize*1.5);
|
||
|
|
||
|
FLOAT3D vPos = GET_POS_BIG( fT);
|
||
|
COLOR colStar = pTD->GetTexel( FloatToInt(fT*8192), 0);
|
||
|
|
||
|
if( fT>BIG_BEAST_PROJECTILE_LINE_PARTICLES)
|
||
|
{
|
||
|
FLOAT fTimeOld = fT-0.125f;
|
||
|
FLOAT3D vOldPos = GET_POS_BIG( fTimeOld);
|
||
|
Particle_RenderLine( vOldPos, vPos, 0.6f*fFade, colStar);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Particle_RenderSquare( vPos, 0.5, fT*360.0f, colStar);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define ROCKET_TRAIL_POSITIONS 16
|
||
|
#define ROCKET_TRAIL_INTERPOSITIONS 3
|
||
|
void Particles_RocketTrail_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(ROCKET_TRAIL_POSITIONS);
|
||
|
}
|
||
|
void Particles_RocketTrail(CEntity *pen, FLOAT fStretch)
|
||
|
{
|
||
|
CLastPositions *plp = pen->GetLastPositions(ROCKET_TRAIL_POSITIONS);
|
||
|
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
Particle_PrepareTexture(&_toRocketTrail, PBT_ADD);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
const FLOAT3D *pvPos1;
|
||
|
const FLOAT3D *pvPos2 = &plp->GetPosition(1);
|
||
|
INDEX iParticle = 0;
|
||
|
INDEX iParticlesLiving = plp->lp_ctUsed*ROCKET_TRAIL_INTERPOSITIONS;
|
||
|
for( INDEX iPos=2; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
pvPos1 = pvPos2;
|
||
|
pvPos2 = &plp->GetPosition(iPos);
|
||
|
if( (*pvPos2 - *pvPos1).Length() == 0.0f)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
for (INDEX iInter=0; iInter<ROCKET_TRAIL_INTERPOSITIONS; iInter++)
|
||
|
{
|
||
|
FLOAT fRand = rand()/FLOAT(RAND_MAX);
|
||
|
FLOAT fAngle = 0.0f;
|
||
|
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/ROCKET_TRAIL_INTERPOSITIONS);
|
||
|
FLOAT fSize = iParticle*0.5f/iParticlesLiving*fStretch+0.25f;
|
||
|
|
||
|
UBYTE ub = 255-(UBYTE)((ULONG)iParticle*255/iParticlesLiving);
|
||
|
FLOAT fLerpFactor = FLOAT(iPos)/ROCKET_TRAIL_POSITIONS;
|
||
|
COLOR colColor = LerpColor( C_WHITE, C_BLACK, fLerpFactor);
|
||
|
Particle_RenderSquare( vPos, fSize, fAngle, colColor|ub);
|
||
|
iParticle++;
|
||
|
}
|
||
|
}
|
||
|
Particle_Flush();
|
||
|
|
||
|
// now render line
|
||
|
Particle_PrepareTexture(&_toVerticalGradient, PBT_ADD);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
FLOAT3D vOldPos = plp->GetPosition(1);
|
||
|
for( INDEX iPos=2; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
FLOAT3D vPos = plp->GetPosition(iPos);
|
||
|
if( (vPos - vOldPos).Length() == 0.0f)
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
UBYTE ub = UBYTE(255-iPos*256/plp->lp_ctUsed);
|
||
|
FLOAT fSize = iPos*0.01f*fStretch+0.005f;
|
||
|
Particle_RenderLine( vPos, vOldPos, fSize, RGBToColor(ub,ub,ub)|ub);
|
||
|
vOldPos=vPos;
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
|
||
|
#define BLOOD01_TRAIL_POSITIONS 15
|
||
|
void Particles_BloodTrail(CEntity *pen)
|
||
|
{
|
||
|
// get blood type
|
||
|
const INDEX iBloodType = GetSP()->sp_iBlood;
|
||
|
if( iBloodType<1) return;
|
||
|
COLOR col;
|
||
|
if( iBloodType==3) Particle_PrepareTexture( &_toFlowerSprayTexture, PBT_BLEND);
|
||
|
else Particle_PrepareTexture( &_toBloodSprayTexture, PBT_BLEND);
|
||
|
|
||
|
CLastPositions *plp = pen->GetLastPositions(BLOOD01_TRAIL_POSITIONS);
|
||
|
FLOAT fGA = ((CMovableEntity *)pen)->en_fGravityA;
|
||
|
FLOAT3D vGDir = ((CMovableEntity *)pen)->en_vGravityDir;
|
||
|
|
||
|
for( INDEX iPos=0; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
Particle_SetTexturePart( 256, 256, iPos%8, 0);
|
||
|
FLOAT3D vPos = plp->GetPosition(iPos);
|
||
|
FLOAT fRand = rand()/FLOAT(RAND_MAX);
|
||
|
FLOAT fAngle = iPos*2.0f*PI/BLOOD01_TRAIL_POSITIONS;
|
||
|
FLOAT fSin = FLOAT(sin(fAngle));
|
||
|
FLOAT fT = iPos*_pTimer->TickQuantum;
|
||
|
vPos += vGDir*fGA*fT*fT/8.0f;
|
||
|
FLOAT fSize = 0.2f-iPos*0.15f/BLOOD01_TRAIL_POSITIONS;
|
||
|
UBYTE ub = 255-iPos*255/BLOOD01_TRAIL_POSITIONS;
|
||
|
if( iBloodType==3) col = C_WHITE|ub;
|
||
|
else if( iBloodType==2) col = RGBAToColor(ub,20,20,ub);
|
||
|
else col = RGBAToColor(0,ub,0,ub);
|
||
|
Particle_RenderSquare( vPos, fSize, fAngle, col);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
|
||
|
INDEX Particles_FireBreath(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget, FLOAT tmStart, FLOAT tmStop)
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toFlamethrowerTrail, PBT_ADD);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
FLOAT fFlameLife = 2;
|
||
|
INDEX ctFlames = 32;
|
||
|
INDEX ctRendered = 0;
|
||
|
FLOAT tmFlameDelta = 0.25f;
|
||
|
FLOAT3D vFocus = Lerp( vSource, vTarget, 0.25f);
|
||
|
for( INDEX iFlame=0; iFlame<ctFlames; iFlame++)
|
||
|
{
|
||
|
FLOAT tmFakeStart = tmStart+iFlame*tmFlameDelta+afStarsPositions[iFlame*2][0]*tmFlameDelta;
|
||
|
FLOAT fPassedTime = fNow-tmFakeStart;
|
||
|
if(fPassedTime<0.0f || fPassedTime>fFlameLife || tmFakeStart>tmStop) continue;
|
||
|
// calculate fraction part
|
||
|
FLOAT fT=fPassedTime/fFlameLife;
|
||
|
fT=fT-INDEX(fT);
|
||
|
// lerp position
|
||
|
FLOAT3D vRnd = FLOAT3D( afStarsPositions[iFlame][0],afStarsPositions[iFlame][1],
|
||
|
afStarsPositions[iFlame][2])*10;
|
||
|
FLOAT3D vPos = Lerp( vSource, vFocus+vRnd, fT);
|
||
|
FLOAT fSize = 5.0f*fT+5.0f;
|
||
|
UBYTE ub = CalculateRatio( fT, 0.0f, 1.0f, 0.1f, 0.2f)*255;
|
||
|
Particle_RenderSquare( vPos, fSize, fT*(1.0f+afStarsPositions[iFlame*3][1])*360.0f, RGBToColor(ub,ub,ub)|0xFF);
|
||
|
ctRendered++;
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
return ctRendered;
|
||
|
}
|
||
|
|
||
|
INDEX Particles_Regeneration(CEntity *pen, FLOAT tmStart, FLOAT tmStop, FLOAT fYFactor, BOOL bDeath)
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toElectricitySparks, PBT_BLEND);
|
||
|
Particle_SetTexturePart( 512, 1024, 0, 0);
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
FLOAT fLife = 1.5;
|
||
|
INDEX ctRendered = 0;
|
||
|
FLOAT tmDelta = 0.001f;
|
||
|
for( INDEX iVtx=0; iVtx<1024*4; iVtx++)
|
||
|
{
|
||
|
FLOAT tmFakeStart = tmStart+iVtx*tmDelta;
|
||
|
FLOAT fPassedTime = fNow-tmFakeStart;
|
||
|
if(fPassedTime<0.0f || fPassedTime>fLife || tmFakeStart>tmStop) continue;
|
||
|
// calculate fraction part
|
||
|
FLOAT fT=fPassedTime/fLife;
|
||
|
fT=fT-INDEX(fT);
|
||
|
|
||
|
INDEX iRnd = iVtx%CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT3D vRnd= FLOAT3D(afStarsPositions[iRnd][0],afStarsPositions[iRnd][1]+0.5f,afStarsPositions[iRnd][2]);
|
||
|
vRnd(1) *= 800.0f;
|
||
|
vRnd(2) *= 400.0f;
|
||
|
vRnd(3) *= 800.0f;
|
||
|
FLOAT3D vSource = vCenter+vRnd;
|
||
|
FLOAT3D vDestination = vCenter+vRnd*0.05f;
|
||
|
vDestination(2) += 40.0f*fYFactor+vRnd(2)/8.0f*fYFactor;
|
||
|
FLOAT3D vPos, vPos2;
|
||
|
// lerp position
|
||
|
if(bDeath) {
|
||
|
vPos = Lerp( vSource, vDestination, 1.0f-fT);
|
||
|
} else {
|
||
|
vPos = Lerp( vSource, vDestination, fT);
|
||
|
}
|
||
|
FLOAT fT2 = Clamp(fT-0.025f-fT*fT*0.025f, 0.0f, 1.0f);
|
||
|
|
||
|
if(bDeath) {
|
||
|
vPos2 = Lerp( vSource, vDestination, 1.0f-fT2);
|
||
|
} else {
|
||
|
vPos2 = Lerp( vSource, vDestination, fT2);
|
||
|
}
|
||
|
|
||
|
UBYTE ubR = 192+afStarsPositions[iRnd][1]*64;
|
||
|
UBYTE ubG = 192+afStarsPositions[iRnd][2]*64;
|
||
|
UBYTE ubB = 192+afStarsPositions[iRnd][3]*64;
|
||
|
UBYTE ubA = CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f)*255;
|
||
|
COLOR colLine = RGBToColor( ubR, ubG, ubB) | ubA;
|
||
|
|
||
|
FLOAT fSize = 1.0f;
|
||
|
Particle_RenderLine( vPos2, vPos, fSize, colLine);
|
||
|
ctRendered++;
|
||
|
}
|
||
|
|
||
|
// flush array
|
||
|
avVertices.PopAll();
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
return ctRendered;
|
||
|
}
|
||
|
|
||
|
#define SECONDS_PER_PARTICLE 0.01f
|
||
|
void Particles_FlameThrower(const CPlacement3D &plEnd, const CPlacement3D &plStart,
|
||
|
FLOAT fEndElapsed, FLOAT fStartElapsed)
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toFlamethrowerTrail, PBT_ADD);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
const FLOAT3D &vStart = plStart.pl_PositionVector;
|
||
|
const FLOAT3D &vEnd = plEnd.pl_PositionVector;
|
||
|
FLOAT3D vDelta = (vEnd-vStart)/(fEndElapsed-fStartElapsed);
|
||
|
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
for(FLOAT fTime = ceil(fStartElapsed/SECONDS_PER_PARTICLE)*SECONDS_PER_PARTICLE;
|
||
|
fTime<fEndElapsed; fTime+=SECONDS_PER_PARTICLE)
|
||
|
{
|
||
|
FLOAT fAngle = (fSeconds+fTime)*90.0f;
|
||
|
FLOAT fSize = 1.5*fTime+0.01;
|
||
|
FLOAT fRise = (fTime*fTime);
|
||
|
UBYTE ub = 96;
|
||
|
if( fTime>0.75f) ub = 0;
|
||
|
else if( fTime>0.5f) ub = (-4*fTime+3)*96;
|
||
|
|
||
|
ASSERT(fTime>=0.0f);
|
||
|
ASSERT(fSize>=0.0f);
|
||
|
FLOAT3D vPos = vStart+vDelta*(fTime-fStartElapsed)+FLOAT3D(0.0f, fRise, 0.0f);
|
||
|
Particle_RenderSquare( vPos, fSize, fAngle, RGBToColor(ub,ub,ub)|0xFF);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
void SetupParticleTexture(enum ParticleTexture ptTexture)
|
||
|
{
|
||
|
switch(ptTexture) {
|
||
|
case PT_STAR01: Particle_PrepareTexture(&_toStar01, PBT_ADD); break;
|
||
|
case PT_STAR02: Particle_PrepareTexture(&_toStar02, PBT_ADD); break;
|
||
|
case PT_STAR03: Particle_PrepareTexture(&_toStar03, PBT_ADD); break;
|
||
|
case PT_STAR04: Particle_PrepareTexture(&_toStar04, PBT_ADD); break;
|
||
|
case PT_STAR05: Particle_PrepareTexture(&_toStar05, PBT_ADD); break;
|
||
|
case PT_STAR06: Particle_PrepareTexture(&_toStar06, PBT_ADD); break;
|
||
|
case PT_STAR07: Particle_PrepareTexture(&_toStar07, PBT_ADD); break;
|
||
|
case PT_STAR08: Particle_PrepareTexture(&_toStar08, PBT_ADD); break;
|
||
|
case PT_BOUBBLE01: Particle_PrepareTexture(&_toBoubble01, PBT_ADD); break;
|
||
|
case PT_BOUBBLE02: Particle_PrepareTexture(&_toBoubble02, PBT_ADD); break;
|
||
|
case PT_WATER01: Particle_PrepareTexture(&_toBoubble03, PBT_BLEND); break;
|
||
|
case PT_WATER02: Particle_PrepareTexture(&_toBoubble03, PBT_BLEND); break;
|
||
|
case PT_SANDFLOW: Particle_PrepareTexture(&_toSand, PBT_BLEND); break;
|
||
|
case PT_WATERFLOW: Particle_PrepareTexture(&_toWater, PBT_BLEND); break;
|
||
|
case PT_LAVAFLOW: Particle_PrepareTexture(&_toLava, PBT_BLEND); break;
|
||
|
default: ASSERT(FALSE);
|
||
|
}
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
}
|
||
|
|
||
|
void InitParticleTables(void)
|
||
|
{
|
||
|
for( INDEX iStar=0; iStar<CT_MAX_PARTICLES_TABLE; iStar++)
|
||
|
{
|
||
|
afTimeOffsets[iStar] = rand()/FLOAT(RAND_MAX)*10;
|
||
|
afStarsPositions[iStar][0] = rand()/FLOAT(RAND_MAX)-0.5f;
|
||
|
afStarsPositions[iStar][1] = rand()/FLOAT(RAND_MAX)-0.5f;
|
||
|
afStarsPositions[iStar][2] = rand()/FLOAT(RAND_MAX)-0.5f;
|
||
|
UBYTE ubR = UBYTE(rand()/FLOAT(RAND_MAX) * 255);
|
||
|
UBYTE ubG = UBYTE(rand()/FLOAT(RAND_MAX) * 255);
|
||
|
UBYTE ubB = UBYTE(rand()/FLOAT(RAND_MAX) * 255);
|
||
|
auStarsColors[iStar][0] = ubR;
|
||
|
auStarsColors[iStar][1] = ubG;
|
||
|
auStarsColors[iStar][2] = ubB;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#define STARDUST_EXIST_TIME 0.15f
|
||
|
void Particles_Stardust( CEntity *pen, FLOAT fSize, FLOAT fHeight,
|
||
|
enum ParticleTexture ptTexture, INDEX ctParticles)
|
||
|
{
|
||
|
INDEX ctOffsetSpace = 128;
|
||
|
|
||
|
ASSERT( (ctParticles+ctOffsetSpace)<=CT_MAX_PARTICLES_TABLE);
|
||
|
if( Particle_GetMipFactor()>7.0f) return;
|
||
|
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
SetupParticleTexture( ptTexture);
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
CPlacement3D plSource = pen->GetLerpedPlacement();
|
||
|
FLOAT3D vCenter = plSource.pl_PositionVector+vY*fHeight;
|
||
|
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar];
|
||
|
// apply time strech
|
||
|
fT *= 0.3f;
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
if( fT>STARDUST_EXIST_TIME) continue;
|
||
|
FLOAT fFade = -2.0f * Abs(fT*(1.0f/STARDUST_EXIST_TIME)-0.5f)+1.0f;
|
||
|
|
||
|
INDEX iRandomFromPlacement =
|
||
|
(ULONG)(plSource.pl_PositionVector(1)+plSource.pl_PositionVector(3))&(ctOffsetSpace-1);
|
||
|
INDEX iMemeber = iStar+iRandomFromPlacement;
|
||
|
const FLOAT3D vPos = vCenter+FLOAT3D( afStarsPositions[iMemeber][0],
|
||
|
afStarsPositions[iMemeber][1],
|
||
|
afStarsPositions[iMemeber][2])*fSize;
|
||
|
COLOR colStar = RGBToColor( auStarsColors[iMemeber][0]*fFade,
|
||
|
auStarsColors[iMemeber][1]*fFade,
|
||
|
auStarsColors[iMemeber][2]*fFade);
|
||
|
Particle_RenderSquare( vPos, 0.15f, 0, colStar|0xFF);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define RISING_TOTAL_TIME 5.0f
|
||
|
#define RISING_EXIST_TIME 3.0f
|
||
|
#define RISING_FADE_IN 0.3f
|
||
|
#define RISING_FADE_OUT 0.3f
|
||
|
|
||
|
void Particles_Rising(CEntity *pen, FLOAT fStartTime, FLOAT fStopTime, FLOAT fStretchAll,
|
||
|
FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ, FLOAT fSize,
|
||
|
enum ParticleTexture ptTexture, INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
|
||
|
if( Particle_GetMipFactor()>7.0f) return;
|
||
|
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
SetupParticleTexture( ptTexture);
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fStretchY;
|
||
|
|
||
|
FLOAT fPowerFactor = Clamp((fNow - fStartTime)/5.0f,0.0f,1.0f);
|
||
|
fPowerFactor *= Clamp(1+(fStopTime-fNow)/5.0f,0.0f,1.0f);
|
||
|
//ctParticles = FLOAT(ctParticles) * fPowerFactor;
|
||
|
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar];
|
||
|
// apply time strech
|
||
|
fT *= 1/RISING_TOTAL_TIME;
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
FLOAT fF = fT*(RISING_TOTAL_TIME/RISING_EXIST_TIME);
|
||
|
if( fF>1) continue;
|
||
|
FLOAT fFade;
|
||
|
if(fF<(RISING_FADE_IN*fPowerFactor)) fFade=fF*(1/(RISING_FADE_IN*fPowerFactor));
|
||
|
else if (fF>(1.0f-RISING_FADE_OUT)) fFade=(1-fF)*(1/RISING_FADE_OUT);
|
||
|
else fFade=1.0f;
|
||
|
|
||
|
FLOAT3D vPos = vCenter+FLOAT3D(
|
||
|
afStarsPositions[iStar][0]*fStretchX,
|
||
|
afStarsPositions[iStar][1]*fStretchY,
|
||
|
afStarsPositions[iStar][2]*fStretchZ)*fStretchAll+vY*(fF*fStretchAll*0.5f);
|
||
|
vPos(1)+=sin(fF*4.0f)*0.05f*fStretchAll;
|
||
|
vPos(3)+=cos(fF*4.0f)*0.05f*fStretchAll;
|
||
|
|
||
|
UBYTE ub = NormFloatToByte( fFade);
|
||
|
COLOR colStar = RGBToColor( ub, ub, ub>>1);
|
||
|
Particle_RenderSquare( vPos, fSize*fPowerFactor, 0, colStar|(UBYTE(0xFF*fPowerFactor)));
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define CT_SPIRAL_PARTICLES 4
|
||
|
#define CT_SPIRAL_TRAIL 10
|
||
|
void Particles_Spiral( CEntity *pen, FLOAT fSize, FLOAT fHeight,
|
||
|
enum ParticleTexture ptTexture, INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
|
||
|
|
||
|
FLOAT fMipFactor = Particle_GetMipFactor();
|
||
|
if( fMipFactor>7.0f) return;
|
||
|
fMipFactor = 2.5f-fMipFactor*0.3f;
|
||
|
fMipFactor = Clamp( fMipFactor, 0.0f, 1.0f);
|
||
|
INDEX ctSpiralTrail = fMipFactor*CT_SPIRAL_TRAIL;
|
||
|
if( ctSpiralTrail<=0) return;
|
||
|
FLOAT fTrailDelta = 0.1f/fMipFactor;
|
||
|
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
SetupParticleTexture( ptTexture);
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fHeight;
|
||
|
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar];
|
||
|
|
||
|
for( INDEX iTrail=0; iTrail<ctSpiralTrail; iTrail++) {
|
||
|
FLOAT3D vPos = vCenter;
|
||
|
vPos(1)+=sin((fT-iTrail*fTrailDelta)*4.0f*(afStarsPositions[iStar][0]*3.0f)+0.3f)*0.5f*fSize;
|
||
|
vPos(2)+=sin((fT-iTrail*fTrailDelta)*4.0f*(afStarsPositions[iStar][1]*3.0f)+0.9f)*0.5f*fSize;
|
||
|
vPos(3)+=sin((fT-iTrail*fTrailDelta)*4.0f*(afStarsPositions[iStar][2]*3.0f)+0.1f)*0.5f*fSize;
|
||
|
UBYTE ub = NormFloatToByte( (FLOAT)(ctSpiralTrail-iTrail) / (FLOAT)(ctSpiralTrail));
|
||
|
COLOR colStar = RGBToColor( ub, ub, ub>>1);
|
||
|
Particle_RenderSquare( vPos, 0.2f, 0, colStar|0xFF);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define EMANATE_FADE_IN 0.2f
|
||
|
#define EMANATE_FADE_OUT 0.6f
|
||
|
#define EMANATE_TOTAL_TIME 1.0f
|
||
|
#define EMANATE_EXIST_TIME 0.5f
|
||
|
void Particles_Emanate( CEntity *pen, FLOAT fSize, FLOAT fHeight,
|
||
|
enum ParticleTexture ptTexture, INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
|
||
|
if( Particle_GetMipFactor()>7.0f) return;
|
||
|
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
SetupParticleTexture( ptTexture);
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fHeight;
|
||
|
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar];
|
||
|
// apply time strech
|
||
|
fT *= 1/EMANATE_TOTAL_TIME;
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
FLOAT fF = fT*(EMANATE_TOTAL_TIME/EMANATE_EXIST_TIME);
|
||
|
if( fF>1) continue;
|
||
|
FLOAT fFade;
|
||
|
if(fF<EMANATE_FADE_IN) fFade=fF*(1/EMANATE_FADE_IN);
|
||
|
else if (fF>(1.0f-EMANATE_FADE_OUT)) fFade=(1-fF)*(1/EMANATE_FADE_OUT);
|
||
|
else fFade=1.0f;
|
||
|
|
||
|
FLOAT3D vPos = vCenter+FLOAT3D(
|
||
|
afStarsPositions[iStar][0],
|
||
|
afStarsPositions[iStar][1],
|
||
|
afStarsPositions[iStar][2])*fSize*(fF+0.4f);
|
||
|
|
||
|
UBYTE ub = NormFloatToByte( fFade);
|
||
|
COLOR colStar = RGBToColor( ub, ub, ub>>1);
|
||
|
Particle_RenderSquare( vPos, 0.1f, 0, colStar|0xFF);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define WATERFALL_FOAM_FADE_IN 0.1f
|
||
|
#define WATERFALL_FOAM_FADE_OUT 0.4f
|
||
|
void Particles_WaterfallFoam(CEntity *pen, FLOAT fSizeX, FLOAT fSizeY, FLOAT fSizeZ,
|
||
|
FLOAT fParticleSize, FLOAT fSpeed, FLOAT fSpeedY, FLOAT fLife, INDEX ctParticles)
|
||
|
{
|
||
|
if(fLife<=0) return;
|
||
|
|
||
|
Particle_PrepareTexture( &_toWaterfallFoam, PBT_ADD);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
|
||
|
for( INDEX iFoam=0; iFoam<ctParticles; iFoam++)
|
||
|
{
|
||
|
FLOAT fT = (fNow+afTimeOffsets[iFoam]*fLife)/(fLife*(1.0f+afStarsPositions[iFoam*2][0]*0.25f));
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
FLOAT fAppearX = (afStarsPositions[iFoam][0]+0.5f)*fSizeX;
|
||
|
FLOAT fAppearZ = (afStarsPositions[iFoam][2]+0.5f)*fSizeZ;
|
||
|
|
||
|
FLOAT fX = fAppearX + afStarsPositions[iFoam][0]*fT*fSpeed*(1.0f-fT*fT/2.0f);
|
||
|
FLOAT fY = -1.0f+fSpeedY*fT;
|
||
|
FLOAT fZ = fAppearZ + afStarsPositions[iFoam][2]*fT*fSpeed*(1.0f-fT*fT/2.0f);
|
||
|
FLOAT3D vPos = vCenter + vX*fX + vY*fY + vZ*fZ;
|
||
|
FLOAT fFade = CalculateRatio( fT, 0, 1, WATERFALL_FOAM_FADE_IN, WATERFALL_FOAM_FADE_OUT);
|
||
|
FLOAT fRndRotation = afStarsPositions[iFoam*3][1];
|
||
|
UBYTE ub = NormFloatToByte( fFade);
|
||
|
COLOR colStar = RGBToColor( ub, ub, ub);
|
||
|
Particle_RenderSquare( vPos, fParticleSize*(1.0f+afStarsPositions[iFoam][1]*0.25f), fRndRotation*300*fT, colStar|0xFF);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
void Particles_EmanatePlane(CEntity *pen, FLOAT fSizeX, FLOAT fSizeY, FLOAT fSizeZ,
|
||
|
FLOAT fParticleSize, FLOAT fAway, FLOAT fSpeed,
|
||
|
enum ParticleTexture ptTexture, INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
|
||
|
if( Particle_GetMipFactor()>7.0f) return;
|
||
|
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
SetupParticleTexture( ptTexture);
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar];
|
||
|
// apply time strech
|
||
|
fT *= 1/(EMANATE_TOTAL_TIME*fSpeed);
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
FLOAT fF = fT*(EMANATE_TOTAL_TIME/EMANATE_EXIST_TIME);
|
||
|
if( fF>1) continue;
|
||
|
FLOAT fFade;
|
||
|
if(fF<EMANATE_FADE_IN) fFade=fF*(1/EMANATE_FADE_IN);
|
||
|
else if (fF>(1.0f-EMANATE_FADE_OUT)) fFade=(1-fF)*(1/EMANATE_FADE_OUT);
|
||
|
else fFade=1.0f;
|
||
|
|
||
|
FLOAT fX = (afStarsPositions[iStar][0]+0.5f)*fSizeX*(1+fF*fAway);
|
||
|
FLOAT fY = fSizeY*fF;
|
||
|
FLOAT fZ = (afStarsPositions[iStar][2]+0.5f)*fSizeZ*(1+fF*fAway);
|
||
|
FLOAT3D vPos = vCenter + vX*fX + vY*fY + vZ*fZ;
|
||
|
|
||
|
UBYTE ub = NormFloatToByte( fFade);
|
||
|
COLOR colStar = RGBToColor( ub, ub, ub);
|
||
|
Particle_RenderSquare( vPos, fParticleSize, 0, colStar|0xFF);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define CT_FOUNTAIN_TRAIL 3
|
||
|
#define FOUNTAIN_FADE_IN 0.6f
|
||
|
#define FOUNTAIN_FADE_OUT 0.4f
|
||
|
#define FOUNTAIN_TOTAL_TIME 0.6f
|
||
|
void Particles_Fountain( CEntity *pen, FLOAT fSize, FLOAT fHeight,
|
||
|
enum ParticleTexture ptTexture, INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
SetupParticleTexture( ptTexture);
|
||
|
CTextureData *pTD = (CTextureData *) _toWaterfallGradient.GetData();
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fHeight;
|
||
|
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
for( INDEX iTrail=0; iTrail<CT_FOUNTAIN_TRAIL; iTrail++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar]-iTrail*0.075f;
|
||
|
// apply time strech
|
||
|
fT *= 1/FOUNTAIN_TOTAL_TIME;
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
FLOAT fFade;
|
||
|
if (fT>(1.0f-FOUNTAIN_FADE_OUT)) fFade=(1-fT)*(1/FOUNTAIN_FADE_OUT);
|
||
|
else fFade=1.0f;
|
||
|
fFade *= (CT_FOUNTAIN_TRAIL-iTrail)*(1.0f/CT_FOUNTAIN_TRAIL);
|
||
|
|
||
|
FLOAT3D vPos = vCenter +
|
||
|
vX*(afStarsPositions[iStar][0]*fT*fSize) +
|
||
|
vY*(fT*fT*-5.0f+(afStarsPositions[iStar][1]*2+4.0f)*1.2f*fT) +
|
||
|
vZ*(afStarsPositions[iStar][2]*fT*fSize);
|
||
|
|
||
|
COLOR colStar = pTD->GetTexel( FloatToInt(fFade*2048), 0);
|
||
|
ULONG ulA = FloatToInt( ((colStar&CT_AMASK)>>CT_ASHIFT) * fFade);
|
||
|
colStar = (colStar&~CT_AMASK) | (ulA<<CT_ASHIFT);
|
||
|
Particle_RenderSquare( vPos, 0.05f, 0, colStar);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
void Particles_DamageSmoke( CEntity *pen, FLOAT tmStarted, FLOATaabbox3D boxOwner, FLOAT fDamage)
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toBulletSmoke, PBT_BLEND);
|
||
|
INDEX iRnd1 = INDEX( (tmStarted*1000.0f)+pen->en_ulID)%CT_MAX_PARTICLES_TABLE;
|
||
|
Particle_SetTexturePart( 512, 512, iRnd1%3, 0);
|
||
|
|
||
|
FLOAT fT = _pTimer->GetLerpedCurrentTick()-tmStarted;
|
||
|
FLOAT fBoxSize = boxOwner.Size().Length();
|
||
|
for(INDEX iSmoke=0; iSmoke<2+fDamage*2; iSmoke++)
|
||
|
{
|
||
|
INDEX iRnd2 = INDEX(tmStarted*12345.0f+iSmoke+fDamage*10.0f)%(CT_MAX_PARTICLES_TABLE/2);
|
||
|
FLOAT fLifeTime = 2.0f+(afStarsPositions[iRnd2][0]+0.5f)*2.0f;
|
||
|
FLOAT fRatio = CalculateRatio(fT, 0, fLifeTime, 0.4f, 0.6f);
|
||
|
|
||
|
FLOAT fRndAppearX = afStarsPositions[iRnd2][0]*fBoxSize*0.125f;
|
||
|
FLOAT fRndAppearZ = afStarsPositions[iRnd2][2]*fBoxSize*0.125f;
|
||
|
FLOAT3D vPos = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
vPos(1) += fRndAppearX;
|
||
|
vPos(3) += fRndAppearZ;
|
||
|
vPos(2) += ((afStarsPositions[iRnd2+4][1]+0.5f)*2.0f+1.5f)*fT+boxOwner.Size()(2)*0.0025f;
|
||
|
|
||
|
COLOR col = C_dGRAY|UBYTE(64.0f*fRatio);
|
||
|
FLOAT fRotation = afStarsPositions[iRnd2+5][0]*360+fT*200.0f*afStarsPositions[iRnd2+3][0];
|
||
|
FLOAT fSize =
|
||
|
0.025f*fDamage+
|
||
|
(afStarsPositions[iRnd2+6][2]+0.5f)*0.075 +
|
||
|
(0.15f+(afStarsPositions[iRnd2+2][1]+0.5f)*0.075f*fBoxSize)*fT;
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, col);
|
||
|
}
|
||
|
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define RUNNING_DUST_TRAIL_POSITIONS 3*20
|
||
|
void Particles_RunningDust_Prepare(CEntity *pen)
|
||
|
{
|
||
|
pen->GetLastPositions(RUNNING_DUST_TRAIL_POSITIONS);
|
||
|
}
|
||
|
void Particles_RunningDust(CEntity *pen)
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toBulletSmoke, PBT_BLEND);
|
||
|
CLastPositions *plp = pen->GetLastPositions(RUNNING_DUST_TRAIL_POSITIONS);
|
||
|
FLOAT3D vOldPos = plp->GetPosition(1);
|
||
|
for(INDEX iPos = 2; iPos<plp->lp_ctUsed; iPos++)
|
||
|
{
|
||
|
FLOAT3D vPos = plp->GetPosition(iPos);
|
||
|
if( (vPos-vOldPos).Length()<1.0f) continue;
|
||
|
FLOAT tmStarted = _pTimer->CurrentTick()-iPos*_pTimer->TickQuantum;
|
||
|
INDEX iRnd = INDEX(Abs(vPos(1)*1234.234f+vPos(2)*9834.123f+vPos(3)*543.532f+pen->en_ulID))%(CT_MAX_PARTICLES_TABLE/2);
|
||
|
if( iRnd&3) continue;
|
||
|
|
||
|
INDEX iRndTex = iRnd*324561+pen->en_ulID;
|
||
|
Particle_SetTexturePart( 512, 512, iRndTex%3, 0);
|
||
|
|
||
|
FLOAT fLifeTime = 2.8f-(afStarsPositions[iRnd][1]+0.5f)*1.0f;
|
||
|
|
||
|
FLOAT fT = _pTimer->GetLerpedCurrentTick()-tmStarted;
|
||
|
FLOAT fRatio = CalculateRatio(fT, 0, fLifeTime, 0.1f, 0.25f);
|
||
|
|
||
|
FLOAT fRndAppearX = afStarsPositions[iRnd][0]*1.0f;
|
||
|
FLOAT fRndSpeedY = (afStarsPositions[iRnd][1]+0.5f)*0.5f;
|
||
|
FLOAT fRndAppearZ = afStarsPositions[iRnd][2]*1.0f;
|
||
|
vPos(1) += fRndAppearX;
|
||
|
vPos(2) += (0.5f+fRndSpeedY)*fT;
|
||
|
vPos(3) += fRndAppearZ;
|
||
|
|
||
|
FLOAT fRndBlend = 8.0f+(afStarsPositions[iRnd*2][1]+0.5f)*64.0f;
|
||
|
UBYTE ubRndH = UBYTE( (afStarsPositions[iRnd][0]+0.5f)*64);
|
||
|
UBYTE ubRndS = UBYTE( (afStarsPositions[iRnd][1]+0.5f)*32);
|
||
|
UBYTE ubRndV = UBYTE( 128+afStarsPositions[iRnd][0]*64.0f);
|
||
|
COLOR col = HSVToColor(ubRndH,ubRndS,ubRndV)|UBYTE(fRndBlend*fRatio);
|
||
|
//col=C_RED|CT_OPAQUE;
|
||
|
FLOAT fRotation = afStarsPositions[iRnd+5][0]*360+fT*50.0f*afStarsPositions[iRnd+3][0];
|
||
|
FLOAT fSize =
|
||
|
0.75f+(afStarsPositions[iRnd+6][2]+0.5f)*0.25 + // static size
|
||
|
(0.4f+(afStarsPositions[iRnd+2][1]+0.5f)*0.4f)*fT; // dinamic size
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, col);
|
||
|
vOldPos=vPos;
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
void Particles_MetalParts( CEntity *pen, FLOAT tmStarted, FLOATaabbox3D boxOwner, FLOAT fDamage)
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toMetalSprayTexture, PBT_BLEND);
|
||
|
FLOAT fT = _pTimer->GetLerpedCurrentTick()-tmStarted;
|
||
|
FLOAT fGA = 30.0f;
|
||
|
|
||
|
FLOAT fBoxSize = boxOwner.Size().Length();
|
||
|
for(INDEX iPart=0; iPart<6+fDamage*3.0f; iPart++)
|
||
|
{
|
||
|
INDEX iRnd = INDEX(tmStarted*12345.0f+iPart)%CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT fLifeTime = 2.0f+(afStarsPositions[iRnd][0]+0.5f)*2.0f;
|
||
|
FLOAT fRatio = CalculateRatio(fT, 0, fLifeTime, 0.1f, 0.1f);
|
||
|
Particle_SetTexturePart( 256, 256, ((int(tmStarted*100.0f))%8+iPart)%8, 0);
|
||
|
|
||
|
FLOAT3D vPos = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
vPos(1) += afStarsPositions[iRnd][0]*fT*15;
|
||
|
vPos(2) += afStarsPositions[iRnd][1]*fT*15-fGA/2.0f*fT*fT+boxOwner.Size()(2)*0.25f;
|
||
|
vPos(3) += afStarsPositions[iRnd][2]*fT*15;
|
||
|
|
||
|
UBYTE ubRndH = UBYTE( 180+afStarsPositions[ int(iPart+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16);
|
||
|
UBYTE ubRndS = UBYTE( 12+(afStarsPositions[ int(iPart+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1])*8);
|
||
|
UBYTE ubRndV = UBYTE( 192+(afStarsPositions[ int(iPart+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*64);
|
||
|
//ubRndS = 0;
|
||
|
ubRndV = 255;
|
||
|
COLOR col = HSVToColor(ubRndH, ubRndS, ubRndV)|UBYTE(255.0f*fRatio);
|
||
|
FLOAT fRotation = fT*400.0f*afStarsPositions[iRnd][0];
|
||
|
FLOAT fSize = fBoxSize*0.005f+0.125f+afStarsPositions[iRnd][1]*0.025f;
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, col);
|
||
|
}
|
||
|
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define ELECTRICITY_SPARKS_FADE_OUT_TIME 0.4f
|
||
|
#define ELECTRICITY_SPARKS_TOTAL_TIME 1.0f
|
||
|
void Particles_ElectricitySparks( CEntity *pen, FLOAT fTimeAppear, FLOAT fSize, FLOAT fHeight, INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE/2);
|
||
|
FLOAT fT = _pTimer->GetLerpedCurrentTick()-fTimeAppear;
|
||
|
|
||
|
Particle_PrepareTexture( &_toElectricitySparks, PBT_BLEND);
|
||
|
Particle_SetTexturePart( 512, 1024, 0, 0);
|
||
|
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fHeight;
|
||
|
|
||
|
for( INDEX iSpark=0; iSpark<ctParticles; iSpark++)
|
||
|
{
|
||
|
FLOAT fFade;
|
||
|
if (fT>ELECTRICITY_SPARKS_TOTAL_TIME)
|
||
|
{
|
||
|
fFade=0;
|
||
|
}
|
||
|
else if(fT>ELECTRICITY_SPARKS_FADE_OUT_TIME)
|
||
|
{
|
||
|
fFade=-1.0f/(ELECTRICITY_SPARKS_TOTAL_TIME-ELECTRICITY_SPARKS_FADE_OUT_TIME)*(fT-ELECTRICITY_SPARKS_TOTAL_TIME);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fFade=1.0f;
|
||
|
}
|
||
|
|
||
|
FLOAT fTold = fT-0.05f;
|
||
|
|
||
|
#define SPARK_CURVE( time) \
|
||
|
vCenter + \
|
||
|
vX*(afStarsPositions[iSpark][0]*time*fSize*3) + \
|
||
|
vY*(afStarsPositions[iSpark][1]*10.0f*time-(15.0f+afStarsPositions[iSpark*2][1]*15.0f)*time*time) + \
|
||
|
vZ*(afStarsPositions[iSpark][2]*time*fSize*3);
|
||
|
|
||
|
FLOAT3D vPosOld = SPARK_CURVE( fTold);
|
||
|
FLOAT3D vPosNew = SPARK_CURVE( fT);
|
||
|
|
||
|
UBYTE ubR = 224+(afStarsPositions[iSpark][2]+0.5f)*32;
|
||
|
UBYTE ubG = 224+(afStarsPositions[iSpark][2]+0.5f)*32;
|
||
|
UBYTE ubB = 160;
|
||
|
UBYTE ubA = FloatToInt( 255 * fFade);
|
||
|
COLOR colStar = RGBToColor( ubR, ubG, ubB) | ubA;
|
||
|
Particle_RenderLine( vPosOld, vPosNew, 0.075f, colStar);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
void Particles_LavaErupting(CEntity *pen, FLOAT fStretchAll, FLOAT fSize,
|
||
|
FLOAT fStretchX, FLOAT fStretchY, FLOAT fStretchZ,
|
||
|
FLOAT fActivateTime)
|
||
|
{
|
||
|
FLOAT fT = _pTimer->GetLerpedCurrentTick()-fActivateTime;
|
||
|
if( fT>10.0f) return;
|
||
|
|
||
|
Particle_PrepareTexture( &_toLavaEruptingTexture, PBT_ADD);
|
||
|
INDEX iTexture = ((ULONG)fActivateTime)%3;
|
||
|
Particle_SetTexturePart( 512, 512, iTexture, 0);
|
||
|
FLOAT fGA = ((CMovableEntity *)pen)->en_fGravityA;
|
||
|
|
||
|
INDEX iRnd1 = ((ULONG)fActivateTime)%CT_MAX_PARTICLES_TABLE;
|
||
|
INDEX iRnd2 = (~(ULONG)fActivateTime)%CT_MAX_PARTICLES_TABLE;
|
||
|
|
||
|
FLOAT fRndAppearX = afStarsPositions[iRnd2][0]*fStretchAll;
|
||
|
FLOAT fRndAppearZ = afStarsPositions[iRnd2][1]*fStretchAll;
|
||
|
FLOAT fRndRotation = afStarsPositions[iRnd2][2];
|
||
|
|
||
|
FLOAT3D vPos = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
vPos(1) += fRndAppearX+afStarsPositions[iRnd1][0]*fT*fStretchX*10;
|
||
|
vPos(2) += (fStretchY+(fStretchY*0.25f*afStarsPositions[iRnd1][1]))*fT-fGA/2.0f*fT*fT;
|
||
|
vPos(3) += fRndAppearZ+afStarsPositions[iRnd1][2]*fT*fStretchZ*10;
|
||
|
|
||
|
Particle_RenderSquare( vPos, fSize+afStarsPositions[iRnd2][3]*fSize*0.5f, fRndRotation*300*fT, C_WHITE|CT_OPAQUE);
|
||
|
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define CT_ATOMIC_TRAIL 32
|
||
|
void Particles_Atomic( CEntity *pen, FLOAT fSize, FLOAT fHeight,
|
||
|
enum ParticleTexture ptTexture, INDEX ctEllipses)
|
||
|
{
|
||
|
ASSERT( ctEllipses<=CT_MAX_PARTICLES_TABLE);
|
||
|
FLOAT fMipFactor = Particle_GetMipFactor();
|
||
|
if( fMipFactor>7.0f) return;
|
||
|
fMipFactor = 2.5f-fMipFactor*0.3f;
|
||
|
fMipFactor = Clamp(fMipFactor, 0.0f ,1.0f);
|
||
|
INDEX ctAtomicTrail = fMipFactor*CT_ATOMIC_TRAIL;
|
||
|
if( ctAtomicTrail<=0) return;
|
||
|
FLOAT fTrailDelta = 0.075f/fMipFactor;
|
||
|
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
SetupParticleTexture( ptTexture);
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*fHeight;
|
||
|
|
||
|
for( INDEX iEllipse=0; iEllipse<ctEllipses; iEllipse++)
|
||
|
{
|
||
|
FLOAT fT = fNow*4+PI*2/3*iEllipse;
|
||
|
FLOAT angle1 = 2*PI*iEllipse/ctEllipses/*+fT*/;
|
||
|
FLOAT angle2 = 2.0f/3.0f*PI*iEllipse/ctEllipses;
|
||
|
FLOAT fSin1= sin(angle1);
|
||
|
FLOAT fCos1= cos(angle1);
|
||
|
FLOAT fSin2= sin(angle2);
|
||
|
FLOAT fCos2= cos(angle2);
|
||
|
FLOAT3D vA = vX*fSin1+vY*fCos1;
|
||
|
FLOAT3D vB = vX*fSin2+vZ*fCos2;
|
||
|
|
||
|
for( INDEX iTrail=0; iTrail<ctAtomicTrail; iTrail++)
|
||
|
{
|
||
|
FLOAT3D vPos = vCenter;
|
||
|
vPos+=vA*(cos((fT-iTrail*fTrailDelta)/*+afStarsPositions[iEllipse][0]*/)*1.0f*fSize);
|
||
|
vPos+=vB*(sin((fT-iTrail*fTrailDelta)/*+afStarsPositions[iEllipse][0]*/)*1.0f*fSize);
|
||
|
UBYTE ub = NormFloatToByte( (FLOAT)(ctAtomicTrail-iTrail) / (FLOAT)(ctAtomicTrail));
|
||
|
COLOR colStar = RGBToColor( ub>>3, ub>>3, ub>>2);
|
||
|
Particle_RenderSquare( vPos, 0.2f, 0, colStar|0xFF);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define CT_LIGHTNINGS 8
|
||
|
void Particles_Ghostbuster(const FLOAT3D &vSrc, const FLOAT3D &vDst, INDEX ctRays, FLOAT fSize, FLOAT fPower,
|
||
|
FLOAT fKneeDivider/*=33.3333333f*/)
|
||
|
{
|
||
|
Particle_PrepareTexture(&_toGhostbusterBeam, PBT_ADD);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
// get direction vector
|
||
|
FLOAT3D vZ = vDst-vSrc;
|
||
|
FLOAT fLen = vZ.Length();
|
||
|
vZ.Normalize();
|
||
|
|
||
|
// get two normal vectors
|
||
|
FLOAT3D vX;
|
||
|
if (Abs(vZ(2))>0.5) {
|
||
|
vX = FLOAT3D(1.0f, 0.0f, 0.0f)*vZ;
|
||
|
} else {
|
||
|
vX = FLOAT3D(0.0f, 1.0f, 0.0f)*vZ;
|
||
|
}
|
||
|
FLOAT3D vY = vZ*vX;
|
||
|
const FLOAT fStep = fLen/fKneeDivider;
|
||
|
|
||
|
for(INDEX iRay = 0; iRay<ctRays; iRay++)
|
||
|
{
|
||
|
FLOAT3D v0 = vSrc;
|
||
|
FLOAT fT = FLOAT(iRay)/ctRays + _pTimer->GetLerpedCurrentTick()/1.5f;
|
||
|
FLOAT fDT = fT-INDEX(fT);
|
||
|
FLOAT fFade = 1-fDT*4.0f;
|
||
|
|
||
|
if( fFade>1 || fFade<=0) continue;
|
||
|
UBYTE ubFade = NormFloatToByte(fFade*fPower);
|
||
|
COLOR colFade = RGBToColor( ubFade, ubFade, ubFade);
|
||
|
for(FLOAT fPos=fStep; fPos<fLen+fStep/2; fPos+=fStep)
|
||
|
{
|
||
|
INDEX iOffset = ULONG(fPos*1234.5678f+iRay*103)%32;
|
||
|
FLOAT3D v1 = vSrc+(vZ*fPos + vX*(0.5f*afStarsPositions[iOffset][0]*fSize) +
|
||
|
vY*(0.5f*afStarsPositions[iOffset][1]*fSize));
|
||
|
Particle_RenderLine( v0, v1, 0.125f*fSize, colFade|0xFF);
|
||
|
v0 = v1;
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
void SnapFloat( FLOAT &fDest, FLOAT fStep)
|
||
|
{
|
||
|
// this must use floor() to get proper snapping of negative values.
|
||
|
FLOAT fDiv = fDest/fStep;
|
||
|
FLOAT fRound = fDiv + 0.5f;
|
||
|
int iSnap = int( floor(fRound));
|
||
|
FLOAT fRes = iSnap * fStep;
|
||
|
fDest = fRes;
|
||
|
}
|
||
|
|
||
|
#define RAIN_SOURCE_HEIGHT 16.0f
|
||
|
#define RAIN_SPEED 16.0f
|
||
|
#define RAIN_DROP_TIME (RAIN_SOURCE_HEIGHT/RAIN_SPEED)
|
||
|
|
||
|
void Particles_Rain(CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fFactor,
|
||
|
CTextureData *ptdRainMap, FLOATaabbox3D &boxRainMap)
|
||
|
{
|
||
|
FLOAT3D vPos = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
|
||
|
vPos(1) -= fGridSize*ctGrids/2;
|
||
|
vPos(3) -= fGridSize*ctGrids/2;
|
||
|
|
||
|
SnapFloat( vPos(1), fGridSize);
|
||
|
SnapFloat( vPos(2), fGridSize);
|
||
|
SnapFloat( vPos(3), fGridSize);
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
Particle_PrepareTexture(&_toRaindrop, PBT_BLEND);
|
||
|
Particle_SetTexturePart( 512, 4096, 0, 0);
|
||
|
|
||
|
FLOAT fMinX = boxRainMap.Min()(1);
|
||
|
FLOAT fMinY = boxRainMap.Min()(2);
|
||
|
FLOAT fMinZ = boxRainMap.Min()(3);
|
||
|
FLOAT fSizeX = boxRainMap.Size()(1);
|
||
|
FLOAT fSizeY = boxRainMap.Size()(2);
|
||
|
FLOAT fSizeZ = boxRainMap.Size()(3);
|
||
|
PIX pixRainMapW = 1;
|
||
|
PIX pixRainMapH = 1;
|
||
|
|
||
|
if( ptdRainMap != NULL)
|
||
|
{
|
||
|
pixRainMapW = ptdRainMap->GetPixWidth();
|
||
|
pixRainMapH = ptdRainMap->GetPixHeight();
|
||
|
}
|
||
|
|
||
|
INDEX ctDiscarded=0;
|
||
|
for( INDEX iZ=0; iZ<ctGrids; iZ++)
|
||
|
{
|
||
|
INDEX iRndZ = (ULONG(vPos(3)+iZ)) % CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT fZOrg = vPos(3) + (iZ+afStarsPositions[iRndZ][3])*fGridSize;
|
||
|
for( INDEX iX=0; iX<ctGrids; iX++)
|
||
|
{
|
||
|
|
||
|
FLOAT fZ = fZOrg;
|
||
|
INDEX iRndX = (ULONG(vPos(1)+iX)) % CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT fX = vPos(1) + (iX+afStarsPositions[iRndX][1])*fGridSize;
|
||
|
FLOAT fT0 = afStarsPositions[(INDEX(2+Abs(fX)+Abs(fZ))*262147) % CT_MAX_PARTICLES_TABLE][2];
|
||
|
|
||
|
FLOAT fRatio = (fNow*(1+0.1f*afStarsPositions[iRndZ][2])+fT0)/RAIN_DROP_TIME;
|
||
|
INDEX iRatio = int(fRatio);
|
||
|
fRatio = fRatio-iRatio;
|
||
|
INDEX iRnd2 = iRatio% CT_MAX_PARTICLES_TABLE;
|
||
|
fX+=afStarsPositions[iRnd2][1];
|
||
|
fZ+=afStarsPositions[iRnd2][2];
|
||
|
// stretch to falling time
|
||
|
FLOAT fY = vPos(2)+RAIN_SOURCE_HEIGHT*(1-fRatio);
|
||
|
UBYTE ubR = 64+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][2]*64;
|
||
|
COLOR colDrop = RGBToColor(ubR, ubR, ubR)|(UBYTE(fFactor*255.0f));
|
||
|
FLOAT3D vRender = FLOAT3D( fX, fY, fZ);
|
||
|
FLOAT fSize = 1.75f+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][1];
|
||
|
if( ptdRainMap != NULL)
|
||
|
{
|
||
|
PIX pixX = PIX((vRender(1)-fMinX)/fSizeX*pixRainMapW);
|
||
|
PIX pixZ = PIX((vRender(3)-fMinZ)/fSizeZ*pixRainMapH);
|
||
|
|
||
|
if (pixX>=0 && pixX<pixRainMapW
|
||
|
&&pixZ>=0 && pixZ<pixRainMapH) {
|
||
|
COLOR col = ptdRainMap->GetTexel( pixX, pixZ);
|
||
|
FLOAT fRainMapY = fMinY+((col>>8)&0xFF)/255.0f*fSizeY;
|
||
|
|
||
|
FLOAT fRainY = vRender(2);
|
||
|
// if tested raindrop is below ceiling
|
||
|
if( fRainY<=fRainMapY)
|
||
|
{
|
||
|
// don't render it
|
||
|
continue;
|
||
|
} else if (fRainY-fSize<fRainMapY) {
|
||
|
fSize = fRainY-fRainMapY;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
FLOAT3D vTarget = vRender+FLOAT3D(0.0f, -fSize, 0.0f);
|
||
|
Particle_RenderLine( vRender, vTarget, 0.0125f, colDrop);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
|
||
|
#define SNOW_SOURCE_HEIGHT 16.0f
|
||
|
#define SNOW_SPEED 1.0f
|
||
|
#define SNOW_DROP_TIME (SNOW_SOURCE_HEIGHT/SNOW_SPEED)
|
||
|
|
||
|
void Particles_Snow( CEntity *pen, FLOAT fGridSize, INDEX ctGrids)
|
||
|
{
|
||
|
FLOAT3D vPos = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
|
||
|
vPos(1) -= fGridSize*ctGrids/2;
|
||
|
vPos(3) -= fGridSize*ctGrids/2;
|
||
|
|
||
|
SnapFloat( vPos(1), fGridSize);
|
||
|
SnapFloat( vPos(2), fGridSize);
|
||
|
SnapFloat( vPos(3), fGridSize);
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
Particle_PrepareTexture(&_toSnowdrop, PBT_BLEND);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
for( INDEX iZ=0; iZ<ctGrids; iZ++)
|
||
|
{
|
||
|
INDEX iRndZ = (ULONG(vPos(3)+iZ)) % CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT fZ = vPos(3) + (iZ+afStarsPositions[iRndZ][3])*fGridSize;
|
||
|
for( INDEX iX=0; iX<ctGrids; iX++)
|
||
|
{
|
||
|
INDEX iRndX = (ULONG(vPos(1)+iX)) % CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT fX = vPos(1) + (iX+afStarsPositions[iRndX][1])*fGridSize;
|
||
|
FLOAT fT0 = afStarsPositions[(INDEX(2+Abs(fX)+Abs(fZ))*262147) % CT_MAX_PARTICLES_TABLE][2];
|
||
|
FLOAT fT = (fNow*(1+0.1f*afStarsPositions[iRndZ][2])+fT0);
|
||
|
fX+=afStarsPositions[int(fT)% CT_MAX_PARTICLES_TABLE][2];
|
||
|
fZ+=afStarsPositions[int(fT)% CT_MAX_PARTICLES_TABLE][1];
|
||
|
// get fraction part
|
||
|
fT /= SNOW_DROP_TIME;
|
||
|
FLOAT fFade = (fT-int(fT))*SNOW_DROP_TIME;
|
||
|
// stretch to falling time
|
||
|
FLOAT fY = vPos(2)+SNOW_SOURCE_HEIGHT-SNOW_SPEED*fFade;
|
||
|
UBYTE ubR = 128+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][2]*64;
|
||
|
COLOR colDrop = RGBToColor(ubR, ubR, ubR)|CT_OPAQUE;
|
||
|
FLOAT3D vRender = FLOAT3D( fX, fY, fZ);
|
||
|
FLOAT fSize = 1.75f+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][1];
|
||
|
Particle_RenderSquare( vRender, 0.1f, 0, colDrop);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define LIGHTNING_SPEED 2000000.0f
|
||
|
#define LIGHTNING_LIFE_TIME 0.4f
|
||
|
#define LIGHTNING_DEATH_START 0.200f
|
||
|
void RenderOneLightningBranch( FLOAT3D vSrc, FLOAT3D vDst, FLOAT fPath,
|
||
|
FLOAT fTimeStart, FLOAT fTimeNow, FLOAT fPower,
|
||
|
INDEX iRnd)
|
||
|
{
|
||
|
// calculate time dependent random factor
|
||
|
FLOAT fRandomDivider = 1.0f;
|
||
|
FLOAT3D vZ = vDst-vSrc;
|
||
|
FLOAT fLen = vZ.Length();
|
||
|
FLOAT fKneeLen = fLen/10.0f;
|
||
|
FLOAT3D vRenderDest;
|
||
|
BOOL bRenderInProgress = TRUE;
|
||
|
FLOAT fPassedTime = fTimeNow-fTimeStart;
|
||
|
INDEX ctBranches=0.0f;
|
||
|
INDEX ctMaxBranches = 3.0f;
|
||
|
INDEX ctKnees=0.0f;
|
||
|
|
||
|
FLOAT fTimeKiller = Clamp(
|
||
|
(-1.0f/(LIGHTNING_LIFE_TIME-LIGHTNING_DEATH_START)*(fPassedTime-LIGHTNING_DEATH_START)+1), 0.0f, 1.0f);
|
||
|
|
||
|
while(bRenderInProgress)
|
||
|
{
|
||
|
// get direction vector
|
||
|
vZ = vDst-vSrc;
|
||
|
fLen = vZ.Length();
|
||
|
ctKnees++;
|
||
|
if( fLen < fKneeLen)
|
||
|
{
|
||
|
vRenderDest = vDst;
|
||
|
bRenderInProgress = FALSE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vZ.Normalize();
|
||
|
// get two normal vectors
|
||
|
FLOAT3D vX;
|
||
|
if (Abs(vZ(2))>0.5)
|
||
|
{
|
||
|
vX = FLOAT3D(1.0f, 0.0f, 0.0f)*vZ;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vX = FLOAT3D(0.0f, 1.0f, 0.0f)*vZ;
|
||
|
}
|
||
|
// we found ortonormal vectors
|
||
|
FLOAT3D vY = vZ*vX;
|
||
|
|
||
|
FLOAT fAllowRnd = 4.0f/fRandomDivider;
|
||
|
fRandomDivider+=1.0f;
|
||
|
vRenderDest = vSrc+
|
||
|
vZ*fKneeLen +
|
||
|
vX*(fAllowRnd*afStarsPositions[iRnd][0]*fKneeLen) +
|
||
|
vY*(fAllowRnd*afStarsPositions[iRnd][1]*fKneeLen);
|
||
|
// get new rnd index
|
||
|
iRnd = (iRnd+1) % CT_MAX_PARTICLES_TABLE;
|
||
|
// see if we will spawn new branch of lightning
|
||
|
FLOAT fRnd = ((1-ctBranches/ctMaxBranches)*ctKnees)*afStarsPositions[iRnd][0];
|
||
|
if( (fRnd < 2.0f) && (fPower>0.25f) )
|
||
|
{
|
||
|
ctBranches++;
|
||
|
FLOAT3D vNewDirection = (vRenderDest-vSrc).Normalize();
|
||
|
FLOAT3D vNewDst = vSrc + vNewDirection*fLen;
|
||
|
// recurse into new branch
|
||
|
RenderOneLightningBranch( vSrc, vNewDst, fPath, fTimeStart, fTimeNow, fPower/3.0f, iRnd);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// calculate color
|
||
|
UBYTE ubA = UBYTE(fPower*255*fTimeKiller);
|
||
|
// render line
|
||
|
Particle_RenderLine( vSrc, vRenderDest, fPower*2, C_WHITE|ubA);
|
||
|
// add traveled path
|
||
|
fPath += (vRenderDest-vSrc).Length();
|
||
|
if( fPath/LIGHTNING_SPEED > fPassedTime)
|
||
|
{
|
||
|
bRenderInProgress = FALSE;
|
||
|
}
|
||
|
vSrc = vRenderDest;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Particles_Lightning( FLOAT3D vSrc, FLOAT3D vDst, FLOAT fTimeStart)
|
||
|
{
|
||
|
Particle_PrepareTexture(&_toLightning, PBT_ADDALPHA);
|
||
|
Particle_SetTexturePart( 512, 512, 0, 0);
|
||
|
|
||
|
FLOAT fTimeNow = _pTimer->GetLerpedCurrentTick();
|
||
|
// get rnd index
|
||
|
INDEX iRnd = (INDEX( fTimeStart*100))%CT_MAX_PARTICLES_TABLE;
|
||
|
RenderOneLightningBranch( vSrc, vDst, 0, fTimeStart, fTimeNow, 1.0f, iRnd);
|
||
|
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define CT_SANDFLOW_TRAIL 3
|
||
|
#define SANDFLOW_FADE_OUT 0.25f
|
||
|
#define SANDFLOW_TOTAL_TIME 1.0f
|
||
|
void Particles_SandFlow( CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fStartTime, FLOAT fStopTime,
|
||
|
INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
SetupParticleTexture( PT_SANDFLOW);
|
||
|
CTextureData *pTD = (CTextureData *) _toSandFlowGradient.GetData();
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
|
||
|
FLOAT fPowerFactor = Clamp((fNow - fStartTime)/2.0f,0.0f,1.0f);
|
||
|
fPowerFactor *= Clamp(1+(fStopTime-fNow)/2.0f,0.0f,1.0f);
|
||
|
ctParticles = FLOAT(ctParticles) * fPowerFactor;
|
||
|
fHeight *= fPowerFactor;
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
for( INDEX iTrail=0; iTrail<CT_SANDFLOW_TRAIL; iTrail++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar]/10-iTrail*0.075f;
|
||
|
// apply time strech
|
||
|
fT *= 1/SANDFLOW_TOTAL_TIME;
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
FLOAT fBirthTime = fNow-(fT*SANDFLOW_TOTAL_TIME);
|
||
|
if( (fBirthTime<fStartTime) || (fBirthTime>fStopTime+2.0f) ) continue;
|
||
|
FLOAT fFade;
|
||
|
if (fT>(1.0f-SANDFLOW_FADE_OUT)) fFade=(1-fT)*(1/SANDFLOW_FADE_OUT);
|
||
|
else fFade=1.0f;
|
||
|
fFade *= (CT_SANDFLOW_TRAIL-iTrail)*(1.0f/CT_SANDFLOW_TRAIL);
|
||
|
|
||
|
FLOAT3D vPos = vCenter +
|
||
|
vX*(afStarsPositions[iStar][0]*fStretchAll*fPowerFactor+fHeight*fT) +
|
||
|
vY*(fT*fT*-5.0f+(afStarsPositions[iStar][1]*fPowerFactor*0.1)) +
|
||
|
vZ*(afStarsPositions[iStar][2]*fPowerFactor*fT*fStretchAll);
|
||
|
|
||
|
COLOR colSand = pTD->GetTexel( FloatToInt(fT*2048), 0);
|
||
|
ULONG ulA = FloatToInt( ((colSand&CT_AMASK)>>CT_ASHIFT) * fFade);
|
||
|
colSand = (colSand&~CT_AMASK) | (ulA<<CT_ASHIFT);
|
||
|
Particle_RenderSquare( vPos, fSize, 0, colSand);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define CT_WATER_FLOW_TRAIL 10
|
||
|
#define WATER_FLOW_FADE_OUT 0.25f
|
||
|
#define WATER_FLOW_TOTAL_TIME 1.0f
|
||
|
void Particles_WaterFlow( CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fStartTime, FLOAT fStopTime,
|
||
|
INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
SetupParticleTexture( PT_WATERFLOW);
|
||
|
CTextureData *pTD = (CTextureData *) _toWaterFlowGradient.GetData();
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
|
||
|
FLOAT fPowerFactor = Clamp((fNow - fStartTime)/2.0f,0.0f,1.0f);
|
||
|
fPowerFactor *= Clamp(1+(fStopTime-fNow)/2.0f,0.0f,1.0f);
|
||
|
ctParticles = FLOAT(ctParticles) * fPowerFactor;
|
||
|
fHeight *= fPowerFactor;
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
for( INDEX iTrail=0; iTrail<CT_WATER_FLOW_TRAIL; iTrail++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar]/10-iTrail*0.025f;
|
||
|
// apply time strech
|
||
|
fT *= 1/WATER_FLOW_TOTAL_TIME;
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
FLOAT fBirthTime = fNow-(fT*WATER_FLOW_TOTAL_TIME);
|
||
|
if( (fBirthTime<fStartTime) || (fBirthTime>fStopTime+2.0f) ) continue;
|
||
|
FLOAT fFade;
|
||
|
if (fT>(1.0f-WATER_FLOW_FADE_OUT)) fFade=(1-fT)*(1/WATER_FLOW_FADE_OUT);
|
||
|
else fFade=1.0f;
|
||
|
fFade *= (CT_WATER_FLOW_TRAIL-iTrail)*(1.0f/CT_WATER_FLOW_TRAIL);
|
||
|
|
||
|
FLOAT3D vPos = vCenter +
|
||
|
vX*(afStarsPositions[iStar][0]*fStretchAll*fPowerFactor+fHeight*fT) +
|
||
|
vY*(fT*fT*-5.0f+(afStarsPositions[iStar][1]*fPowerFactor*0.1)) +
|
||
|
vZ*(afStarsPositions[iStar][2]*fPowerFactor*fT*fStretchAll);
|
||
|
|
||
|
COLOR colWater = pTD->GetTexel( FloatToInt(fT*2048), 0);
|
||
|
ULONG ulA = FloatToInt( ((colWater&CT_AMASK)>>CT_ASHIFT) * fFade);
|
||
|
colWater = (colWater&~CT_AMASK) | (ulA<<CT_ASHIFT);
|
||
|
Particle_RenderSquare( vPos, fSize, 0, colWater);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define CT_LAVA_FLOW_TRAIL 8
|
||
|
#define LAVA_FLOW_FADE_OUT 0.25f
|
||
|
#define LAVA_FLOW_TOTAL_TIME 1.25f
|
||
|
void Particles_LavaFlow( CEntity *pen, FLOAT fStretchAll, FLOAT fSize, FLOAT fHeight, FLOAT fStartTime, FLOAT fStopTime,
|
||
|
INDEX ctParticles)
|
||
|
{
|
||
|
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
SetupParticleTexture( PT_LAVAFLOW);
|
||
|
CTextureData *pTD = (CTextureData *) _toLavaFlowGradient.GetData();
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
|
||
|
FLOAT fPowerFactor = Clamp((fNow - fStartTime)/2.0f,0.0f,1.0f);
|
||
|
fPowerFactor *= Clamp(1+(fStopTime-fNow)/2.0f,0.0f,1.0f);
|
||
|
ctParticles = FLOAT(ctParticles) * fPowerFactor;
|
||
|
fHeight *= fPowerFactor;
|
||
|
for( INDEX iStar=0; iStar<ctParticles; iStar++)
|
||
|
{
|
||
|
for( INDEX iTrail=0; iTrail<CT_LAVA_FLOW_TRAIL; iTrail++)
|
||
|
{
|
||
|
FLOAT fT = fNow+afTimeOffsets[iStar]/10-iTrail*0.035f;
|
||
|
// apply time strech
|
||
|
fT *= 1/LAVA_FLOW_TOTAL_TIME;
|
||
|
// get fraction part
|
||
|
fT = fT-int(fT);
|
||
|
FLOAT fBirthTime = fNow-(fT*LAVA_FLOW_TOTAL_TIME);
|
||
|
if( (fBirthTime<fStartTime) || (fBirthTime>fStopTime+2.0f) ) continue;
|
||
|
FLOAT fFade;
|
||
|
if (fT>(1.0f-LAVA_FLOW_FADE_OUT)) fFade=(1-fT)*(1/LAVA_FLOW_FADE_OUT);
|
||
|
else fFade=1.0f;
|
||
|
fFade *= (CT_LAVA_FLOW_TRAIL-iTrail)*(1.0f/CT_LAVA_FLOW_TRAIL);
|
||
|
|
||
|
FLOAT3D vPos = vCenter +
|
||
|
vX*(afStarsPositions[iStar][0]*fStretchAll*fPowerFactor+fHeight*fT) +
|
||
|
vY*(fT*fT*-4.0f+(afStarsPositions[iStar][1]*fPowerFactor*0.1)) +
|
||
|
vZ*(afStarsPositions[iStar][2]*fPowerFactor*fT*fStretchAll);
|
||
|
|
||
|
COLOR colLava = pTD->GetTexel( FloatToInt(fT*2048), 0);
|
||
|
ULONG ulA = FloatToInt( ((colLava&CT_AMASK)>>CT_ASHIFT) * fFade);
|
||
|
colLava = (colLava&~CT_AMASK) | (ulA<<CT_ASHIFT);
|
||
|
Particle_RenderSquare( vPos, fSize, 0, colLava);
|
||
|
}
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define BULLET_SPRAY_FADEOUT_START 0.5f
|
||
|
#define BULLET_SPRAY_TOTAL_TIME 1.25f
|
||
|
|
||
|
#define BULLET_SPRAY_WATER_FADEOUT_START 0.5f
|
||
|
#define BULLET_SPRAY_WATER_TOTAL_TIME 1.5f
|
||
|
|
||
|
#define BULLET_SPARK_FADEOUT_START 0.05f
|
||
|
#define BULLET_SPARK_TOTAL_TIME 0.125f
|
||
|
#define BULLET_SPARK_FADEOUT_LEN (BULLET_SPARK_TOTAL_TIME-BULLET_SPARK_FADEOUT_START)
|
||
|
|
||
|
#define BULLET_SMOKE_FADEOUT_START 0.0f
|
||
|
#define BULLET_SMOKE_TOTAL_TIME 1.5f
|
||
|
#define BULLET_SMOKE_FADEOUT_LEN (BULLET_SMOKE_TOTAL_TIME-BULLET_SMOKE_FADEOUT_START)
|
||
|
|
||
|
void Particles_BulletSpray(CEntity *pen, FLOAT3D vGDir, enum EffectParticlesType eptType,
|
||
|
FLOAT tmSpawn, FLOAT3D vDirection)
|
||
|
{
|
||
|
FLOAT3D vEntity = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
FLOAT fFadeStart = BULLET_SPRAY_FADEOUT_START;
|
||
|
FLOAT fLifeTotal = BULLET_SPRAY_TOTAL_TIME;
|
||
|
FLOAT fFadeLen = fLifeTotal-fFadeStart;
|
||
|
COLOR colStones = C_WHITE;
|
||
|
|
||
|
FLOAT fMipFactor = Particle_GetMipFactor();
|
||
|
FLOAT fDisappear = 1.0f;
|
||
|
if( fMipFactor>8.0f) return;
|
||
|
if( fMipFactor>6.0f)
|
||
|
{
|
||
|
fDisappear = 1.0f-(fMipFactor-6.0f)/2.0f;
|
||
|
}
|
||
|
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
FLOAT fT=(fNow-tmSpawn);
|
||
|
if( fT>fLifeTotal) return;
|
||
|
INDEX iRnd = INDEX( (tmSpawn*1000.0f)+pen->en_ulID) &63;
|
||
|
FLOAT fSizeStart;
|
||
|
FLOAT fSpeedStart;
|
||
|
FLOAT fConeMultiplier = 1.0f;
|
||
|
COLOR colSmoke;
|
||
|
|
||
|
switch( eptType)
|
||
|
{
|
||
|
case EPT_BULLET_WATER:
|
||
|
{
|
||
|
Particle_PrepareTexture(&_toBulletWater, PBT_BLEND);
|
||
|
fSizeStart = 0.08f;
|
||
|
fSpeedStart = 1.75f;
|
||
|
fConeMultiplier = 0.125f;
|
||
|
|
||
|
FLOAT fFadeStart = BULLET_SPRAY_WATER_FADEOUT_START;
|
||
|
FLOAT fLifeTotal = BULLET_SPRAY_WATER_TOTAL_TIME;
|
||
|
FLOAT fFadeLen = fLifeTotal-fFadeStart;
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
case EPT_BULLET_SAND:
|
||
|
{
|
||
|
colSmoke = 0xFFE8C000;
|
||
|
Particle_PrepareTexture(&_toBulletSand, PBT_BLEND);
|
||
|
fSizeStart = 0.15f;
|
||
|
fSpeedStart = 0.75f;
|
||
|
break;
|
||
|
}
|
||
|
case EPT_BULLET_RED_SAND:
|
||
|
{
|
||
|
colSmoke = 0xA0402000;
|
||
|
colStones = 0x80503000;
|
||
|
Particle_PrepareTexture(&_toBulletSand, PBT_BLEND);
|
||
|
fSizeStart = 0.15f;
|
||
|
fSpeedStart = 0.75f;
|
||
|
break;
|
||
|
}
|
||
|
default:
|
||
|
{
|
||
|
colSmoke = C_WHITE;
|
||
|
Particle_PrepareTexture(&_toBulletStone, PBT_BLEND);
|
||
|
fSizeStart = 0.05f;
|
||
|
fSpeedStart = 1.5f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
FLOAT fGA = 10.0f;
|
||
|
|
||
|
// render particles
|
||
|
for( INDEX iSpray=0; iSpray<12*fDisappear; iSpray++)
|
||
|
{
|
||
|
Particle_SetTexturePart( 512, 512, iSpray&3, 0);
|
||
|
|
||
|
FLOAT3D vRandomAngle = FLOAT3D(
|
||
|
afStarsPositions[ iSpray+iRnd][0]*3.0f* fConeMultiplier,
|
||
|
(afStarsPositions[ iSpray+iRnd][1]+1.0f)*3.0f,
|
||
|
afStarsPositions[ iSpray+iRnd][2]*3.0f* fConeMultiplier);
|
||
|
FLOAT fSpeedRnd = fSpeedStart+afStarsPositions[ iSpray+iRnd*2][3];
|
||
|
FLOAT3D vPos = vEntity + (vDirection+vRandomAngle)*(fT*fSpeedRnd)+vGDir*(fT*fT*fGA);
|
||
|
|
||
|
if( (eptType == EPT_BULLET_WATER) && (vPos(2) < vEntity(2)) )
|
||
|
{
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
FLOAT fSize = fSizeStart + afStarsPositions[ iSpray*2+iRnd*3][0]/20.0f;
|
||
|
FLOAT fRotation = fT*500.0f;
|
||
|
FLOAT fColorFactor = 1.0f;
|
||
|
if( fT>=fFadeStart)
|
||
|
{
|
||
|
fColorFactor = 1-fFadeLen*(fT-fFadeStart);
|
||
|
}
|
||
|
UBYTE ubColor = UBYTE(CT_OPAQUE*fColorFactor);
|
||
|
COLOR col = colStones|ubColor;
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, col);
|
||
|
}
|
||
|
Particle_Flush();
|
||
|
|
||
|
//---------------------------------------
|
||
|
if( (fT<BULLET_SPARK_TOTAL_TIME) && (eptType != EPT_BULLET_WATER) && (eptType != EPT_BULLET_UNDER_WATER) )
|
||
|
{
|
||
|
// render spark lines
|
||
|
Particle_PrepareTexture(&_toBulletSpark, PBT_ADD);
|
||
|
for( INDEX iSpark=0; iSpark<8*fDisappear; iSpark++)
|
||
|
{
|
||
|
FLOAT3D vRandomAngle = FLOAT3D(
|
||
|
afStarsPositions[ iSpark+iRnd][0]*0.75f,
|
||
|
afStarsPositions[ iSpark+iRnd][1]*0.75f,
|
||
|
afStarsPositions[ iSpark+iRnd][2]*0.75f);
|
||
|
FLOAT3D vPos0 = vEntity + (vDirection+vRandomAngle)*(fT+0.00f)*12.0f;
|
||
|
FLOAT3D vPos1 = vEntity + (vDirection+vRandomAngle)*(fT+0.05f)*12.0f;
|
||
|
FLOAT fColorFactor = 1.0f;
|
||
|
if( fT>=BULLET_SPARK_FADEOUT_START)
|
||
|
{
|
||
|
fColorFactor = 1-BULLET_SPARK_FADEOUT_LEN*(fT-BULLET_SPARK_FADEOUT_START);
|
||
|
}
|
||
|
UBYTE ubColor = UBYTE(CT_OPAQUE*fColorFactor);
|
||
|
COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE;
|
||
|
Particle_RenderLine( vPos0, vPos1, 0.05f, col);
|
||
|
}
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
//---------------------------------------
|
||
|
if( (fT<BULLET_SMOKE_TOTAL_TIME) && (eptType != EPT_BULLET_WATER) && (eptType != EPT_BULLET_UNDER_WATER) )
|
||
|
{
|
||
|
// render smoke
|
||
|
Particle_PrepareTexture( &_toBulletSmoke, PBT_BLEND);
|
||
|
Particle_SetTexturePart( 512, 512, iRnd%3, 0);
|
||
|
FLOAT3D vPos = vEntity - vGDir*(afStarsPositions[iRnd][0]*2.0f+1.5f)*fT;
|
||
|
FLOAT fColorFactor = (BULLET_SMOKE_TOTAL_TIME-fT) / BULLET_SMOKE_TOTAL_TIME /
|
||
|
(afStarsPositions[iRnd+1][0]*2+4.0f);
|
||
|
FLOAT fRotation = afStarsPositions[iRnd][1]*300*fT;
|
||
|
FLOAT fSize = (afStarsPositions[iRnd][2]+0.5f)*1.0f*fT+0.25f;
|
||
|
UBYTE ubAlpha = UBYTE(CT_OPAQUE*fColorFactor*fDisappear);
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, colSmoke|ubAlpha);
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void MakeBaseFromVector(const FLOAT3D &vY, FLOAT3D &vX, FLOAT3D &vZ)
|
||
|
{
|
||
|
// if the plane is mostly horizontal
|
||
|
if (Abs(vY(2))>0.5) {
|
||
|
// use cross product of +x axis and plane normal as +s axis
|
||
|
vX = FLOAT3D(1.0f, 0.0f, 0.0f)*vY;
|
||
|
// if the plane is mostly vertical
|
||
|
} else {
|
||
|
// use cross product of +y axis and plane normal as +s axis
|
||
|
vX = FLOAT3D(0.0f, 1.0f, 0.0f)*vY;
|
||
|
}
|
||
|
// make +s axis normalized
|
||
|
vX.Normalize();
|
||
|
|
||
|
// use cross product of plane normal and +s axis as +t axis
|
||
|
vZ = vX*vY;
|
||
|
vZ.Normalize();
|
||
|
}
|
||
|
|
||
|
void Particles_EmptyShells( CEntity *pen, ShellLaunchData *asldData)
|
||
|
{
|
||
|
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
|
||
|
FLOAT fGA = ((CMovableEntity *)pen)->en_fGravityA;
|
||
|
FLOAT3D vGDir = ((CMovableEntity *)pen)->en_vGravityDir;
|
||
|
INDEX iRow, iColumn;
|
||
|
|
||
|
for( INDEX iShell=0; iShell<MAX_FLYING_SHELLS; iShell++)
|
||
|
{
|
||
|
ShellLaunchData &sld = asldData[iShell];
|
||
|
FLOAT tmLaunch = sld.sld_tmLaunch;
|
||
|
Particle_PrepareTexture(&_toPlayerParticles, PBT_BLEND);
|
||
|
|
||
|
FLOAT fT = tmNow-tmLaunch;
|
||
|
switch( sld.sld_estType)
|
||
|
{
|
||
|
case ESL_BULLET:
|
||
|
{
|
||
|
FLOAT fLife = 1.5f;
|
||
|
if( tmNow > (tmLaunch+fLife) ) continue;
|
||
|
FLOAT fTRatio = fT/fLife;
|
||
|
INDEX iFrame = INDEX( fTRatio*16*8)%16;
|
||
|
iRow = iFrame/4;
|
||
|
iColumn = iFrame%4;
|
||
|
Particle_SetTexturePart( 256, 256, iColumn, iRow);
|
||
|
FLOAT3D vPos = (sld.sld_vPos)+(sld.sld_vSpeed*fT)+(vGDir*(fT*fT*fGA/2.0f));
|
||
|
Particle_RenderSquare( vPos, 0.05f, 0, C_WHITE|CT_OPAQUE);
|
||
|
break;
|
||
|
}
|
||
|
case ESL_SHOTGUN:
|
||
|
{
|
||
|
FLOAT fLife = 1.5f;
|
||
|
if( tmNow > (tmLaunch+fLife) ) continue;
|
||
|
FLOAT fTRatio = fT/fLife;
|
||
|
INDEX iFrame = INDEX( fTRatio*16*8)%16;
|
||
|
iRow = 4+iFrame/4;
|
||
|
iColumn = iFrame%4;
|
||
|
Particle_SetTexturePart( 256, 256, iColumn, iRow);
|
||
|
FLOAT3D vPos = (sld.sld_vPos)+(sld.sld_vSpeed*fT)+(vGDir*(fT*fT*fGA/2.0f));
|
||
|
Particle_RenderSquare( vPos, 0.05f, 0, C_WHITE|CT_OPAQUE);
|
||
|
break;
|
||
|
}
|
||
|
case ESL_BUBBLE:
|
||
|
{
|
||
|
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT fLife = 4.0f;
|
||
|
if( tmNow > (tmLaunch+fLife) ) continue;
|
||
|
Particle_SetTexturePart( 512, 512, 2, 0);
|
||
|
|
||
|
FLOAT3D vX, vZ;
|
||
|
MakeBaseFromVector( sld.sld_vUp, vX, vZ);
|
||
|
|
||
|
FLOAT fZF = sin( afStarsPositions[iRnd+2][0]*PI);
|
||
|
FLOAT fXF = cos( afStarsPositions[iRnd+2][0]*PI);
|
||
|
|
||
|
FLOAT fAmpl = ClampUp( fT+afStarsPositions[iRnd+1][1]+0.5f, 2.0f)/64;
|
||
|
FLOAT fFormulae = fAmpl * sin(afStarsPositions[iRnd][2]+fT*afStarsPositions[iRnd][3]*2);
|
||
|
|
||
|
FLOAT fColorFactor = 1.0f;
|
||
|
if( fT>fLife/2)
|
||
|
{
|
||
|
fColorFactor = -fT+fLife;
|
||
|
}
|
||
|
UBYTE ubAlpha = UBYTE(CT_OPAQUE*fColorFactor);
|
||
|
ubAlpha = CT_OPAQUE;
|
||
|
FLOAT3D vSpeedPower = sld.sld_vSpeed/(1.0f+fT*fT);
|
||
|
|
||
|
FLOAT3D vPos = sld.sld_vPos +
|
||
|
vX*fFormulae*fXF+
|
||
|
vZ*fFormulae*fZF+
|
||
|
sld.sld_vUp*fT/4.0f*(0.8f+afStarsPositions[iRnd][1]/8.0f)+
|
||
|
vSpeedPower*fT;
|
||
|
FLOAT fSize = 0.02f + afStarsPositions[iRnd+3][1]*0.01f;
|
||
|
Particle_RenderSquare( vPos, fSize, 0, C_WHITE|ubAlpha);
|
||
|
break;
|
||
|
}
|
||
|
case ESL_SHOTGUN_SMOKE:
|
||
|
{
|
||
|
FLOAT fLife = 1.0f;
|
||
|
if( fT<fLife)
|
||
|
{
|
||
|
// render smoke
|
||
|
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT fTRatio = fT/fLife;
|
||
|
INDEX iColumn = 4+INDEX( iShell)%4;
|
||
|
Particle_SetTexturePart( 256, 256, iColumn, 2);
|
||
|
|
||
|
FLOAT3D vPos = sld.sld_vPos + sld.sld_vUp*(afStarsPositions[iRnd][0]*2.0f+1.5f)*fT + sld.sld_vSpeed*fT/(1+fT*fT);
|
||
|
FLOAT fColorFactor = (fLife-fT)/fLife/(afStarsPositions[iRnd+1][0]*2+4.0f);
|
||
|
FLOAT fRotation = afStarsPositions[iShell][1]*300*fT;
|
||
|
FLOAT fSize = 0.25f+fT;
|
||
|
UBYTE ubAlpha = UBYTE(CT_OPAQUE*fColorFactor);
|
||
|
COLOR colSmoke = C_WHITE;
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, colSmoke|ubAlpha);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case ESL_BULLET_SMOKE:
|
||
|
{
|
||
|
FLOAT fLife = 1.0f;
|
||
|
if( fT<fLife && fT>0.0f)
|
||
|
{
|
||
|
// render smoke
|
||
|
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT fTRatio = fT/fLife;
|
||
|
INDEX iColumn = 4+INDEX( iShell)%4;
|
||
|
Particle_SetTexturePart( 256, 256, iColumn, 2);
|
||
|
|
||
|
FLOAT3D vPos = sld.sld_vPos + sld.sld_vUp*(afStarsPositions[iRnd][0]/2.0f+0.5f)*fT + sld.sld_vSpeed*fT/(1+fT*fT);
|
||
|
FLOAT fColorFactor = (fLife-fT)/fLife/(afStarsPositions[iRnd+1][0]*2+4.0f);
|
||
|
FLOAT fRotation = afStarsPositions[iShell][1]*200*fT;
|
||
|
FLOAT fSize = (0.0125f+fT/(5.0f+afStarsPositions[iRnd+1][0]*2.0f))*sld.sld_fSize;
|
||
|
UBYTE ubAlpha = UBYTE(CT_OPAQUE*ClampUp(fColorFactor*sld.sld_fSize, 1.0f));
|
||
|
COLOR colSmoke = C_WHITE;
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, colSmoke|ubAlpha);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case ESL_COLT_SMOKE:
|
||
|
{
|
||
|
FLOAT fLife = 1.0f;
|
||
|
if( fT<fLife && fT>0.0f)
|
||
|
{
|
||
|
CPlayer &plr = (CPlayer&)*pen;
|
||
|
CPlacement3D plPipe;
|
||
|
plr.GetLerpedWeaponPosition(sld.sld_vPos, plPipe);
|
||
|
FLOATmatrix3D m;
|
||
|
MakeRotationMatrixFast(m, plPipe.pl_OrientationAngle);
|
||
|
FLOAT3D vUp( m(1,2), m(2,2), m(3,2));
|
||
|
|
||
|
INDEX iRnd = (INDEX(tmLaunch*1234))%CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT fTRatio = fT/fLife;
|
||
|
INDEX iColumn = 4+INDEX( iShell)%4;
|
||
|
Particle_SetTexturePart( 256, 256, iColumn, 2);
|
||
|
|
||
|
FLOAT3D vPos = plPipe.pl_PositionVector+vUp*(afStarsPositions[iRnd][0]/4.0f+0.3f)*fT;
|
||
|
FLOAT fColorFactor = (fLife-fT)/fLife/(afStarsPositions[iRnd+1][0]*2+4.0f);
|
||
|
FLOAT fRotation = afStarsPositions[iShell][1]*500*fT;
|
||
|
FLOAT fSize = 0.0025f+fT/(10.0f+(afStarsPositions[iRnd+1][0]+0.5f)*10.0f);
|
||
|
UBYTE ubAlpha = UBYTE(CT_OPAQUE*fColorFactor);
|
||
|
COLOR colSmoke = C_WHITE;
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, colSmoke|ubAlpha);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define FADE_IN_LENGHT 1.0f
|
||
|
#define FADE_OUT_LENGHT 1.5f
|
||
|
#define FADE_IN_START 0.0f
|
||
|
#define SPIRIT_SPIRAL_START 1.0f
|
||
|
#define FADE_OUT_START 1.75f
|
||
|
|
||
|
#define FADE_IN_END (FADE_IN_START+FADE_IN_LENGHT)
|
||
|
#define FADE_OUT_END (FADE_OUT_START+FADE_OUT_LENGHT)
|
||
|
|
||
|
void Particles_Death(CEntity *pen, TIME tmStart)
|
||
|
{
|
||
|
FLOAT fMipFactor = Particle_GetMipFactor();
|
||
|
BOOL bVisible = pen->en_pmoModelObject->IsModelVisible( fMipFactor);
|
||
|
if( !bVisible) return;
|
||
|
|
||
|
FLOAT fTime = _pTimer->GetLerpedCurrentTick()-tmStart;
|
||
|
// don't render particles before fade in and after fadeout
|
||
|
if( (fTime<FADE_IN_START) || (fTime>FADE_OUT_END)) {
|
||
|
return;
|
||
|
}
|
||
|
FLOAT fPowerTime = pow(fTime-SPIRIT_SPIRAL_START, 2.5f);
|
||
|
|
||
|
// fill array with absolute vertices of entity's model and its attached models
|
||
|
pen->GetModelVerticesAbsolute(avVertices, 0.05f, fMipFactor);
|
||
|
|
||
|
// get entity position and orientation
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
|
||
|
SetupParticleTexture( PT_STAR07);
|
||
|
|
||
|
// calculate color factor (for fade in/out)
|
||
|
FLOAT fColorFactor = 1.0f;
|
||
|
if( (fTime>=FADE_IN_START) && (fTime<=FADE_IN_END))
|
||
|
{
|
||
|
fColorFactor = 1/FADE_IN_LENGHT*(fTime-FADE_IN_START);
|
||
|
}
|
||
|
else if( (fTime>=FADE_OUT_START) && (fTime<=FADE_OUT_END))
|
||
|
{
|
||
|
fColorFactor = -1/FADE_OUT_LENGHT*(fTime-FADE_OUT_END);
|
||
|
}
|
||
|
|
||
|
UBYTE ubColor = UBYTE(CT_OPAQUE*fColorFactor);
|
||
|
COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE;
|
||
|
|
||
|
INDEX ctVtx = avVertices.Count();
|
||
|
FLOAT fSpeedFactor = 1.0f/ctVtx;
|
||
|
|
||
|
// get corp size
|
||
|
FLOATaabbox3D box;
|
||
|
pen->en_pmoModelObject->GetCurrentFrameBBox(box);
|
||
|
FLOAT fHeightStretch = box.Size()(2);
|
||
|
|
||
|
FLOAT fStep = ClampDn( fMipFactor, 1.0f);
|
||
|
for( FLOAT fVtx=0.0f; fVtx<ctVtx; fVtx+=fStep)
|
||
|
{
|
||
|
INDEX iVtx = INDEX( fVtx);
|
||
|
FLOAT fF;
|
||
|
if (fTime<SPIRIT_SPIRAL_START) {
|
||
|
fF = 0.0f;
|
||
|
} else {
|
||
|
fF = fPowerTime*(1+iVtx*fSpeedFactor)*4.0f;
|
||
|
}
|
||
|
FLOAT fStretch = 1/ClampDn(fF*0.2f, 1.0f);
|
||
|
FLOAT3D vPos = avVertices[iVtx];
|
||
|
vPos-=vCenter;
|
||
|
FLOAT fX = (vPos%vX)*fStretch;
|
||
|
FLOAT fY = (vPos%vY)*fStretch;
|
||
|
FLOAT fZ = (vPos%vZ)*fStretch;
|
||
|
FLOAT fA = fF*2.0f;
|
||
|
vPos =
|
||
|
vX*(fX*cos(fA)-fZ*sin(fA))+
|
||
|
vZ*(fX*sin(fA)+fZ*cos(fA))+
|
||
|
vY*(fY+fF*fHeightStretch*0.075f)+
|
||
|
vCenter;
|
||
|
|
||
|
Particle_RenderSquare( vPos, 0.1f*fColorFactor, 0, col);
|
||
|
}
|
||
|
|
||
|
// flush array
|
||
|
avVertices.PopAll();
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
#define APPEAR_IN_LENGHT 2.0f
|
||
|
#define APPEAR_OUT_LENGHT 5.0f
|
||
|
#define APPEAR_IN_START 0.0f
|
||
|
#define APPEAR_OUT_START 5.0f
|
||
|
|
||
|
#define APPEAR_IN_END (APPEAR_IN_START+APPEAR_IN_LENGHT)
|
||
|
#define APPEAR_OUT_END (APPEAR_OUT_START+APPEAR_OUT_LENGHT)
|
||
|
|
||
|
void Particles_Appearing(CEntity *pen, TIME tmStart)
|
||
|
{
|
||
|
FLOAT fMipFactor = Particle_GetMipFactor();
|
||
|
BOOL bVisible = pen->en_pmoModelObject->IsModelVisible( fMipFactor);
|
||
|
if( !bVisible) return;
|
||
|
|
||
|
FLOAT fTime = _pTimer->GetLerpedCurrentTick()-tmStart;
|
||
|
// don't render particles before fade in and after fadeout
|
||
|
if( (fTime<APPEAR_IN_START) || (fTime>APPEAR_OUT_END)) {
|
||
|
return;
|
||
|
}
|
||
|
FLOAT fPowerTime = pow(fTime-SPIRIT_SPIRAL_START, 2.5f);
|
||
|
|
||
|
// fill array with absolute vertices of entity's model and its attached models
|
||
|
pen->GetModelVerticesAbsolute(avVertices, 0.05f, fMipFactor);
|
||
|
|
||
|
// get entity position and orientation
|
||
|
const FLOATmatrix3D &m = pen->GetRotationMatrix();
|
||
|
FLOAT3D vX( m(1,1), m(2,1), m(3,1));
|
||
|
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
|
||
|
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
|
||
|
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
|
||
|
|
||
|
SetupParticleTexture( PT_STAR07);
|
||
|
|
||
|
// calculate color factor (for fade in/out)
|
||
|
FLOAT fColorFactor = 1.0f;
|
||
|
if( (fTime>=APPEAR_IN_START) && (fTime<=APPEAR_IN_END))
|
||
|
{
|
||
|
fColorFactor = 1/APPEAR_IN_LENGHT*(fTime-APPEAR_IN_START);
|
||
|
}
|
||
|
else if( (fTime>=APPEAR_OUT_START) && (fTime<=APPEAR_OUT_END))
|
||
|
{
|
||
|
fColorFactor = -1/APPEAR_OUT_LENGHT*(fTime-APPEAR_OUT_END);
|
||
|
}
|
||
|
|
||
|
UBYTE ubColor = UBYTE(CT_OPAQUE*fColorFactor);
|
||
|
COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE;
|
||
|
|
||
|
INDEX ctVtx = avVertices.Count();
|
||
|
FLOAT fSpeedFactor = 1.0f/ctVtx;
|
||
|
|
||
|
// get corp size
|
||
|
FLOATaabbox3D box;
|
||
|
pen->en_pmoModelObject->GetCurrentFrameBBox(box);
|
||
|
FLOAT fHeightStretch = box.Size()(2);
|
||
|
|
||
|
FLOAT fStep = ClampDn( fMipFactor, 1.0f);
|
||
|
for( FLOAT fVtx=0.0f; fVtx<ctVtx; fVtx+=fStep)
|
||
|
{
|
||
|
INDEX iVtx = INDEX( fVtx);
|
||
|
// FLOAT fF;
|
||
|
// if (fTime<SPIRIT_SPIRAL_START) {
|
||
|
// fF = 0.0f;
|
||
|
// } else {
|
||
|
// fF = fPowerTime*(1+iVtx*fSpeedFactor)*4.0f;
|
||
|
// }
|
||
|
// FLOAT fStretch = 1/ClampDn(fF*0.2f, 1.0f);
|
||
|
FLOAT3D vPos = avVertices[iVtx];
|
||
|
/* vPos-=vCenter;
|
||
|
FLOAT fX = (vPos%vX)*fStretch;
|
||
|
FLOAT fY = (vPos%vY)*fStretch;
|
||
|
FLOAT fZ = (vPos%vZ)*fStretch;
|
||
|
FLOAT fA = fF*2.0f;
|
||
|
vPos =
|
||
|
vX*(fX*cos(fA)-fZ*sin(fA))+
|
||
|
vZ*(fX*sin(fA)+fZ*cos(fA))+
|
||
|
vY*(fY+fF*fHeightStretch*0.075f)+
|
||
|
vCenter;
|
||
|
*/
|
||
|
Particle_RenderSquare( vPos, 0.1f*fColorFactor, 0, col);
|
||
|
}
|
||
|
|
||
|
// flush array
|
||
|
avVertices.PopAll();
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
|
||
|
#define BLOOD_SPRAYS 16
|
||
|
#define BLOOD_SPRAY_SPEED_MAX (3.0f*fDamagePower)
|
||
|
#define BLOOD_SPRAY_SPEED_MIN (1.0f*fDamagePower)
|
||
|
#define BLOOD_SPRAY_TOTAL_TIME (0.6f+fDamagePower/1.0f)
|
||
|
#define BLOOD_SPRAY_FADE_IN_END 0.1f
|
||
|
#define BLOOD_SPRAY_FADE_OUT_START 0.2f
|
||
|
|
||
|
// spray some blood from shot place
|
||
|
void Particles_BloodSpray(enum SprayParticlesType sptType, CEntity *penSpray, FLOAT3D vGDir, FLOAT fGA,
|
||
|
FLOATaabbox3D boxOwner, FLOAT3D vSpilDirection, FLOAT tmStarted, FLOAT fDamagePower)
|
||
|
{
|
||
|
FLOAT3D vWoundPos = penSpray->GetLerpedPlacement().pl_PositionVector;
|
||
|
FLOAT fBoxSize = boxOwner.Size().Length()*0.1f;
|
||
|
FLOAT fEnemySizeModifier = (fBoxSize-0.2)/1.0f+1.0f;
|
||
|
FLOAT fRotation = 0.0f;
|
||
|
|
||
|
// readout blood type
|
||
|
const INDEX iBloodType = GetSP()->sp_iBlood;
|
||
|
|
||
|
// determine time difference
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
|
||
|
// prepare texture
|
||
|
switch(sptType) {
|
||
|
case SPT_BLOOD:
|
||
|
case SPT_SLIME:
|
||
|
{
|
||
|
if( iBloodType<1) return;
|
||
|
if( iBloodType==3) Particle_PrepareTexture( &_toFlowerSprayTexture, PBT_BLEND);
|
||
|
else Particle_PrepareTexture( &_toBloodSprayTexture, PBT_BLEND);
|
||
|
break;
|
||
|
}
|
||
|
case SPT_BONES:
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toBonesSprayTexture, PBT_BLEND);
|
||
|
break;
|
||
|
}
|
||
|
case SPT_FEATHER:
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toFeatherSprayTexture, PBT_BLEND);
|
||
|
fDamagePower*=2.0f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_STONES:
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toStonesSprayTexture, PBT_BLEND);
|
||
|
fDamagePower*=3.0f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_WOOD:
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toWoodSprayTexture, PBT_BLEND);
|
||
|
fDamagePower*=5.0f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_SMALL_LAVA_STONES:
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toLavaSprayTexture, PBT_BLEND);
|
||
|
fDamagePower *= 0.75f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_LAVA_STONES:
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toLavaSprayTexture, PBT_BLEND);
|
||
|
fDamagePower *=3.0f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_BEAST_PROJECTILE_SPRAY:
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toBeastProjectileSprayTexture, PBT_BLEND);
|
||
|
fDamagePower*=3.0f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_ELECTRICITY_SPARKS:
|
||
|
{
|
||
|
Particle_PrepareTexture( &_toMetalSprayTexture, PBT_BLEND);
|
||
|
break;
|
||
|
}
|
||
|
default: ASSERT(FALSE);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
FLOAT fT=(fNow-tmStarted);
|
||
|
for( INDEX iSpray=0; iSpray<BLOOD_SPRAYS; iSpray++)
|
||
|
{
|
||
|
if( (sptType==SPT_FEATHER) && (iSpray==BLOOD_SPRAYS/2) )
|
||
|
{
|
||
|
Particle_Flush();
|
||
|
if( iBloodType==3) Particle_PrepareTexture( &_toFlowerSprayTexture, PBT_BLEND);
|
||
|
else Particle_PrepareTexture( &_toBloodSprayTexture, PBT_BLEND);
|
||
|
fDamagePower/=2.0f;
|
||
|
}
|
||
|
|
||
|
Particle_SetTexturePart( 256, 256, ((int(tmStarted*100.0f))%8+iSpray)%8, 0);
|
||
|
|
||
|
FLOAT fFade, fSize;
|
||
|
// apply fade
|
||
|
if( fT<BLOOD_SPRAY_FADE_IN_END)
|
||
|
{
|
||
|
fSize=fT/BLOOD_SPRAY_FADE_IN_END;
|
||
|
fFade = 1.0f;
|
||
|
}
|
||
|
else if (fT>BLOOD_SPRAY_FADE_OUT_START)
|
||
|
{
|
||
|
fSize=(-1/(BLOOD_SPRAY_TOTAL_TIME-BLOOD_SPRAY_FADE_OUT_START))*(fT-BLOOD_SPRAY_TOTAL_TIME);
|
||
|
fFade = fSize;
|
||
|
}
|
||
|
else if( fT>BLOOD_SPRAY_TOTAL_TIME)
|
||
|
{
|
||
|
fSize=0.0f;
|
||
|
fFade =0.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fSize=1.0f;
|
||
|
fFade = fSize;
|
||
|
}
|
||
|
FLOAT fMipFactor = Particle_GetMipFactor();
|
||
|
FLOAT fMipSizeAffector = Clamp( fMipFactor/4.0f, 0.05f, 1.0f);
|
||
|
fSize *= fMipSizeAffector*fDamagePower*fEnemySizeModifier;
|
||
|
|
||
|
FLOAT3D vRandomAngle = FLOAT3D(
|
||
|
afStarsPositions[ iSpray][0]*1.75f,
|
||
|
(afStarsPositions[ iSpray][1]+1.0f)*1.0f,
|
||
|
afStarsPositions[ iSpray][2]*1.75f);
|
||
|
FLOAT fSpeedModifier = afStarsPositions[ iSpray+BLOOD_SPRAYS][0]*0.5f;
|
||
|
|
||
|
FLOAT fSpeed = BLOOD_SPRAY_SPEED_MIN+(BLOOD_SPRAY_TOTAL_TIME-fT)/BLOOD_SPRAY_TOTAL_TIME;
|
||
|
FLOAT3D vPos = vWoundPos + (vSpilDirection+vRandomAngle)*(fT*(fSpeed+fSpeedModifier))+vGDir*(fT*fT*fGA/4.0f);
|
||
|
|
||
|
UBYTE ubAlpha = UBYTE(CT_OPAQUE*fFade);
|
||
|
FLOAT fSizeModifier = afStarsPositions[ int(iSpray+tmStarted*50)%CT_MAX_PARTICLES_TABLE][1]*0.5+1.0f;
|
||
|
|
||
|
COLOR col = C_WHITE|CT_OPAQUE;
|
||
|
// prepare texture
|
||
|
switch(sptType) {
|
||
|
case SPT_BLOOD:
|
||
|
{
|
||
|
UBYTE ubRndCol = UBYTE( 128+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*64);
|
||
|
if( iBloodType==2) col = RGBAToColor( ubRndCol, 0, 0, ubAlpha);
|
||
|
if( iBloodType==1) col = RGBAToColor( 0, ubRndCol, 0, ubAlpha);
|
||
|
break;
|
||
|
}
|
||
|
case SPT_SLIME:
|
||
|
{
|
||
|
UBYTE ubRndCol = UBYTE( 128+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*64);
|
||
|
if( iBloodType!=3) col = RGBAToColor(0, ubRndCol, 0, ubAlpha);
|
||
|
break;
|
||
|
}
|
||
|
case SPT_BONES:
|
||
|
{
|
||
|
UBYTE ubRndH = UBYTE( 8+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16);
|
||
|
UBYTE ubRndS = UBYTE( 96+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*64);
|
||
|
UBYTE ubRndV = UBYTE( 64+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*64);
|
||
|
col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha;
|
||
|
fSize/=1.5f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_FEATHER:
|
||
|
{
|
||
|
if(iSpray>=BLOOD_SPRAYS/2)
|
||
|
{
|
||
|
UBYTE ubRndCol = UBYTE( 128+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*64);
|
||
|
if( iBloodType==2) col = RGBAToColor( ubRndCol, 0, 0, ubAlpha);
|
||
|
if( iBloodType==1) col = RGBAToColor( 0, ubRndCol, 0, ubAlpha);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UBYTE ubRndH = UBYTE( 32+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16);
|
||
|
UBYTE ubRndS = UBYTE( 127+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*128);
|
||
|
UBYTE ubRndV = UBYTE( 159+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*192);
|
||
|
col = HSVToColor(ubRndH, 0, ubRndV)|ubAlpha;
|
||
|
fSize/=2.0f;
|
||
|
fRotation = fT*200.0f;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case SPT_STONES:
|
||
|
{
|
||
|
UBYTE ubRndH = UBYTE( 24+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16);
|
||
|
UBYTE ubRndS = UBYTE( 32+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*64);
|
||
|
UBYTE ubRndV = UBYTE( 196+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*128);
|
||
|
col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha;
|
||
|
fSize*=0.10f;
|
||
|
fRotation = fT*200.0f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_WOOD:
|
||
|
{
|
||
|
UBYTE ubRndH = UBYTE( 16+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16);
|
||
|
UBYTE ubRndS = UBYTE( 96+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*32);
|
||
|
UBYTE ubRndV = UBYTE( 96+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*96);
|
||
|
col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha;
|
||
|
fSize*=0.15f;
|
||
|
fRotation = fT*300.0f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_LAVA_STONES:
|
||
|
case SPT_SMALL_LAVA_STONES:
|
||
|
{
|
||
|
col = C_WHITE|ubAlpha;
|
||
|
fSize/=12.0f;
|
||
|
fRotation = fT*200.0f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_BEAST_PROJECTILE_SPRAY:
|
||
|
{
|
||
|
col = C_WHITE|ubAlpha;
|
||
|
fSize/=12.0f;
|
||
|
fRotation = fT*200.0f;
|
||
|
break;
|
||
|
}
|
||
|
case SPT_ELECTRICITY_SPARKS:
|
||
|
{
|
||
|
UBYTE ubRndH = UBYTE( 180+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*16);
|
||
|
UBYTE ubRndS = UBYTE( 32+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*16);
|
||
|
UBYTE ubRndV = UBYTE( 192+(afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*64);
|
||
|
ubRndS = 0;
|
||
|
ubRndV = 255;
|
||
|
col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha;
|
||
|
fSize/=32.0f;
|
||
|
fRotation = fT*200.0f;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
Particle_RenderSquare( vPos, 0.25f*fSize*fSizeModifier, fRotation, col);
|
||
|
}
|
||
|
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
// spray some stones along obelisk
|
||
|
void Particles_DestroyingObelisk(CEntity *penSpray, FLOAT tmStarted)
|
||
|
{
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
FLOAT fT=(fNow-tmStarted);
|
||
|
Particle_PrepareTexture( &_toStonesSprayTexture, PBT_BLEND);
|
||
|
|
||
|
FLOAT fTotalTime = 10.0f;
|
||
|
FLOAT fFadeOutStart = 7.5f;
|
||
|
FLOAT fFadeInEnd = 1.0f;
|
||
|
FLOAT3D vG = FLOAT3D(0.0f,-20.0f,0.0f);
|
||
|
|
||
|
for( INDEX iStone=0; iStone<128; iStone++)
|
||
|
{
|
||
|
INDEX idx = int(iStone+tmStarted*33)%CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT3D vSpeed = FLOAT3D(
|
||
|
afStarsPositions[ idx][0],
|
||
|
afStarsPositions[ idx][1],
|
||
|
afStarsPositions[ idx][2]);
|
||
|
vSpeed(2) += 0.25f;
|
||
|
vSpeed *= 50.0f;
|
||
|
|
||
|
// calculate position
|
||
|
FLOAT3D vPos = penSpray->GetPlacement().pl_PositionVector +
|
||
|
vSpeed*fT +
|
||
|
vG*fT*fT;
|
||
|
vPos(2) += (afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][1]+0.5)*116.0f;
|
||
|
|
||
|
FLOAT fFade;
|
||
|
// apply fade
|
||
|
if( fT<fFadeInEnd)
|
||
|
{
|
||
|
fFade = 1.0f;
|
||
|
}
|
||
|
else if (fT>fFadeOutStart)
|
||
|
{
|
||
|
fFade = (-1/(fTotalTime-fFadeOutStart))*(fT-fTotalTime);
|
||
|
}
|
||
|
else if( fT>fTotalTime)
|
||
|
{
|
||
|
fFade =0.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fFade = 1.0f;
|
||
|
}
|
||
|
|
||
|
UBYTE ubRndH = UBYTE( 16+afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*8);
|
||
|
UBYTE ubRndS = UBYTE( 96+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*64);
|
||
|
UBYTE ubRndV = UBYTE( 128+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*64);
|
||
|
UBYTE ubAlpha = UBYTE(CT_OPAQUE*fFade);
|
||
|
COLOR col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha;
|
||
|
|
||
|
FLOAT fSize=(afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][2]+1.0f)*1.5f;
|
||
|
FLOAT fRotation = fT*200.0f;
|
||
|
|
||
|
Particle_SetTexturePart( 256, 256, ((int(tmStarted*100.0f))%8+iStone)%8, 0);
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, col);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
// spray some stones along pylon
|
||
|
void Particles_DestroyingPylon(CEntity *penSpray, FLOAT3D vDamageDir, FLOAT tmStarted)
|
||
|
{
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
FLOAT fT=(fNow-tmStarted);
|
||
|
Particle_PrepareTexture( &_toStonesSprayTexture, PBT_BLEND);
|
||
|
|
||
|
FLOAT fTotalTime = 10.0f;
|
||
|
FLOAT fFadeOutStart = 7.5f;
|
||
|
FLOAT fFadeInEnd = 1.0f;
|
||
|
FLOAT3D vG = FLOAT3D(0.0f,-20.0f,0.0f);
|
||
|
const FLOATmatrix3D &m = penSpray->GetRotationMatrix();
|
||
|
|
||
|
for( INDEX iStone=0; iStone<128; iStone++)
|
||
|
{
|
||
|
INDEX idx = int(iStone+tmStarted*33)%CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT3D vSpeed = vDamageDir+FLOAT3D(
|
||
|
afStarsPositions[ idx][0],
|
||
|
afStarsPositions[ idx][1],
|
||
|
afStarsPositions[ idx][2]);
|
||
|
vSpeed *= 50.0f;
|
||
|
|
||
|
// calculate position
|
||
|
FLOAT3D vPos = penSpray->GetPlacement().pl_PositionVector +
|
||
|
vSpeed*fT*m +
|
||
|
vG*fT*fT;
|
||
|
FLOAT3D vOffset = FLOAT3D(0.0f,0.0f,0.0f);
|
||
|
vOffset(1) = (afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][1])*32.0f;
|
||
|
vOffset(2) = (afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][2]+0.5)*56.0f;
|
||
|
vPos += vOffset*m;
|
||
|
|
||
|
FLOAT fFade;
|
||
|
// apply fade
|
||
|
if( fT<fFadeInEnd)
|
||
|
{
|
||
|
fFade = 1.0f;
|
||
|
}
|
||
|
else if (fT>fFadeOutStart)
|
||
|
{
|
||
|
fFade = (-1/(fTotalTime-fFadeOutStart))*(fT-fTotalTime);
|
||
|
}
|
||
|
else if( fT>fTotalTime)
|
||
|
{
|
||
|
fFade =0.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fFade = 1.0f;
|
||
|
}
|
||
|
|
||
|
UBYTE ubRndH = UBYTE( 16+afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*8);
|
||
|
UBYTE ubRndS = UBYTE( 96+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*64);
|
||
|
UBYTE ubRndV = UBYTE( 128+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*64);
|
||
|
UBYTE ubAlpha = UBYTE(CT_OPAQUE*fFade);
|
||
|
COLOR col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha;
|
||
|
|
||
|
FLOAT fSize=(afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][2]+1.0f)*1.5f;
|
||
|
FLOAT fRotation = fT*200.0f;
|
||
|
|
||
|
Particle_SetTexturePart( 256, 256, ((int(tmStarted*100.0f))%8+iStone)%8, 0);
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, col);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|
||
|
|
||
|
// spray some stones in the air
|
||
|
void Particles_HitGround(CEntity *penSpray, FLOAT tmStarted, FLOAT fSizeMultiplier)
|
||
|
{
|
||
|
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
|
||
|
FLOAT fT=(fNow-tmStarted);
|
||
|
Particle_PrepareTexture( &_toStonesSprayTexture, PBT_BLEND);
|
||
|
|
||
|
FLOAT fTotalTime = 10.0f;
|
||
|
FLOAT fFadeOutStart = 7.5f;
|
||
|
FLOAT fFadeInEnd = 1.0f;
|
||
|
FLOAT3D vG = FLOAT3D(0.0f,-30.0f,0.0f);
|
||
|
|
||
|
for( INDEX iStone=0; iStone<64; iStone++)
|
||
|
{
|
||
|
INDEX idx = int(iStone+tmStarted*33)%CT_MAX_PARTICLES_TABLE;
|
||
|
FLOAT3D vSpeed = FLOAT3D(
|
||
|
afStarsPositions[ idx][0]*1.5f,
|
||
|
(afStarsPositions[ idx][1]+0.5f)*3,
|
||
|
afStarsPositions[ idx][2]*1.5f);
|
||
|
FLOAT fSpeedMultiplier = (fSizeMultiplier-1)*(0.5f-1.0f)/(0.025f-1.0f)+1.0f;
|
||
|
vSpeed *= 50.0f*fSpeedMultiplier;
|
||
|
|
||
|
// calculate position
|
||
|
FLOAT3D vPos = penSpray->GetPlacement().pl_PositionVector +
|
||
|
vSpeed*fT +
|
||
|
vG*fT*fT;
|
||
|
|
||
|
FLOAT fFade;
|
||
|
// apply fade
|
||
|
if( fT<fFadeInEnd)
|
||
|
{
|
||
|
fFade = 1.0f;
|
||
|
}
|
||
|
else if (fT>fFadeOutStart)
|
||
|
{
|
||
|
fFade = (-1/(fTotalTime-fFadeOutStart))*(fT-fTotalTime);
|
||
|
}
|
||
|
else if( fT>fTotalTime)
|
||
|
{
|
||
|
fFade =0.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fFade = 1.0f;
|
||
|
}
|
||
|
|
||
|
UBYTE ubRndH = UBYTE( 16+afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*8);
|
||
|
UBYTE ubRndS = UBYTE( 96+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][1]+0.5)*64);
|
||
|
UBYTE ubRndV = UBYTE( 128+(afStarsPositions[ int(iStone+tmStarted*10)%CT_MAX_PARTICLES_TABLE][2])*64);
|
||
|
UBYTE ubAlpha = UBYTE(CT_OPAQUE*fFade);
|
||
|
COLOR col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha;
|
||
|
|
||
|
FLOAT fSize=(afStarsPositions[ int(iStone+tmStarted*100)%CT_MAX_PARTICLES_TABLE][2]+1.0f)*4.0f*fSizeMultiplier;
|
||
|
FLOAT fRotation = fT*200.0f;
|
||
|
|
||
|
Particle_SetTexturePart( 256, 256, ((int(tmStarted*100.0f))%8+iStone)%8, 0);
|
||
|
Particle_RenderSquare( vPos, fSize, fRotation, col);
|
||
|
}
|
||
|
// all done
|
||
|
Particle_Flush();
|
||
|
}
|