Serious-Engine/Sources/EntitiesMP/Common/Particles.cpp
Emil Laine 24d61d1ccc Use ASSERTALWAYS(msg) instead of ASSERT(false && msg)
Thanks @SLAwww

(The first parameter to _assert is actually the message, not the
expression to evaluate, so "false &&" doesn't belong in there.)

Conflicts:
	Sources/EntitiesMP/Summoner.es
2016-05-30 00:46:35 +02:00

6060 lines
221 KiB
C++
Executable File

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
#include "EntitiesMP/StdH/StdH.h"
#include "EntitiesMP/BloodSpray.h"
#include "EntitiesMP/PlayerWeapons.h"
#include "EntitiesMP/WorldSettingsController.h"
#include "EntitiesMP/BackgroundViewer.h"
#include "EntitiesMP/EnvironmentParticlesHolder.h"
static CTextureObject _toRomboidTrail;
static CTextureObject _toBombTrail;
static CTextureObject _toFirecrackerTrail;
static CTextureObject _toSpiralTrail;
static CTextureObject _toColoredStarsTrail;
static CTextureObject _toFireball01Trail;
static CTextureObject _toGrenadeTrail;
static CTextureObject _toCannonBall;
static CTextureObject _toRocketTrail;
static CTextureObject _toVerticalGradient;
static CTextureObject _toVerticalGradientAlpha;
static CTextureObject _toBlood01Trail;
static CTextureObject _toLavaTrailGradient;
static CTextureObject _toLavaTrailSmoke;
static CTextureObject _toFlamethrowerTrail01;
static CTextureObject _toFlamethrowerTrail02;
static CTextureObject _toFire;
static CTextureObject _toBoubble01;
static CTextureObject _toBoubble02;
static CTextureObject _toBoubble03;
static CTextureObject _toStar01;
static CTextureObject _toStar02;
static CTextureObject _toStar03;
static CTextureObject _toStar04;
static CTextureObject _toStar05;
static CTextureObject _toStar06;
static CTextureObject _toStar07;
static CTextureObject _toStar08;
static CTextureObject _toBlood;
static CTextureObject _toWaterfallGradient;
static CTextureObject _toGhostbusterBeam;
static CTextureObject _toLightning;
static CTextureObject _toSand;
static CTextureObject _toSandFlowGradient;
static CTextureObject _toWater;
static CTextureObject _toWaterFlowGradient;
static CTextureObject _toLava;
static CTextureObject _toLavaFlowGradient;
static CTextureObject _toBloodSprayTexture;
static CTextureObject _toFlowerSprayTexture;
static CTextureObject _toBonesSprayTexture;
static CTextureObject _toFeatherSprayTexture;
static CTextureObject _toStonesSprayTexture;
static CTextureObject _toLavaSprayTexture;
static CTextureObject _toBeastProjectileSprayTexture;
static CTextureObject _toLavaEruptingTexture;
static CTextureObject _toWoodSprayTexture;
static CTextureObject _toTreeSprayTexture;
static CTextureObject _toLavaBombTrailSmoke;
static CTextureObject _toLavaBombTrailGradient;
static CTextureObject _toElectricitySparks;
static CTextureObject _toBeastProjectileTrailTexture;
static CTextureObject _toBeastProjectileTrailGradient;
static CTextureObject _toBeastBigProjectileTrailTexture;
static CTextureObject _toBeastBigProjectileTrailGradient;
static CTextureObject _toBeastDebrisTrailGradient;
static CTextureObject _toBeastDebrisTrailTexture;
static CTextureObject _toRaindrop;
static CTextureObject _toSnowdrop;
static CTextureObject _toBulletStone;
static CTextureObject _toBulletSand;
static CTextureObject _toBulletSpark;
static CTextureObject _toBulletSmoke;
static CTextureObject _toBulletWater;
static CTextureObject _toPlayerParticles;
static CTextureObject _toWaterfallFoam;
static CTextureObject _toWaterfallFoam2;
static CTextureObject _toMetalSprayTexture;
static CTextureObject _toBulletGrass;
static CTextureObject _toBulletWood;
static CTextureObject _toBulletSnow;
static CTextureObject _toAirSprayTexture;
static CTextureObject _toFlameThrowerGradient;
static CTextureObject _toFlameThrowerStartGradient;
static CTextureObject _toSpawnerProjectile;
static CTextureObject _toExplosionDebris;
static CTextureObject _toExplosionDebrisGradient;
static CTextureObject _toExplosionSpark;
static CTextureObject _toChimneySmoke;
static CTextureObject _toChimneySmokeGradient;
static CTextureObject _toWaterfallGradient2;
static CTextureObject _toAfterBurner;
static CTextureObject _toAfterBurnerHead;
static CTextureObject _toAfterBurnerGradient;
static CTextureObject _toAfterBurnerGradientBlue;
static CTextureObject _toAfterBurnerGradientMeteor;
static CTextureObject _toTwisterGradient;
static CTextureObject _toTwister;
static CTextureObject _toLarvaLaser;
static CTextureObject _toLarvaProjectileSpray;
static CTextureObject _toGrowingTwirl;
static CTextureObject _toSummonerDisappearGradient;
static CTextureObject _toSEStar01;
static CTextureObject _toSummonerStaffGradient;
static CTextureObject _toMeteorTrail;
static CTextureObject _toFireworks01Gradient;
struct FlameThrowerParticleRenderingData {
INDEX ftprd_iFrameX;
INDEX ftprd_iFrameY;
FLOAT3D ftprd_vPos;
FLOAT ftprd_fSize;
FLOAT ftprd_fAngle;
COLOR ftprd_colColor;
};
INDEX _ctFlameThrowerParticles=0;
//INDEX _ctFlameThrowerPipeParticles=0;
#define MAX_FLAME_PARTICLES INDEX(1024)
FlameThrowerParticleRenderingData _aftprdFlame[MAX_FLAME_PARTICLES];
//FlameThrowerParticleRenderingData _aftprdFlamePipe[MAX_FLAME_PARTICLES];
BOOL UpdateGrowthCache(CEntity *pen, CTextureData *ptdGrowthMap, FLOATaabbox3D &boxGrowthMap, CEntity *penEPH, INDEX iDrawPort);
// array for model vertices in absolute space
CStaticStackArray<FLOAT3D> avVertices;
// current player projection
extern CAnyProjection3D prPlayerProjection;
extern FLOAT gfx_fEnvParticlesRange;
#define CT_MAX_PARTICLES_TABLE 1024
FLOAT afTimeOffsets[CT_MAX_PARTICLES_TABLE];
FLOAT afStarsPositions[CT_MAX_PARTICLES_TABLE][3];
UBYTE auStarsColors[CT_MAX_PARTICLES_TABLE][3];
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;
}
}
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;
}
// init particle effects
void InitParticles(void)
{
try
{
_toRomboidTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Romboid.tex"));
_toBombTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\WhiteBubble.tex"));
_toFirecrackerTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\FireCracker.tex"));
_toSpiralTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Smoke01.tex"));
_toColoredStarsTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Star01.tex"));
_toFireball01Trail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Fireball01.tex"));
_toGrenadeTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Smoke02.tex"));
_toCannonBall.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\CannonBall.tex"));
_toRocketTrail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Smoke06.tex"));
_toVerticalGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\VerticalGradient.tex"));
_toVerticalGradientAlpha.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\VerticalGradientAlpha.tex"));
_toBlood01Trail.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Blood02.tex"));
_toLavaTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaTrailGradient.tex"));
_toLavaTrailSmoke.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaTrailSmoke.tex"));
_toFlamethrowerTrail01.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\FlameThrower01.tex"));
_toFlamethrowerTrail02.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\FlameThrower02.tex"));
_toFire.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\Fire.tex"));
_toBoubble01.SetData_t(CTFILENAME("Models\\Items\\Particles\\Boubble01.tex"));
_toBoubble02.SetData_t(CTFILENAME("Models\\Items\\Particles\\Boubble02.tex"));
_toBoubble03.SetData_t(CTFILENAME("Models\\Items\\Particles\\Boubble03.tex"));
_toStar01.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star01.tex"));
_toStar02.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star02.tex"));
_toStar03.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star03.tex"));
_toStar04.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star04.tex"));
_toStar05.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star05.tex"));
_toStar06.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star06.tex"));
_toStar07.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star07.tex"));
_toStar08.SetData_t(CTFILENAME("Models\\Items\\Particles\\Star08.tex"));
_toWaterfallGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\Waterfall08.tex"));
_toGhostbusterBeam.SetData_t(CTFILENAME("Models\\Weapons\\GhostBuster\\Projectile\\Ray.tex"));
_toLightning.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Lightning.tex"));
_toSand.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Sand.tex"));
_toSandFlowGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\SandFlow01.tex"));
_toWater.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Water.tex"));
_toWaterFlowGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\WaterFlow01.tex"));
_toLava.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Lava.tex"));
_toLavaFlowGradient.SetData_t(CTFILENAME("Models\\Effects\\Heatmaps\\LavaFlow01.tex"));
_toBloodSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Blood03.tex"));
_toFlowerSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Flowers.tex"));
_toBonesSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BonesSpill01.tex"));
_toFeatherSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\FeatherSpill01.tex"));
_toStonesSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\StonesSpill01.tex"));
_toLavaSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaSpill01.tex"));
_toBeastProjectileSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastProjectileSpill.tex"));
_toLavaEruptingTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaErupting.tex"));
_toWoodSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\WoodSpill01.tex"));
_toTreeSprayTexture.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\TreeSpill01.tex"));
_toLavaBombTrailSmoke.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaBomb.tex"));
_toLavaBombTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\LavaBombGradient.tex"));
_toBeastDebrisTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastDebrisTrailGradient.tex"));
_toBeastProjectileTrailTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastProjectileTrail.tex"));
_toBeastProjectileTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastProjectileTrailGradient.tex"));
_toBeastBigProjectileTrailTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastBigProjectileTrail.tex"));
_toBeastBigProjectileTrailGradient.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastBigProjectileTrailGradient.tex"));
_toBeastDebrisTrailTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BeastDebrisTrail.tex"));
_toElectricitySparks.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\ElectricitySparks.tex"));
_toRaindrop.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Raindrop.tex"));
_toSnowdrop.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\Snowdrop.tex"));
_toBulletStone.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSpray.tex"));
_toBulletWater.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSprayWater.tex"));
_toBulletSand.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSpraySand.tex"));
_toBulletSpark.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\BulletSpark.tex"));
_toBulletSmoke.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\SmokeAnim01.tex"));
_toPlayerParticles.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\PlayerParticles.tex"));
_toWaterfallFoam.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\WaterfallFoam.tex"));
_toMetalSprayTexture.SetData_t(CTFILENAME("Textures\\Effects\\Particles\\MetalSpill.tex"));
_toBulletGrass.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\BulletSprayGrass.tex"));
_toBulletWood.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\BulletSprayWood.tex"));
_toBulletSnow.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\BulletSpraySnow.tex"));
_toAirSprayTexture.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\AirSpray.tex"));
_toFlameThrowerGradient.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\FlameThrowerGradient.tex"));
_toFlameThrowerStartGradient.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\FlameThrowerStartGradient.tex"));
_toSpawnerProjectile.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\SpawnerProjectile.tex"));
_toExplosionDebris.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\ExplosionDebris.tex"));
_toExplosionDebrisGradient.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\ExplosionDebrisGradient.tex"));
_toExplosionSpark.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\ExplosionSpark.tex"));
_toChimneySmoke.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\ChimneySmoke.tex"));
_toTwister.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\Twister.tex"));
_toChimneySmokeGradient.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\ChimneySmokeGradient.tex"));
_toWaterfallGradient2.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\WaterfallFoamGradient.tex"));
_toAfterBurner.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\AfterBurner.tex"));
_toAfterBurnerHead.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\AfterBurnerHead.tex"));
_toAfterBurnerGradient.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\AfterBurnerGradient.tex"));
_toAfterBurnerGradientBlue.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\AfterBurnerGradientBlue.tex"));
_toAfterBurnerGradientMeteor.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\AfterBurnerGradientMeteor.tex"));
_toTwisterGradient.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\TwisterGradient.tex"));
_toWaterfallFoam2.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\WaterfallFoam.tex"));
_toLarvaLaser.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\LarvaLaser.tex"));
_toLarvaProjectileSpray.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\PlasmaProjectileSpill.tex"));
_toGrowingTwirl.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\GrowingTwirl.tex"));
_toSummonerDisappearGradient.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\SummonerDisappearGradient.tex"));
_toSummonerStaffGradient.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\SummonerStaffGradient.tex"));
_toFireworks01Gradient.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\Fireworks01Gradient.tex"));
_toSEStar01.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\Star01.tex"));
_toMeteorTrail.SetData_t(CTFILENAME("TexturesMP\\Effects\\Particles\\MeteorTrail.tex"));
((CTextureData*)_toLavaTrailGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toLavaBombTrailGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toBeastDebrisTrailGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toBeastProjectileTrailGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toBeastBigProjectileTrailGradient.GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toWaterfallGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toSandFlowGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toWaterFlowGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toLavaFlowGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toFlameThrowerGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toFlameThrowerStartGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toExplosionDebrisGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toChimneySmokeGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toWaterfallGradient2 .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toAfterBurnerGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toAfterBurnerGradientBlue .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toAfterBurnerGradientMeteor .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toTwisterGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toSummonerDisappearGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toSummonerStaffGradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
((CTextureData*)_toFireworks01Gradient .GetData())->Force(TEX_STATIC|TEX_CONSTANT);
}
catch(char *strError)
{
FatalError(TRANS("Unable to obtain texture: %s"), strError);
}
InitParticleTables();
}
// close particle effects
void CloseParticles(void)
{
_toRomboidTrail.SetData(NULL);
_toBombTrail.SetData(NULL);
_toFirecrackerTrail.SetData(NULL);
_toSpiralTrail.SetData(NULL);
_toColoredStarsTrail.SetData(NULL);
_toFireball01Trail.SetData(NULL);
_toRocketTrail.SetData(NULL);
_toGrenadeTrail.SetData(NULL);
_toCannonBall.SetData(NULL);
_toVerticalGradient.SetData(NULL);
_toVerticalGradientAlpha.SetData(NULL);
_toBlood01Trail.SetData(NULL);
_toLavaTrailGradient.SetData(NULL);
_toWaterfallGradient.SetData(NULL);
_toGhostbusterBeam.SetData( NULL);
_toLightning.SetData( NULL);
_toLavaTrailSmoke.SetData(NULL);
_toFlamethrowerTrail01.SetData(NULL);
_toFlamethrowerTrail02.SetData(NULL);
_toFire.SetData(NULL);
_toBoubble01.SetData(NULL);
_toBoubble02.SetData(NULL);
_toBoubble03.SetData(NULL);
_toStar01.SetData(NULL);
_toStar02.SetData(NULL);
_toStar03.SetData(NULL);
_toStar04.SetData(NULL);
_toStar05.SetData(NULL);
_toStar06.SetData(NULL);
_toStar07.SetData(NULL);
_toStar08.SetData(NULL);
_toSand.SetData(NULL);
_toSandFlowGradient.SetData(NULL);
_toWater.SetData(NULL);
_toWaterFlowGradient.SetData(NULL);
_toLava.SetData(NULL);
_toLavaFlowGradient.SetData(NULL);
_toLavaBombTrailSmoke.SetData(NULL);
_toLavaBombTrailGradient.SetData(NULL);
_toBloodSprayTexture.SetData(NULL);
_toFlowerSprayTexture.SetData(NULL);
_toBonesSprayTexture.SetData(NULL);
_toFeatherSprayTexture.SetData(NULL);
_toStonesSprayTexture.SetData(NULL);
_toLavaSprayTexture.SetData(NULL);
_toBeastProjectileSprayTexture.SetData(NULL);
_toLavaEruptingTexture.SetData(NULL);
_toWoodSprayTexture.SetData(NULL);
_toTreeSprayTexture.SetData(NULL);
_toElectricitySparks.SetData(NULL);
_toBeastDebrisTrailGradient.SetData(NULL);
_toBeastProjectileTrailTexture.SetData(NULL);
_toBeastProjectileTrailGradient.SetData(NULL);
_toBeastBigProjectileTrailTexture.SetData(NULL);
_toBeastBigProjectileTrailGradient.SetData(NULL);
_toBeastDebrisTrailTexture.SetData(NULL);
_toRaindrop.SetData(NULL);
_toSnowdrop.SetData(NULL);
_toBulletStone.SetData(NULL);
_toBulletWater.SetData(NULL);
_toBulletSand.SetData(NULL);
_toBulletSpark.SetData(NULL);
_toBulletSmoke.SetData(NULL);
_toPlayerParticles.SetData(NULL);
_toWaterfallFoam.SetData(NULL);
_toWaterfallFoam2.SetData(NULL);
_toMetalSprayTexture.SetData(NULL);
_toBulletGrass.SetData(NULL);
_toBulletWood.SetData(NULL);
_toBulletSnow.SetData(NULL);
_toAirSprayTexture.SetData(NULL);
_toFlameThrowerGradient.SetData(NULL);
_toFlameThrowerStartGradient.SetData(NULL);
_toSpawnerProjectile.SetData(NULL);
_toExplosionDebris.SetData(NULL);
_toExplosionDebrisGradient.SetData(NULL);
_toExplosionSpark.SetData(NULL);
_toChimneySmoke.SetData(NULL);
_toTwister.SetData(NULL);
_toAfterBurner.SetData(NULL);
_toAfterBurnerHead.SetData(NULL);
_toAfterBurnerGradient.SetData(NULL);
_toAfterBurnerGradientBlue.SetData(NULL);
_toAfterBurnerGradientMeteor.SetData(NULL);
_toTwisterGradient.SetData(NULL);
_toChimneySmokeGradient.SetData(NULL);
_toWaterfallGradient2.SetData(NULL);
_toLarvaLaser.SetData(NULL);
_toLarvaProjectileSpray.SetData(NULL);
_toGrowingTwirl.SetData(NULL);
_toSummonerDisappearGradient.SetData(NULL);
_toSummonerStaffGradient.SetData(NULL);
_toFireworks01Gradient.SetData(NULL);
_toSEStar01.SetData(NULL);
_toMeteorTrail.SetData(NULL);
}
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 SetupParticleTextureWithAddAlpha(enum ParticleTexture ptTexture)
{
switch(ptTexture) {
case PT_STAR01: Particle_PrepareTexture(&_toStar01, PBT_ADDALPHA); break;
case PT_STAR02: Particle_PrepareTexture(&_toStar02, PBT_ADDALPHA); break;
case PT_STAR03: Particle_PrepareTexture(&_toStar03, PBT_ADDALPHA); break;
case PT_STAR04: Particle_PrepareTexture(&_toStar04, PBT_ADDALPHA); break;
case PT_STAR05: Particle_PrepareTexture(&_toStar05, PBT_ADDALPHA); break;
case PT_STAR06: Particle_PrepareTexture(&_toStar06, PBT_ADDALPHA); break;
case PT_STAR07: Particle_PrepareTexture(&_toStar07, PBT_ADDALPHA); break;
case PT_STAR08: Particle_PrepareTexture(&_toStar08, PBT_ADDALPHA); break;
case PT_BOUBBLE01: Particle_PrepareTexture(&_toBoubble01, PBT_ADDALPHA); break;
case PT_BOUBBLE02: Particle_PrepareTexture(&_toBoubble02, PBT_ADDALPHA); 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 Particles_ViewerLocal(CEntity *penView)
{
ASSERT(penView!=NULL);
// obtain world settings controller
CWorldSettingsController *pwsc = NULL;
CEnvironmentParticlesHolder *eph = NULL;
// obtain bcg viewer
CBackgroundViewer *penBcgViewer = (CBackgroundViewer *) penView->GetWorld()->GetBackgroundViewer();
if (penBcgViewer != NULL)
{
// obtain world settings controller
pwsc = (CWorldSettingsController *)&*penBcgViewer->m_penWorldSettingsController;
if (pwsc != NULL)
{
// obtain environment particles holder
eph = (CEnvironmentParticlesHolder *)&*pwsc->m_penEnvPartHolder;
}
}
FLOATaabbox3D boxViewer;
penView->GetBoundingBox(boxViewer);
while (eph != NULL)
{
// calculate the bounding box inside which particles will be visible
FLOATaabbox3D boxViewTreshold;
boxViewTreshold = eph->m_boxHeightMap;
boxViewTreshold += eph->GetPlacement().pl_PositionVector;
FLOAT fRangeMod = Clamp(gfx_fEnvParticlesRange, 0.1f, 2.0f);
if (eph->m_eptType == EPTH_GROWTH) {
boxViewTreshold.Expand(eph->m_fGrowthRenderingRadius*fRangeMod+5.0f);
}
// shared height box variables
FLOATaabbox3D boxTerrainMap;
CTextureData *ptdTerrainMap;
if (boxViewer.HasContactWith(boxViewTreshold)) {
switch (eph->m_eptType) {
case EPTH_GROWTH:
// misc. growth - grass, bushes
if( pwsc != NULL )
{
eph->GetHeightMapData( ptdTerrainMap, boxTerrainMap);
Particles_Growth( penView, ptdTerrainMap, boxTerrainMap, eph, Particle_GetDrawPortID());
}
break;
case EPTH_RAIN: {
// rain
FLOAT fRainFactor = eph->GetRainFactor();
if( fRainFactor != 0.0f)
{
eph->GetHeightMapData( ptdTerrainMap, boxTerrainMap);
Particles_Rain( penView, 1.25f, 32, fRainFactor, ptdTerrainMap, boxTerrainMap);
}
break; }
case EPTH_SNOW: {
// snow
FLOAT fSnowFactor = eph->GetSnowFactor();
if( fSnowFactor != 0.0f)
{
eph->GetHeightMapData( ptdTerrainMap, boxTerrainMap);
Particles_Snow( penView, 2.0f, 32, fSnowFactor, ptdTerrainMap, boxTerrainMap, eph->m_tmSnowStart);
}
break; }
case EPTH_NONE:
break;
default:
ASSERTALWAYS("Unknown environment particle type!");
break;
}
// for those EPHs that are not rendered, clear possible
// growth caches
} else if (eph->m_eptType==EPTH_GROWTH) {
// delete the cache for this EPH and this DrawPort
INDEX iDrawPort = Particle_GetDrawPortID();
{FORDELETELIST(CGrowthCache, cgc_Node, eph->lhCache, itCache)
if (itCache->ulID==iDrawPort) {
itCache->acgParticles.Clear();
itCache->cgc_Node.Remove();
delete &itCache.Current();
//CPrintF("removed ph %s \n", eph->GetName());
}
}
}
// next environment particles holder
eph = (CEnvironmentParticlesHolder *)&*eph->m_penNextHolder;
if (!(IsOfClass(eph, "EnvironmentParticlesHolder"))) break;
}
if(_ctFlameThrowerParticles!=0)
{
Particle_PrepareTexture( &_toFlamethrowerTrail02, PBT_ADDALPHA);
INDEX flt_iFramesInRaw=4;
INDEX flt_iFramesInColumn=4;
for( INDEX iFlame=0; iFlame<ClampUp(_ctFlameThrowerParticles, MAX_FLAME_PARTICLES); iFlame++)
{
FlameThrowerParticleRenderingData &ftprd=_aftprdFlame[iFlame];
Particle_SetTexturePart( 1024/flt_iFramesInRaw, 1024/flt_iFramesInColumn, ftprd.ftprd_iFrameX, ftprd.ftprd_iFrameY);
Particle_RenderSquare( ftprd.ftprd_vPos, ftprd.ftprd_fSize, ftprd.ftprd_fAngle, ftprd.ftprd_colColor);
}
_ctFlameThrowerParticles=0;
Particle_Flush();
}
/*
if(_ctFlameThrowerPipeParticles!=0)
{
Particle_PrepareTexture( &_toLavaTrailSmoke, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
for( INDEX iFlameStart=0; iFlameStart<ClampUp(_ctFlameThrowerPipeParticles, MAX_FLAME_PARTICLES); iFlameStart++)
{
FlameThrowerParticleRenderingData &ftprd=_aftprdFlamePipe[iFlameStart];
Particle_RenderSquare( ftprd.ftprd_vPos, ftprd.ftprd_fSize, ftprd.ftprd_fAngle, ftprd.ftprd_colColor);
}
_ctFlameThrowerPipeParticles=0;
Particle_Flush();
}*/
}
// different particle effects
#define ROMBOID_TRAIL_POSITIONS 16
void Particles_RomboidTrail(CEntity *pen)
{
CLastPositions *plp = pen->GetLastPositions(ROMBOID_TRAIL_POSITIONS);
FLOAT fSeconds = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture(&_toRomboidTrail, PBT_ADD);
Particle_SetTexturePart( 512, 512, 0, 0);
for(INDEX iPos = 0; iPos<plp->lp_ctUsed; iPos++)
{
FLOAT3D vPos = plp->GetPosition(iPos);
//FLOAT fRand = rand()/FLOAT(RAND_MAX);
FLOAT fAngle = fSeconds*256+iPos*2.0f*PI/ROMBOID_TRAIL_POSITIONS;
FLOAT fSin = FLOAT(sin(fAngle));
vPos(2) += fSin*iPos/ROMBOID_TRAIL_POSITIONS;
FLOAT fSize = (ROMBOID_TRAIL_POSITIONS-iPos)*0.5f/ROMBOID_TRAIL_POSITIONS+0.1f;
UBYTE ub = 255-iPos*255/ROMBOID_TRAIL_POSITIONS;
Particle_RenderSquare( vPos, fSize, fAngle, RGBToColor(255-ub,ub,255-ub)|ub);
}
// all done
Particle_Flush();
}
#define BOMB_TRAIL_POSITIONS 8
#define BOMB_TRAIL_INTERPOSITIONS 4
void Particles_BombTrail_Prepare(CEntity *pen)
{
pen->GetLastPositions(BOMB_TRAIL_POSITIONS);
}
void Particles_BombTrail(CEntity *pen)
{
CLastPositions *plp = pen->GetLastPositions(BOMB_TRAIL_POSITIONS);
Particle_PrepareTexture(&_toBombTrail, PBT_ADD);
Particle_SetTexturePart( 512, 512, 0, 0);
const FLOAT3D *pvPos1;
const FLOAT3D *pvPos2 = &plp->GetPosition(plp->lp_ctUsed-1);
for(INDEX iPos = plp->lp_ctUsed-1; iPos>=1; iPos--)
{
pvPos1 = pvPos2;
pvPos2 = &plp->GetPosition(iPos);
for (INDEX iInter=0; iInter<BOMB_TRAIL_INTERPOSITIONS; iInter++) {
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/BOMB_TRAIL_INTERPOSITIONS);
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*180.0f/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*1.264f*PI))*0.05f;
vPos(2) += FLOAT(sin(fRatio*0.704f*PI))*0.05f;
vPos(3) += FLOAT(sin(fRatio*0.964f*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*180.0f/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*1.264f*PI))*0.05f;
vPos(2) += FLOAT(sin(fRatio*0.704f*PI))*0.05f;
vPos(3) += FLOAT(sin(fRatio*0.964f*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*180.0f/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*1.264f*PI))*0.05f;
vPos(2) += FLOAT(sin(fRatio*0.704f*PI))*0.05f;
vPos(3) += FLOAT(sin(fRatio*0.964f*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*180.0f/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*1.264f*PI))*0.05f;
vPos(2) += FLOAT(sin(fRatio*0.704f*PI))*0.05f;
vPos(3) += FLOAT(sin(fRatio*0.964f*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( ClampUp(FloatToInt(fT*8192),8191), 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( ClampUp(FloatToInt(fT*8192),8191), 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;
INDEX iPos;
for( 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( 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 TM_EXPLOSIONDEBRISLIFE1 0.75f
#define CT_EXPLOSIONDEBRIS1 128
void Particles_ExplosionDebris1(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply/*=C_WHITE|CT_OPAQUE*/)
{
CTextureData *pTD = (CTextureData *) _toExplosionDebrisGradient.GetData();
Particle_PrepareTexture( &_toLavaEruptingTexture, PBT_ADDALPHA);
const FLOATmatrix3D &m = pen->GetRotationMatrix();
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*0.5f;
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
FLOAT fG=5.0f;
FLOAT fStretchSize=(vStretch(1)+vStretch(2)+vStretch(3))/3.0f;
for( INDEX iDebris=0; iDebris<CT_EXPLOSIONDEBRIS1; iDebris++)
{
INDEX iRnd =(pen->en_ulID+iDebris+INDEX(tmStart*123456.23465f))%CT_MAX_PARTICLES_TABLE;
INDEX iRnd2=(pen->en_ulID+iDebris+INDEX(tmStart*653542.129633))%CT_MAX_PARTICLES_TABLE;
INDEX iTexture = iRnd%3;
Particle_SetTexturePart( 512, 512, iTexture, 0);
FLOAT3D vSpeed=FLOAT3D(afStarsPositions[iRnd][0],afStarsPositions[iRnd][1],afStarsPositions[iRnd][2]);
FLOAT fT=tmNow-tmStart;
FLOAT fRatio=Clamp(fT/TM_EXPLOSIONDEBRISLIFE1*(afStarsPositions[iRnd][2]+1.0f), 0.0f, 1.0f);
FLOAT fTimeDeccelerator=Clamp(1.0f-(fT/2.0f)*(fT/2.0f), 0.5f, 1.0f);
FLOAT fSpeed=(afStarsPositions[iRnd][0]+afStarsPositions[iRnd][1]+afStarsPositions[iRnd][2]+0.5f*3)/3.0f*40.0f;
fSpeed*=fTimeDeccelerator;
FLOAT3D vRel=vSpeed*fSpeed*fT-vY*fG*fT*fT;
vRel(1)*=vStretch(1);
vRel(2)*=vStretch(2);
vRel(3)*=vStretch(3);
FLOAT3D vPos=vCenter+vRel;
UBYTE ubR = (UBYTE) (255);
UBYTE ubG = (UBYTE) (240+afStarsPositions[iRnd][1]*32);
UBYTE ubB = (UBYTE) (240+afStarsPositions[iRnd][2]*32);
COLOR colAlpha = pTD->GetTexel(PIX(ClampUp(fRatio*1024.0f, 1023.0f)), 0);
COLOR col= RGBToColor( ubR, ubG, ubB) | (colAlpha&0x000000FF);
col=MulColors(col, colMultiply);
FLOAT fSize=(0.2f+afStarsPositions[iRnd2][0]*0.2f)*fStretchSize;
FLOAT fAngle=afStarsPositions[iRnd2][1]*720.0f*fT;
Particle_RenderSquare( vPos, fSize, fAngle, col);
}
// all done
Particle_Flush();
}
#define TM_EXPLOSIONDEBRISLIFE2 0.85f
#define CT_EXPLOSIONDEBRIS2 32
void Particles_ExplosionDebris2(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply/*=C_WHITE|CT_OPAQUE*/)
{
Particle_PrepareTexture( &_toExplosionDebris, PBT_BLEND);
CTextureData *pTD = (CTextureData *) _toExplosionDebrisGradient.GetData();
const FLOATmatrix3D &m = pen->GetRotationMatrix();
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*0.5f;
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
FLOAT fG=5.0f;
FLOAT fStretchSize=(vStretch(1)+vStretch(2)+vStretch(3))/3.0f;
for( INDEX iDebris=0; iDebris<CT_EXPLOSIONDEBRIS2; iDebris++)
{
INDEX iRnd =(pen->en_ulID+iDebris+INDEX(tmStart*432256.32423f))%CT_MAX_PARTICLES_TABLE;
INDEX iRnd2=(pen->en_ulID+iDebris+INDEX(tmStart*631512.15464f))%CT_MAX_PARTICLES_TABLE;
Particle_SetTexturePart( 256, 256, iRnd%8, 0);
FLOAT3D vSpeed=FLOAT3D(afStarsPositions[iRnd][0],afStarsPositions[iRnd][1],afStarsPositions[iRnd][2]);
FLOAT fT=tmNow-tmStart;
FLOAT fRatio=Clamp(fT/TM_EXPLOSIONDEBRISLIFE2, 0.0f, 1.0f);
FLOAT fTimeDeccelerator=Clamp(1.0f-(fT/2.0f)*(fT/2.0f), 0.5f, 1.0f);
FLOAT fSpeed=(afStarsPositions[iRnd][0]+afStarsPositions[iRnd][1]+afStarsPositions[iRnd][2]+0.5f*3)/3.0f*60.0f;
fSpeed*=fTimeDeccelerator;
FLOAT3D vRel=vSpeed*fSpeed*fT-vY*fG*fT*fT;
vRel(1)*=vStretch(1);
vRel(2)*=vStretch(2);
vRel(3)*=vStretch(3);
FLOAT3D vPos=vCenter+vRel;
COLOR colAlpha = pTD->GetTexel(PIX(ClampUp(fRatio*1024.0f, 1023.0f)), 0);
COLOR col= C_WHITE | (colAlpha&0x000000FF);
col=MulColors(col, colMultiply);
FLOAT fSize=(0.15f+afStarsPositions[iRnd2][0]*0.1f)*fStretchSize;
FLOAT fAngle=afStarsPositions[iRnd2][1]*2000.0f*fT;
Particle_RenderSquare( vPos, fSize, fAngle, col);
}
// all done
Particle_Flush();
}
#define TM_EXPLOSIONDEBRISLIFE3 0.5f
#define CT_EXPLOSIONDEBRIS3 64
void Particles_ExplosionDebris3(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply/*=C_WHITE|CT_OPAQUE*/)
{
Particle_PrepareTexture( &_toExplosionSpark, PBT_ADDALPHA);
Particle_SetTexturePart( 1024, 1024, 0, 0);
CTextureData *pTD = (CTextureData *) _toExplosionDebrisGradient.GetData();
const FLOATmatrix3D &m = pen->GetRotationMatrix();
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*0.5f;
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
FLOAT fG=0.0f;
FLOAT fStretchSize=(vStretch(1)+vStretch(2)+vStretch(3))/3.0f;
for( INDEX iDebris=0; iDebris<CT_EXPLOSIONDEBRIS3; iDebris++)
{
INDEX iRnd =(pen->en_ulID+iDebris+INDEX(tmStart*317309.14521f))%CT_MAX_PARTICLES_TABLE;
INDEX iRnd2=(pen->en_ulID+iDebris+INDEX(tmStart*421852.46521f))%CT_MAX_PARTICLES_TABLE;
FLOAT3D vSpeed=FLOAT3D(afStarsPositions[iRnd][0],afStarsPositions[iRnd][1],afStarsPositions[iRnd][2])*1.25f;
FLOAT fT=tmNow-tmStart;
FLOAT fRatio=Clamp(fT/TM_EXPLOSIONDEBRISLIFE3, 0.0f, 1.0f);
FLOAT fTimeDeccelerator=Clamp(1.0f-(fT/2.0f)*(fT/2.0f), 0.75f, 1.0f);
FLOAT fSpeed=(afStarsPositions[iRnd][0]+afStarsPositions[iRnd][1]+afStarsPositions[iRnd][2]+0.5f*3)/3.0f*50.0f;
fSpeed*=fTimeDeccelerator;
FLOAT fTOld=tmNow-tmStart-0.025f-0.1f*fRatio;
FLOAT3D vRel=vSpeed*fSpeed*fT-vY*fG*fT*fT;
vRel(1)*=vStretch(1);
vRel(2)*=vStretch(2);
vRel(3)*=vStretch(3);
FLOAT3D vPos=vCenter+vRel;
FLOAT3D vRelOld=vSpeed*fSpeed*fTOld-vY*fG*fTOld*fTOld;
vRelOld(1)*=vStretch(1);
vRelOld(2)*=vStretch(2);
vRelOld(3)*=vStretch(3);
FLOAT3D vOldPos=vCenter+vRelOld;
if( (vPos - vOldPos).Length() == 0.0f) {continue;}
UBYTE ubR = (UBYTE) (255);
UBYTE ubG = (UBYTE) (200+afStarsPositions[iRnd][1]*32);
UBYTE ubB = (UBYTE) (150+afStarsPositions[iRnd][2]*32);
COLOR colAlpha = pTD->GetTexel(PIX(ClampUp(fRatio*1024.0f, 1023.0f)), 0);
COLOR col= RGBToColor( ubR, ubG, ubB) | (colAlpha&0x000000FF);
col=MulColors(col, colMultiply);
FLOAT fSize=(0.1f+afStarsPositions[iRnd2][0]*0.15f)*fStretchSize;
Particle_RenderLine( vOldPos, vPos, fSize, col);
}
// all done
Particle_Flush();
}
#define TM_ES_TOTAL_LIFE 4.0f
#define TM_ES_SMOKE_DELTA 0.4f
void Particles_ExplosionSmoke(CEntity *pen, FLOAT tmStart, FLOAT3D vStretch, COLOR colMultiply/*=C_WHITE|CT_OPAQUE*/)
{
Particle_PrepareTexture( &_toBulletSmoke, PBT_BLEND);
//CTextureData *pTD = (CTextureData *) _toExplosionDebrisGradient.GetData();
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
const FLOATmatrix3D &m = pen->GetRotationMatrix();
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*1.25f;
FLOAT fStretchSize=(vStretch(1)+vStretch(2)+vStretch(3))/3.0f;
INDEX iCtRnd =(pen->en_ulID*2+INDEX(tmStart*5311234.12531))%CT_MAX_PARTICLES_TABLE;
INDEX ctSmokes=6+INDEX((afStarsPositions[iCtRnd][0]+0.5f)*2);
for(INDEX i=0; i<ctSmokes; i++)
{
FLOAT fSmokeNoRatio=1.0f-FLOAT(i)/ctSmokes;
INDEX iRnd =(pen->en_ulID+i+INDEX(tmStart*317309.14521f))%CT_MAX_PARTICLES_TABLE;
INDEX iRnd2 =(pen->en_ulID+iRnd+i*i+INDEX(tmStart*125187.83754))%CT_MAX_PARTICLES_TABLE;
INDEX iRndTex = iRnd*324561+pen->en_ulID;
Particle_SetTexturePart( 512, 512, iRndTex%3, 0);
FLOAT fTRnd=afStarsPositions[iRnd][0];
FLOAT tmBorn=tmStart+i*TM_ES_SMOKE_DELTA+(TM_ES_SMOKE_DELTA*fTRnd)/2.0f;
FLOAT fT=fNow-tmBorn;
//FLOAT fRatio=Clamp(fT/TM_ES_TOTAL_LIFE, 0.0f, 1.0f);
if( fT>0)
{
FLOAT3D vSpeed=FLOAT3D(afStarsPositions[iRnd][0]*0.15f,
afStarsPositions[iRnd][1]*0.2f+1.0f,afStarsPositions[iRnd][2]*0.15f);
FLOAT fSpeed=1.5f+(afStarsPositions[iRnd][0]+0.5f)*0.5f+fSmokeNoRatio*1.0f;
FLOAT3D vRel=vSpeed*fSpeed*fT;
vRel(1)*=vStretch(1);
vRel(2)*=vStretch(2);
vRel(3)*=vStretch(3);
FLOAT3D vPos=vCenter+vRel;
FLOAT fSize=((fSmokeNoRatio+0.125f)*2.0f+(afStarsPositions[iRnd][1]+0.5f)*1.0f*fT)*fStretchSize;
FLOAT fAngle=afStarsPositions[iRnd2][0]*360+afStarsPositions[iRnd2][1]*90.0f*fT;
FLOAT fColorRatio=CalculateRatio(fT, 0, TM_ES_TOTAL_LIFE, 0.1f, 0.4f)*(ClampUp(0.25f+fSmokeNoRatio,1.0f));
FLOAT fRndBlend = 64.0f+(afStarsPositions[iRnd][2]+0.5f)*32.0f;
UBYTE ubRndH=255;
UBYTE ubRndS=0;
UBYTE ubRndV = UBYTE( 96.0f+afStarsPositions[iRnd][0]*64.0f);
COLOR col = HSVToColor(ubRndH,ubRndS,ubRndV)|UBYTE(fRndBlend*fColorRatio);
col=MulColors(col, colMultiply);
Particle_RenderSquare( vPos, fSize, fAngle, col);
}
}
// all done
Particle_Flush();
}
#define TM_CS_TOTAL_LIFE 10.0f
void Particles_ChimneySmoke(CEntity *pen, INDEX ctCount, FLOAT fStretchAll, FLOAT fMipDisappearDistance)
{
FLOAT fMipFactor = Particle_GetMipFactor();
if( fMipFactor>fMipDisappearDistance) return;
FLOAT fMipBlender=CalculateRatio(fMipFactor, 0.0f, fMipDisappearDistance, 0.0f, 0.1f);
Particle_PrepareTexture( &_toChimneySmoke, PBT_BLEND);
Particle_SetTexturePart( 1024, 1024, 0, 0);
CTextureData *pTD = (CTextureData *) _toChimneySmokeGradient.GetData();
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
const FLOATmatrix3D &m = pen->GetRotationMatrix();
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*0.0f;
INDEX iPosRnd=INDEX(vCenter(1)*2343.1123f+vCenter(2)*3251.16732+vCenter(3)*2761.6323f);
INDEX iCtRnd = Abs(INDEX(pen->en_ulID+iPosRnd));
INDEX ctSmokes=22+INDEX((afStarsPositions[iCtRnd%CT_MAX_PARTICLES_TABLE][0]+0.5f)*8);
for(INDEX i=0; i<ctSmokes; i++)
{
INDEX iRnd =(pen->en_ulID+i)%CT_MAX_PARTICLES_TABLE;
FLOAT fT = tmNow+afTimeOffsets[i];
// apply time strech
fT *= 1/TM_CS_TOTAL_LIFE;
// get fraction part
fT = fT-int(fT);
FLOAT fSlowFactor=1.0f-fT*0.25f;
FLOAT3D vSpeed=FLOAT3D(afStarsPositions[iRnd][0]*0.15f,
(afStarsPositions[iRnd][1]*0.1f+0.8f)*fSlowFactor,afStarsPositions[iRnd][2]*0.15f);
FLOAT fSpeed=25.0f+(afStarsPositions[iRnd][0]+0.5f)*2.0f;
FLOAT3D vPos=vCenter+vSpeed*fSpeed*fT*fStretchAll;
FLOAT fSize=(0.75f+(afStarsPositions[iRnd][1]+0.5f)*4.0f*fT)*fStretchAll;
FLOAT fAngle=afStarsPositions[iRnd][0]*360+afStarsPositions[iRnd][1]*360.0f*fT;
COLOR col = pTD->GetTexel(PIX((afStarsPositions[iRnd][2]+0.5f)*1024.0f), 0);
COLOR colA = pTD->GetTexel(PIX(ClampUp(fT*1024.0f, 1023.0f)), 0);
UBYTE ubA=UBYTE((colA&0xFF)*0.75f*fMipBlender);
COLOR colCombined=(col&0xFFFFFF00)|ubA;
Particle_RenderSquare( vPos, fSize, fAngle, colCombined);
}
// all done
Particle_Flush();
}
void DECL_DLL Particles_Waterfall(CEntity *pen, INDEX ctCount, FLOAT fStretchAll, FLOAT fStretchX, FLOAT fStretchY,
FLOAT fStretchZ, FLOAT fSize, FLOAT fMipDisappearDistance,
FLOAT fParam1)
{
FLOAT fMipFactor = Particle_GetMipFactor();
if( fMipFactor>fMipDisappearDistance) return;
FLOAT fMipBlender=CalculateRatio(fMipFactor, 0.0f, fMipDisappearDistance, 0.0f, 0.1f);
Particle_PrepareTexture( &_toWaterfallFoam2, PBT_ADDALPHA);
CTextureData *pTD = (CTextureData *) _toWaterfallGradient2.GetData();
FLOAT tmNow = _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 vG=vY;
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
vX=vX*fStretchX*fStretchAll;
vY=vY*fStretchY*fStretchAll;
vZ=vZ*fStretchZ*fStretchAll;
FLOAT fGA = 10.0f;
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*0.0f;
for(INDEX i=0; i<ctCount; i++)
{
INDEX iRnd =(pen->en_ulID+i)%CT_MAX_PARTICLES_TABLE;
INDEX iFrame=iRnd%4;
Particle_SetTexturePart( 256, 256, iFrame, 0);
FLOAT fT = tmNow+afTimeOffsets[i];
// apply time strech
fT *= 1/fParam1;
// get fraction part
fT = fT-int(fT);
//FLOAT fSlowFactor=1.0f-fT*0.25f;
FLOAT3D vSpeed=
vX*(afStarsPositions[iRnd][0]*0.25f)+
vY*(afStarsPositions[iRnd][0]*0.25f)+
-vZ*(1.5f+afStarsPositions[iRnd][0]*0.25f);
FLOAT fSpeed=20.0f+(afStarsPositions[iRnd][0]+0.5f)*2.0f;
FLOAT3D vPos=vCenter+vSpeed*fSpeed*fT-vG*fGA/2.0f*(fT*fParam1)*(fT*fParam1);
FLOAT fFinalSize=(3.5f+(afStarsPositions[iRnd][1]+1.0f)*2.0f*fT)*fSize;
FLOAT fAngle=afStarsPositions[iRnd][0]*360+afStarsPositions[iRnd][1]*360.0f*fT*fParam1/2.0f;
if( iFrame>=2)
{
fAngle=0.0f;
}
COLOR col = pTD->GetTexel(PIX((afStarsPositions[iRnd][2]+0.5f)*1024.0f), 0);
COLOR colA = pTD->GetTexel(PIX(ClampUp(fT*1024.0f, 1023.0f)), 0);
UBYTE ubA=UBYTE((colA&0xFF)*0.75f*fMipBlender);
COLOR colCombined=(col&0xFFFFFF00)|ubA;
//colCombined = C_WHITE|CT_OPAQUE;
Particle_RenderSquare( vPos, fFinalSize, fAngle, colCombined);
}
// 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( &_toFlamethrowerTrail01, 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 = (UBYTE) 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);
}
// DG: changed indices from 1-3 to 0-2 so they're not out of bounds
UBYTE ubR = (UBYTE) (192+afStarsPositions[iRnd][0]*64);
UBYTE ubG = (UBYTE) (192+afStarsPositions[iRnd][1]*64);
UBYTE ubB = (UBYTE) (192+afStarsPositions[iRnd][2]*64);
UBYTE ubA = (UBYTE) 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 FLAME_LIFETIME 1.0f
#define FLAME_INTERTIME 0.1f
void Particles_FlameThrower(const CPlacement3D &plLeader, const CPlacement3D &plFollower,
FLOAT3D vSpeedLeader, FLOAT3D vSpeedFollower,
FLOAT fLeaderLiving, FLOAT fFollowerLiving,
INDEX iRndSeed, BOOL bFollowerIsPipe)
{
INDEX flt_iFramesInRaw=4;
INDEX flt_iFramesInColumn=4;
INDEX flt_iInterpolations=10;
FLOAT flt_fSizeStart=0.075f;
FLOAT flt_fSizeEnd=6;
//Particle_PrepareTexture( &_toFlamethrowerTrail02, PBT_ADDALPHA);
CTextureData *pTD = (CTextureData *) _toFlameThrowerGradient.GetData();
const FLOAT3D &vFollower = plFollower.pl_PositionVector;
const FLOAT3D &vLeader = plLeader.pl_PositionVector;
// control points
FLOAT x1=vFollower(1);
FLOAT y1=vFollower(2);
FLOAT z1=vFollower(3);
FLOAT x2=vLeader(1);
FLOAT y2=vLeader(2);
FLOAT z2=vLeader(3);
// control directions (tangents)
FLOAT dx1=vSpeedLeader(1);
FLOAT dy1=vSpeedLeader(2);
FLOAT dz1=vSpeedLeader(3);
FLOAT dx2=vSpeedLeader(1);
FLOAT dy2=vSpeedLeader(2);
FLOAT dz2=vSpeedLeader(3);
// calculate parameters of hermit spline
FLOAT ft3x=dx1+dx2+2.0f*x1-2.0f*x2;
FLOAT ft2x=-2.0f*dx1-dx2-3.0f*(x1-x2);
FLOAT ft1x=dx1;
FLOAT ft0x=x1;
FLOAT ft3y=dy1+dy2+2.0f*y1-2.0f*y2;
FLOAT ft2y=-2.0f*dy1-dy2-3.0f*(y1-y2);
FLOAT ft1y=dy1;
FLOAT ft0y=y1;
FLOAT ft3z=dz1+dz2+2.0f*z1-2.0f*z2;
FLOAT ft2z=-2.0f*dz1-dz2-3.0f*(z1-z2);
FLOAT ft1z=dz1;
FLOAT ft0z=z1;
INDEX iParticle=0;
FLOAT fLiving=fLeaderLiving;
while(fLiving>=fFollowerLiving)
{
FLOAT fOlderThanLeaderTime=fLeaderLiving-fLiving;
// set frame
INDEX iFrame=ClampUp(INDEX(fLiving*flt_iFramesInRaw*flt_iFramesInColumn), INDEX(flt_iFramesInRaw*flt_iFramesInColumn-1));
INDEX iFrameX=iFrame%flt_iFramesInRaw;
INDEX iFrameY=iFrame/flt_iFramesInRaw;
//Particle_SetTexturePart( 1024/flt_iFramesInRaw, 1024/flt_iFramesInColumn, iFrameX, iFrameY);
// calculate time exponents
FLOAT ft1=1.0f-fOlderThanLeaderTime/(fLeaderLiving-fFollowerLiving);
FLOAT ft2=ft1*ft1;
FLOAT ft3=ft1*ft1*ft1;
// calculate particle position
FLOAT fx=ft3*ft3x+ft2*ft2x+ft1*ft1x+1*ft0x;
FLOAT fy=ft3*ft3y+ft2*ft2y+ft1*ft1y+1*ft0y;
FLOAT fz=ft3*ft3z+ft2*ft2z+ft1*ft1z+1*ft0z;
FLOAT3D vPos=FLOAT3D(fx,fy,fz);
// add random position
INDEX iRnd=(iParticle+iRndSeed)%CT_MAX_PARTICLES_TABLE;
vPos(1) += afStarsPositions[iRnd][0]*fLiving;
vPos(2) += afStarsPositions[iRnd][1]*fLiving + fLiving*fLiving*fLiving*2.0f;
vPos(3) += afStarsPositions[iRnd][2]*fLiving;
// size
FLOAT fSize = flt_fSizeStart+fLiving*(fLiving*0.4f+(flt_fSizeEnd-flt_fSizeStart)*0.6f);
// angle
FLOAT fAngle = fLiving*180.0f*afStarsPositions[iParticle][0];
// color
COLOR col = pTD->GetTexel(PIX(Clamp(fLiving*1024.0f, 0.0f, 1023.0f)), 0);
FlameThrowerParticleRenderingData &ftprd=_aftprdFlame[_ctFlameThrowerParticles+iParticle];
ftprd.ftprd_iFrameX=iFrameX;
ftprd.ftprd_iFrameY=iFrameY;
ftprd.ftprd_vPos=vPos;
ftprd.ftprd_fSize=fSize;
ftprd.ftprd_fAngle=fAngle;
ftprd.ftprd_colColor=col;
// Particle_RenderSquare( vPos, fSize, fAngle, col);
iParticle++;
fLiving-=FLAME_INTERTIME/flt_iInterpolations;
}
// all done
// Particle_Flush();
_ctFlameThrowerParticles+=iParticle;
}
#define CT_FTSPARKS 64
#define CT_FTSPARK_TRAIL 1
#define FTSPARK_FADE_OUT 0.005f
#define FTSPARK_TOTAL_TIME 0.2f
#define FT_START_SPEED 1.5f
void Particles_FlameThrowerStart(const CPlacement3D &plPipe, FLOAT fStartTime, FLOAT fStopTime)
{
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture( &_toLavaTrailSmoke, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
CTextureData *pTD = (CTextureData *) _toFlameThrowerStartGradient.GetData();
FLOATmatrix3D m;
MakeRotationMatrixFast(m, plPipe.pl_OrientationAngle);
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 = plPipe.pl_PositionVector;
FLOAT fPowerFactor = Clamp((fNow - fStartTime)/2.0f,0.0f,1.0f);
fPowerFactor *= Clamp(1.0f+(fStopTime-fNow)/2.0f,0.0f,1.0f);
INDEX ctParticles = (INDEX) (FLOAT(CT_FTSPARKS) * fPowerFactor);
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
//FLOAT fHeight = 1.0f*fPowerFactor;
//INDEX iParticle=0;
for( INDEX iSpark=0; iSpark<ctParticles; iSpark++)
{
for( INDEX iTrail=0; iTrail<CT_FTSPARK_TRAIL; iTrail++)
{
FLOAT fT = fNow+afTimeOffsets[iSpark]/10-iTrail*0.075f;
// apply time strech
fT *= 1/FTSPARK_TOTAL_TIME;
// get fraction part
fT = fT-int(fT);
FLOAT fBirthTime = fNow-(fT*FTSPARK_TOTAL_TIME);
if( (fBirthTime<fStartTime) || (fBirthTime>fStopTime+2.0f) ) continue;
FLOAT fFade;
if (fT>(1.0f-FTSPARK_FADE_OUT)) fFade=(1-fT)*(1/FTSPARK_FADE_OUT);
else fFade=1.0f;
fFade *= (CT_FTSPARK_TRAIL-iTrail)*(1.0f/CT_FTSPARK_TRAIL);
FLOAT3D vPos = vCenter +
vX*(afStarsPositions[iSpark][0]*0.15f*fT) +
vY*(afStarsPositions[iSpark][1]*0.15f*fT) +
-vZ*(FT_START_SPEED*fT);
FLOAT fSize=(afStarsPositions[iSpark+16][0]+0.5f)*0.040f/*+fT*0.075f*/;
COLOR col = pTD->GetTexel(PIX(ClampUp(fT*1024.0f, 1023.0f)), 0);
FLOAT fAng=afStarsPositions[iSpark+8][0]*fT*360.0f;
/*
FlameThrowerParticleRenderingData &ftprd=_aftprdFlame[_ctFlameThrowerPipeParticles+iParticle];
ftprd.ftprd_vPos=vPos;
ftprd.ftprd_fSize=fSize;
ftprd.ftprd_fAngle=fAng;
ftprd.ftprd_colColor=col;
iParticle++;
*/
Particle_RenderSquare( vPos, fSize, fAng, col);
}
}
//_ctFlameThrowerPipeParticles+=iParticle;
// all done
Particle_Flush();
}
void Particles_ShooterFlame(const CPlacement3D &plEnd, const CPlacement3D &plStart,
FLOAT fEndElapsed, FLOAT fStartElapsed)
{
Particle_PrepareTexture( &_toFlamethrowerTrail02, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
const FLOAT3D &vStart = plStart.pl_PositionVector;
const FLOAT3D &vEnd = plEnd.pl_PositionVector;
#define SHOOTER_INTERFLAME_PARTICLES 10
for (INDEX i=0; i<SHOOTER_INTERFLAME_PARTICLES; i++)
{
FLOAT fBLFactor = FLOAT(i)/FLOAT(SHOOTER_INTERFLAME_PARTICLES);
FLOAT3D vPos = vStart+(vEnd-vStart)*fBLFactor;
FLOAT fTime = fStartElapsed+(fEndElapsed-fStartElapsed)*fBLFactor;
INDEX iRndFact = 2*i*FloatToInt(fTime*8.0f)+2;
// size
FLOAT fSize = 0.05f + 1.0f*fTime;
// angle
FLOAT fAngle = fTime*180.0f*afStarsPositions[iRndFact][0];
// transparency
UBYTE ub = 255;
if (fTime>1.0f) ub = 0;
else if(fTime>0.6f) ub = (UBYTE) ((1.0-fTime)*(1.0f/0.4f)*255);
// color with a bit of red tint before the burnout
COLOR col = RGBToColor(192, 192, 192);
if (fTime>0.95f) col = RGBToColor(192, 0, 0);
else if (fTime>0.4f) col = RGBToColor(192, (UBYTE) ((1.0-fTime)*(1.0f/0.6f)*100+92), (UBYTE) ((1.0f-fTime)*(1.0f/0.6f)*112+80));
vPos(1) += afStarsPositions[iRndFact][0]*fTime;
vPos(2) += afStarsPositions[iRndFact][1]*fTime + 0.25f*fTime*fTime;
vPos(3) += afStarsPositions[iRndFact][2]*fTime;
Particle_RenderSquare( vPos, fSize, fAngle, col|ub);
}
// all done
Particle_Flush();
}
#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((UBYTE) (auStarsColors[iMemeber][0]*fFade),
(UBYTE) (auStarsColors[iMemeber][1]*fFade),
(UBYTE) (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 = (INDEX) (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, FLOAT fMipFactorDisappear)
{
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
if( Particle_GetMipFactor()>fMipFactorDisappear) return;
FLOAT fDisappearRatio=CalculateRatio(Particle_GetMipFactor(), 0, fMipFactorDisappear, 0, 0.1f);
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*fDisappearRatio);
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, FLOAT fMipFactorDisappear)
{
ASSERT( ctParticles<=CT_MAX_PARTICLES_TABLE);
if( Particle_GetMipFactor()>fMipFactorDisappear) return;
FLOAT fDisappearRatio=CalculateRatio(Particle_GetMipFactor(), 0, fMipFactorDisappear, 0, 0.1f);
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*fDisappearRatio);
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]*360.0f+fT*200.0f*afStarsPositions[iRnd2+3][0];
FLOAT fSize =
0.025f*fDamage+
(afStarsPositions[iRnd2+6][2]+0.5f)*0.075f +
(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_DustFall(CEntity *pen, FLOAT tmStarted, FLOAT3D vStretch)
{
FLOAT fMipFactor=Particle_GetMipFactor();
fMipFactor=Clamp(fMipFactor,2.0f,6.0f);
FLOAT fSizeRatio=0.125f+(1.0f-CalculateRatio(fMipFactor, 2.0f, 6.0f, 0.0, 1.0f))*0.875f;
Particle_PrepareTexture( &_toBulletSmoke, PBT_BLEND);
// 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;
//FLOAT3D vG=-vY;
//FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
FLOAT fT = _pTimer->GetLerpedCurrentTick()-tmStarted;
FLOAT fStretch=vStretch.Length();
//INDEX ctParticles=(INDEX) (4+fSizeRatio*28);
for(INDEX iDust=0; iDust<32; iDust++)
{
INDEX iRnd = (pen->en_ulID*12345+iDust)%CT_MAX_PARTICLES_TABLE;
Particle_SetTexturePart( 512, 512, iRnd%3, 0);
FLOAT fLifeTime = 1.5f;
FLOAT fRatio = fT/fLifeTime;
if( fRatio>1.0f) continue;
FLOAT fPower = CalculateRatio(fT, 0, fLifeTime, 0.1f, 0.4f);
FLOAT fSpeed=0.351f+0.0506f*log(fRatio+0.001f);
//FLOAT fRndAppearX = afStarsPositions[iRnd][0]*vStretch(1);
//FLOAT fRndSpeedY = (afStarsPositions[iRnd][1]+0.5f)*0.125f*vStretch(2);
//FLOAT fRndAppearZ = afStarsPositions[iRnd][2]*vStretch(3);
FLOAT3D vRndDir=FLOAT3D(afStarsPositions[iRnd][0],0,afStarsPositions[iRnd][2]);
vRndDir.Normalize();
FLOAT fRiseTime=Max(fRatio-0.5f,0.0f);
FLOAT3D vPos=vCenter+vRndDir*fSpeed*3*fStretch+vY*fRiseTime*0.25f;
FLOAT fRndBlend = 8.0f+(afStarsPositions[iRnd][2]+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][2]*64.0f);
COLOR col = HSVToColor(ubRndH,ubRndS,ubRndV)|UBYTE(fRndBlend*fPower);
FLOAT fRotation = afStarsPositions[iRnd][0]*360+fT*360.0f*afStarsPositions[iRnd][0]*fSpeed;
FLOAT fSize =
0.75f+(afStarsPositions[iRnd][2]+0.5f)*0.25f + // static size
(0.4f+(afStarsPositions[iRnd][1]+0.5f)*0.4f)*fT; // dinamic size
fSize*=fSizeRatio;
Particle_RenderSquare( vPos, fSize*fStretch*0.2f, fRotation, col);
}
// 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 = (UBYTE) (224+(afStarsPositions[iSpark][2]+0.5f)*32);
UBYTE ubG = (UBYTE) (224+(afStarsPositions[iSpark][2]+0.5f)*32);
UBYTE ubB = (UBYTE) (160);
UBYTE ubA = (UBYTE) (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][2]*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 = (INDEX) (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();
}
void Particles_PowerUpIndicator( CEntity *pen, enum ParticleTexture ptTexture, FLOAT fSize,
FLOAT fScale, FLOAT fHeight, INDEX ctEllipses, INDEX iTrailCount)
{
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 = (INDEX) (fMipFactor*iTrailCount);
if( ctAtomicTrail<=0) return;
FLOAT fTrailDelta = 0.075f/fMipFactor;
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
SetupParticleTexture( ptTexture);
//const FLOATmatrix3D &m = pen->GetRotationMatrix();
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(1,2), m(2,2), m(3,2));
FLOAT3D vZ( m(1,3), m(2,3), m(3,3));
FLOAT3D vCenter = pl.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;
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))*1.0f*fScale);
vPos+=vB*(sin((fT-iTrail*fTrailDelta))*1.0f*fScale);
UBYTE ub = NormFloatToByte( (FLOAT)(ctAtomicTrail-iTrail) / (FLOAT)(ctAtomicTrail));
COLOR colStar = RGBToColor( ub, ub, ub);
Particle_RenderSquare( vPos, fSize, 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();
}
// growth - one for each drawport
static int qsort_CompareGrowth(const void *pvGrowth0, const void *pvGrowth1)
{
FLOAT ret = (((CGrowth *)pvGrowth1)->fDistanceToViewer -
((CGrowth *)pvGrowth0)->fDistanceToViewer) * 1000;
return FloatToInt(ret);
}
BOOL UpdateGrowthCache(CEntity *pen, CTextureData *ptdGrowthMap, FLOATaabbox3D &boxGrowthMap, CEntity *penEPH, INDEX iDrawPort)
{
// if there is no texture in EPH, return
CEnvironmentParticlesHolder *eph = (CEnvironmentParticlesHolder *)&*penEPH;
if (eph->m_moParticleTextureHolder.mo_toTexture.GetData() == NULL) {
return FALSE;
}
// don't ever render in editor
if (_pTimer->CurrentTick()==0.0f)
{
return FALSE;
}
// calculate step
extern FLOAT gfx_fEnvParticlesDensity;
gfx_fEnvParticlesDensity = Clamp(gfx_fEnvParticlesDensity, 0.0f, 1.0f);
FLOAT fStep = 1.0f;
if (gfx_fEnvParticlesDensity<=0) {
fStep = 0;
} else {
fStep = 1/gfx_fEnvParticlesDensity;
}
FLOAT GROWTH_RENDERING_STEP = eph->m_fGrowthRenderingStep;
// viewer absolute position
FLOAT3D vPos = prPlayerProjection->pr_vViewerPosition;
// snap viewer to grid
FLOAT3D vSnapped = vPos;
SnapFloat(vSnapped(1), GROWTH_RENDERING_STEP);
SnapFloat(vSnapped(3), GROWTH_RENDERING_STEP);
vSnapped(2) = 0.0f;
PIX pixGrowthMapH;
PIX pixGrowthMapW;
if( ptdGrowthMap != NULL)
{
pixGrowthMapW = ptdGrowthMap->GetPixWidth();
pixGrowthMapH = ptdGrowthMap->GetPixHeight();
} else {
return FALSE;
}
FLOAT3D vRender;
FLOAT texX;
FLOAT texY;
FLOAT fRawHeight;
FLOAT fRangeMod = Clamp(gfx_fEnvParticlesRange, 0.1f, 2.0f);
FLOAT GROWTH_RENDERING_RADIUS_OPAQUE = (eph->m_fGrowthRenderingRadius - eph->m_fGrowthRenderingRadiusFade)*fRangeMod;
FLOAT GROWTH_RENDERING_RADIUS_FADE = eph->m_fGrowthRenderingRadius*fRangeMod;
BOOL GROWTH_HIGHRES_MAP = eph->m_bGrowthHighresMap;
ASSERT(GROWTH_RENDERING_RADIUS_FADE>=GROWTH_RENDERING_RADIUS_OPAQUE);
FLOAT fGridStep;
ULONG fXSpan;
// UBYTE ubFade=0xff;
fGridStep = GROWTH_RENDERING_STEP;
fXSpan = 1234;
INDEX iGridX1 = (INDEX) (GROWTH_RENDERING_RADIUS_FADE/GROWTH_RENDERING_STEP);
INDEX iGridX0 = -iGridX1;
INDEX iGridY1 = iGridX1;
INDEX iGridY0 = -iGridX1;
// find growth cache and check if it is initialised
CGrowthCache *cgc = NULL;
{FOREACHINLIST(CGrowthCache, cgc_Node, eph->lhCache, itCache)
if (itCache->ulID==iDrawPort) cgc = itCache;
}
// if no cache found, create one
if (cgc==NULL)
{
cgc = new(CGrowthCache);
cgc->ulID = iDrawPort;
cgc->iGridSide = iGridX1*2+1;
cgc->vLastPos = vSnapped;
eph->lhCache.AddTail(cgc->cgc_Node);
//CPrintF("added ph %s \n", eph->GetName());
} else {
if (cgc->vLastPos==vSnapped && cgc->fStep==fStep) {
cgc->vLastPos = vSnapped;
return TRUE;
}
//CPrintF("need recashe! at %f\n", _pTimer->CurrentTick());
cgc->vLastPos = vSnapped;
cgc->fStep = fStep;
}
cgc->acgParticles.PopAll();
CGrowth cgParticle;
if (fStep<1) {
return TRUE;
}
INDEX iOffI = FloatToInt(vSnapped(1)/GROWTH_RENDERING_STEP);
INDEX iOffJ = FloatToInt(vSnapped(3)/GROWTH_RENDERING_STEP);
FLOAT fStepSqrt = Sqrt(fStep);
FLOAT f1oGridSizeX = 1.0f/boxGrowthMap.Size()(1);
FLOAT f1oGridSizeZ = 1.0f/boxGrowthMap.Size()(3);
FLOAT f1oGridStepX = 1.0f/(boxGrowthMap.Size()(1)/pixGrowthMapW);
FLOAT f1oGridStepZ = 1.0f/(boxGrowthMap.Size()(3)/pixGrowthMapH);
// loop through the whole particle grid
for ( INDEX iC=iGridY0; iC<iGridY1+1; iC++ )
{
for ( INDEX jC=iGridX0; jC<iGridX1+1; jC++ )
{
double fmodi = fabs(fmod(iC+iOffI, fStepSqrt));
double fmodj = fabs(fmod(jC+iOffJ, fStepSqrt));
if ( fmodi>=1 || fmodj>=1) {
continue;
}
// absolute positions :
INDEX i = (INDEX) (iC*GROWTH_RENDERING_STEP + vSnapped(1));
INDEX j = (INDEX) (jC*GROWTH_RENDERING_STEP + vSnapped(3));
// apply a bit of randomness:
UBYTE ubRndFact = (i*fXSpan+j)%CT_MAX_PARTICLES_TABLE;
FLOAT iR, jR;
iR = (FLOAT)i + fGridStep * afStarsPositions[ubRndFact][0];
jR = (FLOAT)j + fGridStep * afStarsPositions[ubRndFact][2];
// size:
cgParticle.fSize = Lerp(eph->m_fGrowthMinSize, eph->m_fGrowthMaxSize,
afStarsPositions[ubRndFact][2]+0.5f);
texX = (iR-boxGrowthMap.Min()(1))*f1oGridSizeX*pixGrowthMapW;
texY = (jR-boxGrowthMap.Min()(3))*f1oGridSizeZ*pixGrowthMapH;
// particles that fall inside the boundaries
if ((texX>0) && (texX<pixGrowthMapW) && (texY>0) && (texY<pixGrowthMapH))
{
// bilinear sampling of height data
texX -= 0.5f;
texY -= 0.5f;
ULONG ulX1 = FloatToInt(floorf(texX));
ULONG ulX2 = FloatToInt(ceilf(texX)); // if (ulX2>=pixGrowthMapW) ulX2=pixGrowthMapW-1;
ULONG ulY1 = FloatToInt(floorf(texY));
ULONG ulY2 = FloatToInt(ceilf(texY)); // if (ulY2>=pixGrowthMapH) ulY2=pixGrowthMapH-1;
SLONG ulUL, ulUR, ulBL, ulBR;
if (GROWTH_HIGHRES_MAP)
{
ulUL = (ptdGrowthMap->GetTexel(ulX1, ulY1)>>8)&0xFFFF;
ulUR = (ptdGrowthMap->GetTexel(ulX2, ulY1)>>8)&0xFFFF;
ulBL = (ptdGrowthMap->GetTexel(ulX1, ulY2)>>8)&0xFFFF;
ulBR = (ptdGrowthMap->GetTexel(ulX2, ulY2)>>8)&0xFFFF;
}
else
{
ulUL = (ptdGrowthMap->GetTexel(ulX1, ulY1)>>8)&0xFF;
ulUR = (ptdGrowthMap->GetTexel(ulX2, ulY1)>>8)&0xFF;
ulBL = (ptdGrowthMap->GetTexel(ulX1, ulY2)>>8)&0xFF;
ulBR = (ptdGrowthMap->GetTexel(ulX2, ulY2)>>8)&0xFF;
}
// bilinear formula
FLOAT fDX = texX - ulX1;
FLOAT fDY = texY - ulY1;
fRawHeight = ulUL*(1-fDX)*(1-fDY) +
ulUR*(fDX - fDX*fDY) +
ulBL*(fDY - fDX*fDY) +
ulBR*(fDX*fDY);
// calculate maximum slope per meter on each axis
FLOAT fSlopeMul = 1.0f;
if (GROWTH_HIGHRES_MAP) {
fSlopeMul = boxGrowthMap.Size()(2)/65535.0f;
} else {
fSlopeMul = boxGrowthMap.Size()(2)/255.0f;
}
FLOAT fSlopeX = Max(Abs(ulUL-ulUR), Abs(ulBL-ulBR))*fSlopeMul;
FLOAT fSlopeY = Max(Abs(ulUL-ulBL), Abs(ulUR-ulBR))*fSlopeMul;
//CPrintF("%g %g\n", fSlopeX, fSlopeY);
fSlopeX*=f1oGridStepX;
fSlopeY*=f1oGridStepZ;
// clamp to terrain height
FLOAT fHeight;
if (GROWTH_HIGHRES_MAP)
{
fHeight = boxGrowthMap.Min()(2) + fRawHeight*boxGrowthMap.Size()(2)/65535.0f + cgParticle.fSize;
}
else
{
fHeight = boxGrowthMap.Min()(2) + fRawHeight*boxGrowthMap.Size()(2)/255.0f;
}
// apply sink factor
fHeight -= eph->m_fParticlesSinkFactor*cgParticle.fSize*2.0f;
// also sink by maximum slope
FLOAT fSlopeSink = Max(fSlopeX, fSlopeY);
if (fSlopeSink>1.5f) {
continue; // if too great slope, don't render it
}
fHeight -= cgParticle.fSize*fSlopeSink*0.75f; // don't sink too much
cgParticle.vRender = FLOAT3D (iR, fHeight, jR);
ULONG ulTmp = ptdGrowthMap->GetTexel(ulX1, ulY1);
ULONG ulType = (((ulTmp>>24)&0xFF)*(eph->m_iGrowthMapX*eph->m_iGrowthMapY))>>8;
cgParticle.iShapeX = ulType % eph->m_iGrowthMapX;
cgParticle.iShapeY = ulType / eph->m_iGrowthMapX;
cgParticle.ubShade = (ulTmp)&0xFF;
cgc->acgParticles.Push() = cgParticle;
// these particles are not visible
} else {
cgParticle.ubShade = 0;
cgc->acgParticles.Push() = cgParticle;
}
}
}
return TRUE;
}
void Particles_Growth(CEntity *pen, CTextureData *ptdGrowthMap, FLOATaabbox3D &boxGrowthMap, CEntity *penEPH, INDEX iDrawPort)
{
if (!UpdateGrowthCache( pen, ptdGrowthMap, boxGrowthMap, penEPH, iDrawPort)) {
return;
}
// obtain pointer to environment particles holder
CEnvironmentParticlesHolder *eph = (CEnvironmentParticlesHolder *)&*penEPH;
if (eph->m_moParticleTextureHolder.mo_toTexture.GetData() == NULL) {
return;
}
// calculate viewer position
FLOAT3D vPos = prPlayerProjection->pr_vViewerPosition;
FLOAT fRangeMod = Clamp(gfx_fEnvParticlesRange, 0.1f, 2.0f);
FLOAT GROWTH_RENDERING_RADIUS_FADE = eph->m_fGrowthRenderingRadius*fRangeMod;
FLOAT GROWTH_RENDERING_RADIUS_OPAQUE = (eph->m_fGrowthRenderingRadius - eph->m_fGrowthRenderingRadiusFade)*fRangeMod;
// fill structures from cache
CGrowthCache *cgc = NULL;
{FOREACHINLIST(CGrowthCache, cgc_Node, eph->lhCache, itCache)
if (itCache->ulID==iDrawPort) cgc = itCache;
}
ASSERT(cgc!=NULL);
static CStaticStackArray<CGrowth> acgDraw;
for ( INDEX i=0; i<cgc->acgParticles.Count(); i++ )
{
if (cgc->acgParticles[i].ubShade!=0)
{
CGrowth *cgParticle = &cgc->acgParticles[i];
// calculate distance to viewer by projecting the particle vector onto the viewers z
cgParticle->fDistanceToViewer = (vPos - cgParticle->vRender)%(prPlayerProjection->pr_ViewerRotationMatrix.GetRow(3));
// continue only with particles that are in front of the player
if (cgParticle->fDistanceToViewer>0.0f) {
// calculate fade value
FLOAT fFadeOutStrip = GROWTH_RENDERING_RADIUS_FADE - GROWTH_RENDERING_RADIUS_OPAQUE;
//UBYTE ubFade = (UBYTE)(((GROWTH_RENDERING_RADIUS_FADE - cgParticle->fDistanceToViewer) / fFadeOutStrip)*255.0f);
if ( cgParticle->fDistanceToViewer < GROWTH_RENDERING_RADIUS_OPAQUE) {
cgParticle->ubFade = 255;
acgDraw.Push() = *cgParticle;
}
else if ( cgParticle->fDistanceToViewer < GROWTH_RENDERING_RADIUS_FADE) {
cgParticle->ubFade = (UBYTE)(((GROWTH_RENDERING_RADIUS_FADE - cgParticle->fDistanceToViewer) / fFadeOutStrip)*255.0f);
acgDraw.Push() = *cgParticle;
}
}
}
}
if (acgDraw.Count()<=0)
{
return;
}
// sort particles from the farthest to the nearest
qsort(&acgDraw[0], acgDraw.sa_UsedCount, sizeof(CGrowth), qsort_CompareGrowth);
// render particles
Particle_PrepareTexture( &(eph->m_moParticleTextureHolder.mo_toTexture), PBT_BLEND);
for(INDEX p=0; p<acgDraw.sa_UsedCount; p++){
INDEX iMapTileSizeX = eph->m_moParticleTextureHolder.mo_toTexture.GetWidth() / eph->m_iGrowthMapX;
INDEX iMapTileSizeY = eph->m_moParticleTextureHolder.mo_toTexture.GetHeight() / eph->m_iGrowthMapY;
COLOR col = RGBToColor(acgDraw[p].ubShade, acgDraw[p].ubShade, acgDraw[p].ubShade)|acgDraw[p].ubFade;
Particle_SetTexturePart( iMapTileSizeX, iMapTileSizeY, acgDraw[p].iShapeX, acgDraw[p].iShapeY);
/*
Particle_RenderLine( acgDraw[p].vRender+FLOAT3D(0,acgDraw[p].fSize*2.0f,0), acgDraw[p].vRender,
acgDraw[p].fSize, col);
*/
//Particle_RenderSquare( acgDraw[p].vRender, acgDraw[p].fSize, 0, col);
// radius
FLOAT fR=acgDraw[p].fSize;
/*
FLOAT fRndA=afStarsPositions[INDEX(acgDraw[p].vRender(1)*12345.65432)%CT_MAX_PARTICLES_TABLE][0]*360.0f;
FLOAT fdx=fR*SinFast(fRndA);
FLOAT fdz=fR*CosFast(fRndA);
FLOAT3D v0=acgDraw[p].vRender+FLOAT3D(-fdx,fR,-fdz);
FLOAT3D v1=acgDraw[p].vRender+FLOAT3D(-fdx,-fR,-fdz);
FLOAT3D v2=acgDraw[p].vRender+FLOAT3D(fdx,-fR,fdz);
FLOAT3D v3=acgDraw[p].vRender+FLOAT3D(fdx,fR,fdz);
Particle_RenderQuad3D(v0, v1, v2, v3, col);
*/
// along x
FLOAT3D v0=acgDraw[p].vRender+FLOAT3D(-fR,fR,0);
FLOAT3D v1=acgDraw[p].vRender+FLOAT3D(-fR,-fR,0);
FLOAT3D v2=acgDraw[p].vRender+FLOAT3D(fR,-fR,0);
FLOAT3D v3=acgDraw[p].vRender+FLOAT3D(fR,fR,0);
Particle_RenderQuad3D(v0, v1, v2, v3, col);
// along y
v0=acgDraw[p].vRender+FLOAT3D(0,fR,-fR);
v1=acgDraw[p].vRender+FLOAT3D(0,-fR,-fR);
v2=acgDraw[p].vRender+FLOAT3D(0,-fR,fR);
v3=acgDraw[p].vRender+FLOAT3D(0,fR,fR);
Particle_RenderQuad3D(v0, v1, v2, v3, col);
}
Particle_Flush();
acgDraw.PopAll();
}
/*void Particles_Growth123(CEntity *pen, CTextureData *ptdGrowthMap, FLOATaabbox3D &boxGrowthMap, CEntity *penEPH, INDEX dummy)
{
CEnvironmentParticlesHolder *eph = (CEnvironmentParticlesHolder *)&*penEPH;
if (eph->m_moParticleTextureHolder.mo_toTexture.GetData() == NULL) {
return;
}
FLOAT3D vPos = prPlayerProjection->pr_vViewerPosition;
PIX pixGrowthMapH;
PIX pixGrowthMapW;
if( ptdGrowthMap != NULL)
{
pixGrowthMapW = ptdGrowthMap->GetPixWidth();
pixGrowthMapH = ptdGrowthMap->GetPixHeight();
} else {
return;
}
FLOAT3D vRender;
FLOAT texX;
FLOAT texY;
FLOAT fRawHeight;
FLOAT GROWTH_RENDERING_STEP = eph->m_fGrowthRenderingStep;
FLOAT GROWTH_RENDERING_RADIUS_OPAQUE = eph->m_fGrowthRenderingRadius - eph->m_fGrowthRenderingRadiusFade;
FLOAT GROWTH_RENDERING_RADIUS_FADE = eph->m_fGrowthRenderingRadius;
BOOL GROWTH_HIGHRES_MAP = eph->m_bGrowthHighresMap;
ASSERT(GROWTH_RENDERING_RADIUS_FADE>=GROWTH_RENDERING_RADIUS_OPAQUE);
FLOAT fGridStep;
ULONG fXSpan;
UBYTE ubFade=0xff;
fGridStep = GROWTH_RENDERING_STEP;
fXSpan = 1234;
INDEX iGridX1 = GROWTH_RENDERING_RADIUS_FADE/GROWTH_RENDERING_STEP;
INDEX iGridX0 = -iGridX1;
INDEX iGridY1 = iGridX1;
INDEX iGridY0 = -iGridX1;
static CStaticStackArray<CGrowth> acgParticles;
CGrowth cgParticle;
// snap viewer to grid
FLOAT3D vSnapped = vPos;
SnapFloat(vSnapped(1), GROWTH_RENDERING_STEP);
SnapFloat(vSnapped(3), GROWTH_RENDERING_STEP);
// loop through the whole particle grid
for ( INDEX iC=iGridY0; iC<iGridY1; iC++ )
{
for ( INDEX jC=iGridX0; jC<iGridX1; jC++ )
{
// absolute positions :
INDEX i = iC*GROWTH_RENDERING_STEP + vSnapped(1);
INDEX j = jC*GROWTH_RENDERING_STEP + vSnapped(3);
// apply a bit of randomness:
UBYTE ubRndFact = (i*fXSpan+j)%CT_MAX_PARTICLES_TABLE;
FLOAT iR, jR;
iR = (FLOAT)i + fGridStep * afStarsPositions[ubRndFact][0];
jR = (FLOAT)j + fGridStep * afStarsPositions[ubRndFact][2];
// size:
cgParticle.fSize = Lerp(eph->m_fGrowthMinSize, eph->m_fGrowthMaxSize,
afStarsPositions[ubRndFact][2]+0.5f);
texX = (iR-boxGrowthMap.Min()(1))/boxGrowthMap.Size()(1)*pixGrowthMapW;
texY = (jR-boxGrowthMap.Min()(3))/boxGrowthMap.Size()(3)*pixGrowthMapH;
// particles that fall inside the boundaries
if ((texX>0) && (texX<pixGrowthMapW) && (texY>0) && (texY<pixGrowthMapH))
{
// bilinear sampling of height data
texX -= 0.5f;
texY -= 0.5f;
ULONG ulX1 = (ULONG) texX; if (ulX1<0) ulX1=0;
ULONG ulX2 = (ULONG) ceilf(texX); if (ulX2>=pixGrowthMapW) ulX2=pixGrowthMapW-1;
ULONG ulY1 = (ULONG) texY; if (ulY1<0) ulY1=0;
ULONG ulY2 = (ULONG) ceilf(texY); if (ulY2>=pixGrowthMapH) ulY2=pixGrowthMapH-1;
ULONG ulUL, ulUR, ulBL, ulBR;
if (GROWTH_HIGHRES_MAP)
{
ulUL = (ptdGrowthMap->GetTexel(ulX1, ulY1)>>8)&0xFFFF;
ulUR = (ptdGrowthMap->GetTexel(ulX2, ulY1)>>8)&0xFFFF;
ulBL = (ptdGrowthMap->GetTexel(ulX1, ulY2)>>8)&0xFFFF;
ulBR = (ptdGrowthMap->GetTexel(ulX2, ulY2)>>8)&0xFFFF;
}
else
{
ulUL = (ptdGrowthMap->GetTexel(ulX1, ulY1)>>8)&0xFF;
ulUR = (ptdGrowthMap->GetTexel(ulX2, ulY1)>>8)&0xFF;
ulBL = (ptdGrowthMap->GetTexel(ulX1, ulY2)>>8)&0xFF;
ulBR = (ptdGrowthMap->GetTexel(ulX2, ulY2)>>8)&0xFF;
}
// bilinear formula
FLOAT fDX = texX - ulX1;
FLOAT fDY = texY - ulY1;
fRawHeight = ulUL*(1-fDX)*(1-fDY) +
ulUR*(fDX - fDX*fDY) +
ulBL*(fDY - fDX*fDY) +
ulBR*(fDX*fDY);
// clamp to terrain height
FLOAT fHeight;
if (GROWTH_HIGHRES_MAP)
{
fHeight = boxGrowthMap.Min()(2) + fRawHeight*boxGrowthMap.Size()(2)/65535.0f + cgParticle.fSize;
}
else
{
fHeight = boxGrowthMap.Min()(2) + fRawHeight*boxGrowthMap.Size()(2)/255.0f;
}
// apply sink factor
fHeight -= eph->m_fParticlesSinkFactor*cgParticle.fSize*2.0f;
cgParticle.vRender = FLOAT3D (iR, fHeight, jR);
ULONG ulTmp = ptdGrowthMap->GetTexel(ulX1, ulY1);
ULONG ulType = (((ulTmp>>24)&0xFF)*(eph->m_iGrowthMapX*eph->m_iGrowthMapY))/255;
cgParticle.iShapeX = ulType % eph->m_iGrowthMapX;
cgParticle.iShapeY = ulType / eph->m_iGrowthMapY;
cgParticle.ubShade = (ulTmp)&0xFF;
// skip particles that are totaly black - used to make areas with
// no particles on the height map
if( cgParticle.ubShade==0) {
continue;
}
// calculate distance to viewer by projecting the particle vector onto the viewers z
cgParticle.fDistanceToViewer = (vPos - cgParticle.vRender)%(prPlayerProjection->pr_ViewerRotationMatrix.GetRow(3));
// continue only with particles that are in front of the player
if (cgParticle.fDistanceToViewer>0.0f) {
// calculate fade value
FLOAT fFadeOutStrip = GROWTH_RENDERING_RADIUS_FADE - GROWTH_RENDERING_RADIUS_OPAQUE;
cgParticle.ubFade = (UBYTE)(((GROWTH_RENDERING_RADIUS_FADE - cgParticle.fDistanceToViewer) / fFadeOutStrip)*255.0f);
if ( cgParticle.fDistanceToViewer < GROWTH_RENDERING_RADIUS_OPAQUE) {
cgParticle.ubFade = 255;
acgParticles.Push() = cgParticle;
//acgParticlesSolid.Push() = cgParticle;
}
else if ( cgParticle.fDistanceToViewer < GROWTH_RENDERING_RADIUS_FADE) {
cgParticle.ubFade = (UBYTE)(((GROWTH_RENDERING_RADIUS_FADE - cgParticle.fDistanceToViewer) / fFadeOutStrip)*255.0f);
acgParticles.Push() = cgParticle;
//acgParticlesFading.Push() = cgParticle;
}
}
}
}
}
// if no particles to render (at the edge of the visible box?)
//if (acgParticlesFading.sa_UsedCount<=0 && acgParticlesSolid.sa_UsedCount<=0) return;
if (acgParticles.sa_UsedCount<=0) return;
// sort fading particles
//qsort(&acgParticlesFading[0], acgParticlesFading.sa_UsedCount, sizeof(CGrowth), qsort_CompareGrowth);
qsort(&acgParticles[0], acgParticles.sa_UsedCount, sizeof(CGrowth), qsort_CompareGrowth);
// render particles
Particle_PrepareTexture( &(eph->m_moParticleTextureHolder.mo_toTexture), PBT_BLEND);
for(INDEX p=0; p<acgParticles.sa_UsedCount; p++){
INDEX iMapTileSizeX = eph->m_moParticleTextureHolder.mo_toTexture.GetWidth() / eph->m_iGrowthMapX;
INDEX iMapTileSizeY = eph->m_moParticleTextureHolder.mo_toTexture.GetHeight() / eph->m_iGrowthMapY;
COLOR col = RGBToColor(acgParticles[p].ubShade, acgParticles[p].ubShade, acgParticles[p].ubShade)|acgParticles[p].ubFade;
Particle_SetTexturePart( iMapTileSizeX, iMapTileSizeY, acgParticles[p].iShapeX, acgParticles[p].iShapeY);
Particle_RenderSquare( acgParticles[p].vRender, acgParticles[p].fSize, 0, col);
}
Particle_Flush();
// all done
//acgParticlesFading.PopAll();
//acgParticlesSolid.PopAll();
acgParticles.PopAll();
}*/
#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();
}
for( INDEX iZ=0; iZ<ctGrids; iZ++)
{
INDEX iRndZ = (ULONG(vPos(3)+iZ)) % CT_MAX_PARTICLES_TABLE;
FLOAT fZOrg = vPos(3) + (iZ+afStarsPositions[iRndZ][2])*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 = (UBYTE) (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_SPEED 2.0f
#define YGRID_SIZE 16.0f
#define YGRIDS_VISIBLE_ABOVE 2
#define YGRIDS_VISIBLE_BELOW 1
#define SNOW_TILE_DROP_TIME (YGRID_SIZE/SNOW_SPEED)
void Particles_Snow(CEntity *pen, FLOAT fGridSize, INDEX ctGrids, FLOAT fFactor,
CTextureData *ptdSnowMap, FLOATaabbox3D &boxSnowMap, FLOAT fSnowStart)
{
FLOAT3D vPos = pen->GetLerpedPlacement().pl_PositionVector;
vPos(1) -= fGridSize*ctGrids/2;
vPos(3) -= fGridSize*ctGrids/2;
SnapFloat( vPos(1), fGridSize);
SnapFloat( vPos(2), YGRID_SIZE);
SnapFloat( vPos(3), fGridSize);
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
FLOAT tmSnowFalling=fNow-fSnowStart;
FLOAT fFlakePath=SNOW_SPEED*tmSnowFalling;
FLOAT fFlakeStartPos=vPos(2)-fFlakePath;
FLOAT fSnapFlakeStartPos=fFlakeStartPos;
SnapFloat(fSnapFlakeStartPos, YGRID_SIZE);
//INDEX iRndFlakeStart=INDEX(fSnapFlakeStartPos)%CT_MAX_PARTICLES_TABLE;
FLOAT tmSnapSnowFalling = tmSnowFalling;
SnapFloat( tmSnapSnowFalling, SNOW_TILE_DROP_TIME);
FLOAT fTileRatio = (tmSnowFalling-tmSnapSnowFalling)/SNOW_TILE_DROP_TIME;
Particle_PrepareTexture(&_toSnowdrop, PBT_BLEND);
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT fMinX = boxSnowMap.Min()(1);
FLOAT fMinY = boxSnowMap.Min()(2);
FLOAT fMinZ = boxSnowMap.Min()(3);
FLOAT fSizeX = boxSnowMap.Size()(1);
FLOAT fSizeY = boxSnowMap.Size()(2);
FLOAT fSizeZ = boxSnowMap.Size()(3);
PIX pixSnowMapW = 1;
PIX pixSnowMapH = 1;
if( ptdSnowMap != NULL)
{
pixSnowMapW = ptdSnowMap->GetPixWidth();
pixSnowMapH = ptdSnowMap->GetPixHeight();
}
for( INDEX iZ=0; iZ<ctGrids; iZ++)
{
INDEX iRndZ = (ULONG(vPos(3)+iZ*fGridSize)) % CT_MAX_PARTICLES_TABLE;
for( INDEX iX=0; iX<ctGrids; iX++)
{
INDEX iRndX = (ULONG(vPos(1)+iX*fGridSize)) % CT_MAX_PARTICLES_TABLE;
INDEX iRndXZ=(iRndZ+iRndX*37)%CT_MAX_PARTICLES_TABLE;
FLOAT fD = afStarsPositions[iRndXZ][1]*YGRID_SIZE;
FLOAT vYStart=vPos(2)+YGRIDS_VISIBLE_ABOVE*YGRID_SIZE+fD;
INDEX iDanceRnd=(iRndXZ+2)%CT_MAX_PARTICLES_TABLE;
FLOAT fDanceAngle=afStarsPositions[iDanceRnd][0]*360.0f;
FLOAT fAmpX=afStarsPositions[iDanceRnd][1]*2.0f;
FLOAT fAmpZ=afStarsPositions[iDanceRnd][2]*2.0f;
FLOAT fX = vPos(1) + (iX+afStarsPositions[iRndXZ][2])*fGridSize+fAmpX*sin(fDanceAngle+fNow*3.0f);
FLOAT fZ = vPos(3) + (iZ+afStarsPositions[iRndXZ][1])*fGridSize+fAmpZ*cos(fDanceAngle+fNow*3.0f);
FLOAT fT0 = afStarsPositions[(INDEX(2+Abs(fX)+Abs(fZ))*262147) % CT_MAX_PARTICLES_TABLE][1];
for( INDEX iY=0; iY<(YGRIDS_VISIBLE_ABOVE+YGRIDS_VISIBLE_BELOW); iY++)
{
FLOAT fY = vYStart-iY*YGRID_SIZE-fTileRatio*YGRID_SIZE;
UBYTE ubR = 255;
COLOR colDrop = RGBToColor(ubR, ubR, ubR)|(UBYTE(fFactor*255.0f));
FLOAT fSize = 0.2f+afStarsPositions[(INDEX)fT0*CT_MAX_PARTICLES_TABLE][1]*0.1f;
FLOAT fAngle = afStarsPositions[(iRndXZ+1)%CT_MAX_PARTICLES_TABLE][1]*fNow*360.0f;
FLOAT3D vRender = FLOAT3D( fX, fY, fZ);
if( ptdSnowMap != NULL)
{
PIX pixX = PIX((vRender(1)-fMinX)/fSizeX*pixSnowMapW);
PIX pixZ = PIX((vRender(3)-fMinZ)/fSizeZ*pixSnowMapH);
if (pixX>=0 && pixX<pixSnowMapW
&&pixZ>=0 && pixZ<pixSnowMapH) {
COLOR col = ptdSnowMap->GetTexel( pixX, pixZ);
FLOAT fRawHeight=(col>>8)&0xFFFF;
FLOAT fSnowMapY = fMinY+fRawHeight*fSizeY/65535.0f;
FLOAT fSnowY = vRender(2);
// if tested raindrop is below ceiling
if( fSnowY<=fSnowMapY)
{
// don't render it
continue;
} else if (fSnowY-fSize<fSnowMapY) {
fSize = fSnowY-fSnowMapY;
}
}
else
{
continue;
}
}
Particle_RenderSquare( vRender, fSize, fAngle, 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;
INDEX ctMaxBranches = 3;
INDEX ctKnees = 0;
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 = (INDEX) (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=(1.0f-fT)*(1.0f/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*0.1f)) +
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 = (INDEX) (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 = (INDEX) (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( ClampUp(FloatToInt(fT*2048),2047), 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(INDEX iRndBase, FLOAT3D vSource, FLOAT3D vGDir, enum EffectParticlesType eptType,
FLOAT tmSpawn, FLOAT3D vDirection, FLOAT fStretch)
{
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)+iRndBase) &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;
}
case EPT_BULLET_GRASS:
{
colSmoke = 0xFFE8C000;
Particle_PrepareTexture(&_toBulletGrass, PBT_BLEND);
fSizeStart = 0.15f;
fSpeedStart = 1.75f;
break;
}
case EPT_BULLET_WOOD:
{
colSmoke = 0xFFE8C000;
Particle_PrepareTexture(&_toBulletWood, PBT_BLEND);
fSizeStart = 0.15f;
fSpeedStart = 1.25f;
break;
}
case EPT_BULLET_SNOW:
{
colSmoke = 0xFFE8C000;
Particle_PrepareTexture(&_toBulletSnow, PBT_BLEND);
fSizeStart = 0.15f;
fSpeedStart = 1.25f;
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][2];
FLOAT3D vPos = vSource + (vDirection+vRandomAngle)*(fT*fSpeedRnd)+vGDir*(fT*fT*fGA);
if( (eptType == EPT_BULLET_WATER) && (vPos(2) < vSource(2)) )
{
continue;
}
FLOAT fSize = (fSizeStart + afStarsPositions[ iSpray*2+iRnd*3][0]/20.0f)*fStretch;
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 = vSource + (vDirection+vRandomAngle)*(fT+0.00f)*12.0f;
FLOAT3D vPos1 = vSource + (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 = vSource - 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))>0.5f) {
// 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][1]+fT*afStarsPositions[iRnd][2]*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;
if(pen->en_RenderType == CEntity::RT_SKAMODEL) {
bVisible = pen->GetModelInstance()->IsModelVisible( fMipFactor);
} else {
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);
FLOATaabbox3D box;
if(pen->en_RenderType == CEntity::RT_SKAMODEL) {
// fill array with absolute vertices of entity's model and its attached models
pen->GetModelVerticesAbsolute(avVertices, 0.05f, fMipFactor);
// get corp size
pen->GetModelInstance()->GetCurrentColisionBox(box);
} else {
// fill array with absolute vertices of entity's model and its attached models
pen->GetModelVerticesAbsolute(avVertices, 0.05f, fMipFactor);
// get corp size
pen->en_pmoModelObject->GetCurrentFrameBBox(box);
}
// 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;
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 MIP_FACTOR_BLEND_START 4.0f
#define MIP_FACTOR_BLEND_END 7.0f
void Particles_Burning(CEntity *pen, FLOAT fPower, FLOAT fTimeRatio)
{
INDEX iFramesInRaw=8;
INDEX iFramesInColumn=4;
INDEX ctFrames=iFramesInRaw*iFramesInColumn;
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
// fill array with absolute vertices of entity's model and its attached models
pen->GetModelVerticesAbsolute(avVertices, 0.0f, 0.0f);
// 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;
Particle_PrepareTexture( &_toFire, PBT_ADD);
// calculate color factor (for fade in/out)
FLOAT fFade = fTimeRatio;
UBYTE ubColor = UBYTE(CT_OPAQUE*fFade);
COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE;
INDEX ctVtx = avVertices.Count();
FLOAT fDensityFactor=1.0f-(Clamp(ctVtx, INDEX(500), INDEX(1000))-500.0f)/500.0f;
// get corp size
FLOATaabbox3D box;
if(pen->en_RenderType == CEntity::RT_SKAMODEL || pen->en_RenderType == CEntity::RT_SKAEDITORMODEL) {
pen->GetModelInstance()->GetCurrentColisionBox(box);
} else {
pen->GetBoundingBox(box);
}
FLOAT fBoxSize=box.Size().Length();
FLOAT fBoxHeight=box.Size()(2);
FLOAT fSizeRatio=(Clamp(fBoxSize,2.0f,12.0f)-2.0f)/10.0f;
FLOAT fSize=0.125f+ClampDn( FLOAT(pow(box.Size()(2),1.0f/4.0f)), 1.0f)*fPower/5.0f;
fSize+=(1.0f+fSizeRatio)*(1.0f+fSizeRatio)*0.125f;
INDEX iVtxSteep=(INDEX) ((2+(2.0f-fSizeRatio-fDensityFactor)*6));
if( IsOfClass(pen, "Werebull"))
{
iVtxSteep=2;
}
for( INDEX iVtx=0; iVtx<ctVtx; iVtx+=iVtxSteep)
{
FLOAT3D vPos = avVertices[iVtx];
FLOAT fHighSizer=0.125f+((vPos(2)-vCenter(2))/fBoxHeight)*0.875f;
vPos+=vY*(fSize*fHighSizer*fFade*2);
INDEX iRnd=iVtx%CT_MAX_PARTICLES_TABLE;
INDEX iFrame=INDEX((afStarsPositions[iRnd][0]+0.5f)*ctFrames+fNow*16.0f)%(ctFrames);
INDEX iFrameX=iFrame%iFramesInRaw;
INDEX iFrameY=iFrame/iFramesInRaw;
Particle_SetTexturePart( 1024/iFramesInRaw, 1024/iFramesInColumn, iFrameX, iFrameY);
Particle_RenderSquare( vPos, fSize*fHighSizer*fFade, 0, col, 2.0f);
}
avVertices.PopAll();
Particle_Flush();
}
void Particles_Burning_Comp(CModelObject *mo, FLOAT fPower, CPlacement3D pl)
{
INDEX iFramesInRaw=8;
INDEX iFramesInColumn=4;
INDEX ctFrames=iFramesInRaw*iFramesInColumn;
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
CPlacement3D plPlacement = pl;
// fill array with absolute vertices of entity's model and its attached models
FLOATmatrix3D mRotation;
MakeRotationMatrixFast(mRotation, plPlacement.pl_OrientationAngle);
mo->GetModelVertices( avVertices, mRotation, plPlacement.pl_PositionVector, 0.0f, 0.0f);
// get entity position and orientation
const FLOATmatrix3D &m = mRotation;
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 = plPlacement.pl_PositionVector;
Particle_PrepareTexture( &_toFire, PBT_ADD);
UBYTE ubColor = UBYTE(CT_OPAQUE);
COLOR col = RGBToColor(ubColor,ubColor,ubColor)|CT_OPAQUE;
INDEX ctVtx = avVertices.Count();
FLOAT fDensityFactor=1.0f-(Clamp(ctVtx, INDEX(500), INDEX(1000))-500.0f)/500.0f;
// get corp size
FLOATaabbox3D box;
mo->GetAllFramesBBox(box);
FLOAT fBoxSize=box.Size().Length();
FLOAT fBoxHeight=box.Size()(2);
FLOAT fSizeRatio=(Clamp(fBoxSize,2.0f,12.0f)-2.0f)/10.0f;
//FLOAT fSize=0.125f+ClampDn( FLOAT(pow(box.Size()(2),1.0f/4.0f)), 0.1f)*fPower/5.0f;
//fSize+=(1.0f+fSizeRatio)*(1.0f+fSizeRatio)*0.125f;
FLOAT fSize = fPower;
INDEX iVtxSteep=(INDEX) (2+(2.0f-fSizeRatio-fDensityFactor)*6);
for( INDEX iVtx=0; iVtx<ctVtx; iVtx+=iVtxSteep)
{
FLOAT3D vPos = avVertices[iVtx];
FLOAT fHighSizer=0.125f+((vPos(2)-vCenter(2))/fBoxHeight)*0.875f;
vPos+=vY*(fSize*fHighSizer*2);
INDEX iRnd=iVtx%CT_MAX_PARTICLES_TABLE;
INDEX iFrame=INDEX((afStarsPositions[iRnd][0]+0.5f)*ctFrames+fNow*16.0f)%(ctFrames);
INDEX iFrameX=iFrame%iFramesInRaw;
INDEX iFrameY=iFrame/iFramesInRaw;
Particle_SetTexturePart( 1024/iFramesInRaw, 1024/iFramesInColumn, iFrameX, iFrameY);
Particle_RenderSquare( vPos, fSize*fHighSizer, 0, col, 2.0f);
}
avVertices.PopAll();
Particle_Flush();
}
void Particles_BrushBurning(CEntity *pen, FLOAT3D vPos[], INDEX ctCount, FLOAT3D vPlane,
FLOAT fPower, FLOAT fTimeRatio)
{
CEntity *penBrush = pen->GetParent();
if (penBrush==NULL) return;
INDEX iFramesInRaw=8;
INDEX iFramesInColumn=4;
INDEX ctFrames=iFramesInRaw*iFramesInColumn;
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture( &_toFire, PBT_ADD);
CPlacement3D plBrush = penBrush->GetLerpedPlacement();
FLOAT3D vBrushPos = plBrush.pl_PositionVector;
FLOATmatrix3D mBrushRot;
MakeRotationMatrixFast(mBrushRot, plBrush.pl_OrientationAngle);
FLOAT fFade = Clamp(fTimeRatio,0.0f, 1.0f);
FLOAT3D vG=FLOAT3D(0,-1.0f,0);
if( IsDerivedFromClass(pen, "MovableEntity"))
{
vG=((CMovableEntity *)pen)->en_vGravityDir;
}
FLOAT fMul=vG%vPlane;
if( fMul>0) return;
// calculate frame 3D offsets
FLOAT3D vSlide=FLOAT3D(0,0,0);
FLOAT3D vPerD=vG*vPlane;
if( vPerD.Length()>0.01f)
{
vSlide=vPerD*vG;
vSlide.Normalize();
}
INDEX iRndEn=pen->en_ulID;
for( INDEX iFlame=0; iFlame<ctCount; iFlame++)
{
INDEX iRnd=(iFlame+iRndEn)%CT_MAX_PARTICLES_TABLE;
// calculate color factor (for fade in/out)
FLOAT fSize = 0.25f+afStarsPositions[iRnd][0]*0.3f;
UBYTE ubR=(UBYTE) ((255.0f)*fFade);
UBYTE ubG=(UBYTE) ((224+(afStarsPositions[iRnd][1]+0.5f)*32.0f)*fFade);
UBYTE ubB=(UBYTE) ((224+(afStarsPositions[iRnd][2]+0.5f)*32.0f)*fFade);
COLOR col = RGBToColor(ubR,ubG,ubB)|CT_OPAQUE;
INDEX iFrame=INDEX((afStarsPositions[iRnd][0]+0.5f)*ctFrames+fNow*16.0f)%(ctFrames);
INDEX iFrameX=iFrame%iFramesInRaw;
INDEX iFrameY=iFrame/iFramesInRaw;
Particle_SetTexturePart( 1024/iFramesInRaw, 1024/iFramesInColumn, iFrameX, iFrameY);
Particle_RenderSquare( (vPos[iFlame]*mBrushRot)+vBrushPos
-vG*fSize*fFade*2+vSlide*fSize*fFade, fSize*fFade, 0, col, 2.0f);
}
avVertices.PopAll();
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, FLOAT3D vSource, FLOAT3D vGDir, FLOAT fGA,
FLOATaabbox3D boxOwner, FLOAT3D vSpilDirection, FLOAT tmStarted, FLOAT fDamagePower,
COLOR colMultiply)
{
INDEX ctSprays=BLOOD_SPRAYS;
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();
FLOAT fSpeedModifier = 0;
FLOAT fT=(fNow-tmStarted);
// prepare texture
switch(sptType) {
case SPT_BLOOD:
case SPT_SLIME:
case SPT_GOO:
{
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_COLOREDSTONE:
{
Particle_PrepareTexture( &_toStonesSprayTexture, PBT_BLEND);
fDamagePower*=2.0f;
fGA*=2.0f;
break;
}
case SPT_WOOD:
{
Particle_PrepareTexture( &_toWoodSprayTexture, PBT_BLEND);
fDamagePower*=6.0f;
fGA*=3.0f;
break;
}
case SPT_TREE01:
{
ctSprays*=1;
Particle_PrepareTexture( &_toWoodSprayTexture, PBT_BLEND);
fDamagePower*=1;
fSpeedModifier+=20;
fRotation = fT*1000.0f;
fGA*=4.0f;
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;
}
case SPT_AIRSPOUTS:
{
Particle_PrepareTexture( &_toAirSprayTexture, PBT_BLEND);
break;
}
case SPT_PLASMA:
{
Particle_PrepareTexture( &_toLarvaProjectileSpray, PBT_BLEND);
fDamagePower*=2.0f;
break;
}
case SPT_NONE:
{
return;
}
default: ASSERT(FALSE);
return;
}
for( INDEX iSpray=0; iSpray<ctSprays; iSpray++)
{
if( (sptType==SPT_FEATHER) && (iSpray==ctSprays/2) )
{
Particle_Flush();
if( iBloodType==3) Particle_PrepareTexture( &_toFlowerSprayTexture, PBT_BLEND);
else Particle_PrepareTexture( &_toBloodSprayTexture, PBT_BLEND);
fDamagePower/=2.0f;
}
INDEX iFrame=((int(tmStarted*100.0f))%8+iSpray)%8;
Particle_SetTexturePart( 256, 256, iFrame, 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;
INDEX iRnd=(iSpray+INDEX(tmStarted*123.456))%CT_MAX_PARTICLES_TABLE;
FLOAT3D vRandomAngle = FLOAT3D(
afStarsPositions[ iRnd][0]*1.75f,
(afStarsPositions[ iRnd][1]+1.0f)*1.0f,
afStarsPositions[ iRnd][2]*1.75f);
FLOAT fSpilPower=vSpilDirection.Length();
vRandomAngle=vRandomAngle.Normalize()*fSpilPower;
fSpeedModifier+=afStarsPositions[ iSpray+ctSprays][0]*0.5f;
FLOAT fSpeed = BLOOD_SPRAY_SPEED_MIN+(BLOOD_SPRAY_TOTAL_TIME-fT)/BLOOD_SPRAY_TOTAL_TIME;
FLOAT3D vPos = vSource+ (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_GOO:
{
UBYTE ubRndCol = UBYTE( 128+afStarsPositions[ int(iSpray+tmStarted*10)%CT_MAX_PARTICLES_TABLE][0]*64);
if( iBloodType!=3) col = RGBAToColor(ubRndCol, 128, 12, 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>=ctSprays/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_COLOREDSTONE:
{
UBYTE ubH,ubS,ubV;
ColorToHSV( colMultiply, ubH, ubS, ubV);
UBYTE ubRndH = Clamp(ubH+INDEX(afStarsPositions[ int(iSpray+tmStarted*6)%CT_MAX_PARTICLES_TABLE][0]*16),INDEX(0),INDEX(255));
UBYTE ubRndS = Clamp(ubS+INDEX(afStarsPositions[ int(iSpray+tmStarted*7)%CT_MAX_PARTICLES_TABLE][1]*64),INDEX(0),INDEX(255));
UBYTE ubRndV = Clamp(ubV+INDEX(afStarsPositions[ int(iSpray+tmStarted*8)%CT_MAX_PARTICLES_TABLE][2]*64),INDEX(0),INDEX(255));
col = HSVToColor(ubRndH, ubRndS, ubRndV)|ubAlpha;
fSize*=0.10f/2.0f;
fRotation = fT*50.0f;
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_TREE01:
{
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*=0.2f;
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;
}
case SPT_AIRSPOUTS:
{
col = C_WHITE|(ubAlpha>>1);
break;
}
}
Particle_RenderSquare( vPos, 0.25f*fSize*fSizeModifier, fRotation, MulColors(col,colMultiply));
}
// 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();
}
#define CT_AFTERBURNER_SMOKES 32
#define CT_AFTERBURNER_HEAD_POSITIONS 5
#define CT_AFTERBURNER_HEAD_INTERPOSITIONS 4
void Particles_AfterBurner_Prepare(CEntity *pen)
{
pen->GetLastPositions(CT_AFTERBURNER_SMOKES);
}
void Particles_AfterBurner(CEntity *pen, FLOAT tmSpawn, FLOAT fStretch, INDEX iGradientType)
{
FLOAT3D vGDir = ((CMovableEntity *)pen)->en_vGravityDir;
FLOAT fGA = ((CMovableEntity *)pen)->en_fGravityA;
CLastPositions *plp = pen->GetLastPositions(CT_AFTERBURNER_SMOKES);
Particle_PrepareTexture(&_toAfterBurner, PBT_BLEND);
CTextureData *pTD;
switch( iGradientType)
{
case 0:
default:
pTD=(CTextureData *) _toAfterBurnerGradient.GetData();
break;
case 1:
pTD=(CTextureData *) _toAfterBurnerGradientBlue.GetData();
break;
case 2:
pTD=(CTextureData *) _toAfterBurnerGradientMeteor.GetData();
break;
}
const FLOAT3D *pvPos1;
const FLOAT3D *pvPos2 = &plp->GetPosition(plp->lp_ctUsed-1);
ULONG *pcolFlare=pTD->GetRowPointer(0); // flare color
ULONG *pcolExp=pTD->GetRowPointer(1); // explosion color
ULONG *pcolSmoke=pTD->GetRowPointer(2); // smoke color
FLOAT aFlare_sol[256], aFlare_vol[256], aFlare_wol[256], aFlare_rol[256];
FLOAT aExp_sol[256], aExp_vol[256], aExp_wol[256], aExp_rol[256];
FLOAT aSmoke_sol[256], aSmoke_vol[256], aSmoke_rol[256];
pTD->FetchRow( 4, aFlare_sol);
pTD->FetchRow( 5, aFlare_vol);
pTD->FetchRow( 6, aFlare_wol);
pTD->FetchRow( 7, aFlare_rol);
pTD->FetchRow( 8, aExp_sol);
pTD->FetchRow( 9, aExp_vol);
pTD->FetchRow(10, aExp_wol);
pTD->FetchRow(11, aExp_rol);
pTD->FetchRow(12, aSmoke_sol);
pTD->FetchRow(13, aSmoke_vol);
pTD->FetchRow(14, aSmoke_rol);
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
for(INDEX iPos = plp->lp_ctUsed-1; iPos>=1; iPos--)
{
pvPos1 = pvPos2;
pvPos2 = &plp->GetPosition(iPos);
if( *pvPos1==*pvPos2) continue;
FLOAT fT=(iPos+_pTimer->GetLerpFactor())*_pTimer->TickQuantum;
FLOAT fRatio=fT/(CT_AFTERBURNER_SMOKES*_pTimer->TickQuantum);
INDEX iIndex=(INDEX) (fRatio*255);
INDEX iRnd=(INDEX)(size_t(pvPos1)%CT_MAX_PARTICLES_TABLE);
// smoke
FLOAT3D vPosS = *pvPos1;
Particle_SetTexturePart( 512, 512, 1, 0);
FLOAT fAngleS = afStarsPositions[iRnd][1]*360.0f+fT*120.0f*afStarsPositions[iRnd][2];
FLOAT fSizeS = (0.5f+aSmoke_sol[iIndex]*2.5f)*fStretch;
FLOAT3D vVelocityS=FLOAT3D(afStarsPositions[iRnd][1],
afStarsPositions[iRnd][2],
afStarsPositions[iRnd][0])*5.0f;
vPosS=vPosS+vVelocityS*fT+vGDir*fGA/2.0f*(fT*fT)/32.0f;
Particle_RenderSquare( vPosS, fSizeS, fAngleS, ByteSwap(pcolSmoke[iIndex]));
// explosion
FLOAT3D vPosE = (*pvPos1+*pvPos2)/2.0f;//Lerp(*pvPos1, *pvPos2, _pTimer->GetLerpFactor());
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT fAngleE = afStarsPositions[iRnd][0]*360.0f;//+fT*360.0f;
FLOAT fSizeE = (0.5f+aExp_sol[iIndex]*2.0f)*fStretch;
FLOAT3D vVelocityE=FLOAT3D(afStarsPositions[iRnd][0],
afStarsPositions[iRnd][1],
afStarsPositions[iRnd][2])*3.0f;
vPosE=vPosE+vVelocityE*fT+vGDir*fGA/2.0f*(fT*fT)/32.0f;
Particle_RenderSquare( vPosE, fSizeE, fAngleE, ByteSwap(pcolExp[iIndex]));
}
// all done
Particle_Flush();
if( IsOfClass(pen, "PyramidSpaceShip")) return;
Particle_PrepareTexture(&_toAfterBurnerHead, PBT_ADDALPHA);
Particle_SetTexturePart( 1024, 1024, 0, 0);
FLOAT fColMul=1.0f;
if( (fNow-tmSpawn)<1.0f)
{
fColMul=CalculateRatio(fNow-tmSpawn, 0, 1, 0.5f, 0.0f);
}
UBYTE ubColMul=UBYTE(CT_OPAQUE*fColMul);
COLOR colMul=RGBAToColor(ubColMul,ubColMul,ubColMul,ubColMul);
INDEX ctParticles=CT_AFTERBURNER_HEAD_POSITIONS;//Min(CT_AFTERBURNER_HEAD_POSITIONS,plp->lp_ctUsed-1);
pvPos1 = &plp->GetPosition(ctParticles-1);
for(INDEX iFlare=ctParticles-2; iFlare>=0; iFlare--)
{
pvPos2 = pvPos1;
pvPos1 = &plp->GetPosition(iFlare);
if( *pvPos1==*pvPos2) continue;
for (INDEX iInter=CT_AFTERBURNER_HEAD_INTERPOSITIONS-1; iInter>=0; iInter--)
{
FLOAT fT=(iFlare+_pTimer->GetLerpFactor()+iInter*1.0f/CT_AFTERBURNER_HEAD_INTERPOSITIONS)*_pTimer->TickQuantum;
FLOAT fRatio=fT/(ctParticles*_pTimer->TickQuantum);
INDEX iIndex=(INDEX) (fRatio*255);
FLOAT fSize = (aFlare_sol[iIndex]*2.0f)*fStretch;
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/CT_AFTERBURNER_HEAD_INTERPOSITIONS);
FLOAT fAngle = afStarsPositions[iInter][0]*360.0f+fRatio*360.0f;
Particle_RenderSquare( vPos, fSize, fAngle, MulColors( ByteSwap(pcolFlare[iIndex]), colMul));
}
}
// all done
Particle_Flush();
}
#define CT_ROCKETMOTOR_FLARES_BLEND ctCount
#define TM_ROCKETMOTOR_BLEND 1.5f
#define CT_ROCKETMOTOR_FLARES_ADD ctCount
#define TM_ROCKETMOTOR_ADD 1.0f
void Particles_RocketMotorBurning(CEntity *pen, FLOAT tmSpawn, FLOAT3D vStretch, FLOAT fStretch, FLOAT ctCount)
{
FLOAT fMipDisappearDistance=13.0f;
FLOAT fMipFactor = Particle_GetMipFactor();
if( fMipFactor>fMipDisappearDistance) return;
//FLOAT fMipBlender=CalculateRatio(fMipFactor, 0.0f, fMipDisappearDistance, 0.0f, 0.1f);
CPlacement3D pl = pen->GetLerpedPlacement();
const FLOATmatrix3D &m = pen->GetRotationMatrix();
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vCenter = pl.pl_PositionVector;
CTextureData *pTD = (CTextureData *) _toAfterBurnerGradient.GetData();
//ULONG *pcolFlare=pTD->GetRowPointer(0); // flare color
ULONG *pcolExp=pTD->GetRowPointer(1); // explosion color
ULONG *pcolSmoke=pTD->GetRowPointer(2); // smoke color
FLOAT aFlare_sol[256], aFlare_vol[256], aFlare_wol[256], aFlare_rol[256];
FLOAT aExp_sol[256], aExp_vol[256], aExp_wol[256], aExp_rol[256];
FLOAT aSmoke_sol[256], aSmoke_vol[256], aSmoke_rol[256];
pTD->FetchRow( 4, aFlare_sol);
pTD->FetchRow( 5, aFlare_vol);
pTD->FetchRow( 6, aFlare_wol);
pTD->FetchRow( 7, aFlare_rol);
pTD->FetchRow( 8, aExp_sol);
pTD->FetchRow( 9, aExp_vol);
pTD->FetchRow(10, aExp_wol);
pTD->FetchRow(11, aExp_rol);
pTD->FetchRow(12, aSmoke_sol);
pTD->FetchRow(13, aSmoke_vol);
pTD->FetchRow(14, aSmoke_rol);
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture(&_toAfterBurner, PBT_BLEND);
for(INDEX iFlare=0; iFlare<CT_ROCKETMOTOR_FLARES_BLEND; iFlare++)
{
INDEX iRnd =(pen->en_ulID+iFlare)%CT_MAX_PARTICLES_TABLE;
FLOAT fFireDelta=TM_ROCKETMOTOR_BLEND/CT_ROCKETMOTOR_FLARES_BLEND;
FLOAT fT = fNow+iFlare*fFireDelta+afTimeOffsets[iFlare]*fFireDelta*0.1f;
// apply time strech
fT *= 1/TM_ROCKETMOTOR_BLEND;
// get fraction part
fT = fT-int(fT);
FLOAT3D vSpeed=FLOAT3D(
afStarsPositions[iRnd][0]*0.75f*vStretch(1),
afStarsPositions[iRnd][1]*0.5f*vStretch(2),
afStarsPositions[iRnd][2]*0.75f)*vStretch(3);
FLOAT fPosY=(0.926+0.202*(log(fT+0.01f))+0.2f)*60.0f;
FLOAT fSpeed=25.0f+(afStarsPositions[iRnd][0]+0.5f)*10.0f;
FLOAT3D vPosS=vCenter+vSpeed*fSpeed*fT;
vPosS=vPosS+vY*fPosY;
INDEX iIndex=(INDEX) (fT*255);
// smoke
Particle_SetTexturePart( 512, 512, 1, 0);
FLOAT fAngleS = afStarsPositions[iRnd][1]*360.0f+fT*120.0f*afStarsPositions[iRnd][2];
FLOAT fSizeS = (3.0f+fT*4.5f)*fStretch;
Particle_RenderSquare( vPosS, fSizeS, fAngleS, ByteSwap(pcolSmoke[iIndex]));
// explosion
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT3D vPosE=vCenter+vSpeed*fSpeed*(fT+0.01f);
vPosE=vPosS-vY*0.1f;
FLOAT fAngleE = afStarsPositions[iRnd][0]*360.0f;
FLOAT fSizeE = (2.5f+fT*4.0f)*fStretch;
Particle_RenderSquare( vPosE, fSizeE, fAngleE, ByteSwap(pcolExp[iIndex]));
}
Particle_Flush();
FLOAT fFireStretch=0.6f;
Particle_PrepareTexture(&_toAfterBurner, PBT_ADDALPHA);
for(INDEX iFlame=0; iFlame<CT_ROCKETMOTOR_FLARES_ADD; iFlame++)
{
INDEX iRnd =(3+pen->en_ulID+iFlame)%CT_MAX_PARTICLES_TABLE;
FLOAT fFireDelta=TM_ROCKETMOTOR_ADD/CT_ROCKETMOTOR_FLARES_ADD;
FLOAT fT = fNow+iFlame*fFireDelta+afTimeOffsets[iFlame]*fFireDelta*0.1f;
// apply time strech
fT *= 1/TM_ROCKETMOTOR_ADD;
// get fraction part
fT = fT-int(fT);
FLOAT3D vSpeed=FLOAT3D(afStarsPositions[iRnd][0]*0.15f,
afStarsPositions[iRnd][1]*0.01f,afStarsPositions[iRnd][2]*0.15f);
FLOAT fPosY=(0.926+0.202*(log(fT+0.01f)))*60.0f/1.75f;
FLOAT fSpeed=25.0f+(afStarsPositions[iRnd][0]+0.5f)*2.0f;
FLOAT3D vPosS=vCenter+vSpeed*fSpeed*fT;
vPosS=vPosS+vY*fPosY;
INDEX iIndex=(INDEX) (fT*255);
// smoke
Particle_SetTexturePart( 512, 512, 1, 0);
FLOAT fAngleS = afStarsPositions[iRnd][1]*360.0f+fT*120.0f*afStarsPositions[iRnd][2];
FLOAT fSizeS = (1.5f+aSmoke_sol[iIndex]*2.5f)*fStretch*fFireStretch;
Particle_RenderSquare( vPosS, fSizeS, fAngleS, ByteSwap(pcolSmoke[iIndex]));
// explosion
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT3D vPosE=vCenter+vSpeed*fSpeed*(fT+0.01f);
vPosE=vPosS-vY*0.1f;
FLOAT fAngleE = afStarsPositions[iRnd][0]*360.0f;
FLOAT fSizeE = (1.5f+aExp_sol[iIndex]*2.0f)*fStretch*fFireStretch;
Particle_RenderSquare( vPosE, fSizeE, fAngleE, ByteSwap(pcolExp[iIndex]));
}
// all done
Particle_Flush();
}
#define SP_EXPLODE_PARTICLES 25
void Particles_SummonerProjectileExplode(CEntity *pen, FLOAT fSize, FLOAT fBeginTime, FLOAT fDuration, FLOAT fTimeAdjust)
{
INDEX iRnd = (INDEX)(fTimeAdjust*10.0f)%(CT_MAX_PARTICLES_TABLE-SP_EXPLODE_PARTICLES);
FLOAT fElapsed = _pTimer->GetLerpedCurrentTick() - fBeginTime;
Particle_PrepareTexture(&_toRocketTrail, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
fSize *= 2.0f;
CTextureData *pTD = (CTextureData *) _toLavaBombTrailGradient.GetData();
for( INDEX iParticle=0; iParticle<SP_EXPLODE_PARTICLES; iParticle++)
{
FLOAT3D vPos;
FLOAT fAngle = NormalizeAngle((fElapsed+afTimeOffsets[iParticle+iRnd])*5.0f);
FLOAT fParticleSize = fSize*fElapsed;
vPos = FLOAT3D(afStarsPositions[iParticle+iRnd][0],
afStarsPositions[iParticle+iRnd][1],
afStarsPositions[iParticle+iRnd][2])*fSize + vCenter;
vPos(1) += pow(fElapsed*afStarsPositions[iParticle+iRnd][0], 2.0f);
vPos(2) += pow(fElapsed*(afStarsPositions[iParticle+iRnd][1]+0.5f)*4.0f, 0.5f);
vPos(3) += pow(fElapsed*afStarsPositions[iParticle+iRnd][2], 2.0f);
COLOR colColor;
UBYTE ub;
FLOAT fFadeBegin = fDuration*0.7f;
if (fElapsed>fFadeBegin) {
ub = (UBYTE) (255 - (fElapsed-fFadeBegin)/(fDuration-fFadeBegin)*255);
}
if (fElapsed>fDuration) ub = 0;
colColor = pTD->GetTexel(PIX(fElapsed*1024), 0);
colColor |= ub;
Particle_RenderSquare( vPos, fParticleSize, fAngle, colColor);
}
// all done
Particle_Flush();
}
#define SUM_EXPLODE_PARTICLES 1024
void Particles_SummonerExplode(CEntity *pen, FLOAT3D vCenter, FLOAT fArea, FLOAT fSize, FLOAT fBeginTime, FLOAT fDuration)
{
FLOAT fElapsed = _pTimer->GetLerpedCurrentTick() - fBeginTime;
Particle_PrepareTexture(&_toStar07, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
for( INDEX iParticle=0; iParticle<SUM_EXPLODE_PARTICLES; iParticle++)
{
FLOAT3D vPos;
FLOAT fAngle = auStarsColors[iParticle][0];
if (afStarsPositions[iParticle][1]<0.0f) {
vPos = FLOAT3D(-afStarsPositions[iParticle][0],
-afStarsPositions[iParticle][1],
-afStarsPositions[iParticle][2]);
} else {
vPos = FLOAT3D(afStarsPositions[iParticle][0],
afStarsPositions[iParticle][1],
afStarsPositions[iParticle][2]);
}
FLOAT fAreaModificator = afStarsPositions[iParticle][2] + 1.0f;
vPos *= (10.0f - 10.0f/(fElapsed + 1.0f))*fArea*fAreaModificator;
vPos(2) -= fArea/30.0f * fElapsed * fElapsed;
vPos += vCenter;
COLOR colColor;
UBYTE ub;
FLOAT fFadeBegin = fDuration*(0.7f+afStarsPositions[iParticle][2]*0.1f);
FLOAT fFadeEnd = fDuration*(0.9f+afStarsPositions[iParticle][1]*0.2f);
if (fElapsed<fFadeBegin) {
ub = 255;
} else if (fElapsed<fFadeEnd) {
ub = (UBYTE) (((fFadeEnd - fElapsed)/(fFadeEnd - fFadeBegin))*255);
} else {
ub = 0;
}
colColor = RGBToColor(auStarsColors[iParticle][0],
auStarsColors[iParticle][1],
auStarsColors[iParticle][2]);
colColor |= ub;
Particle_RenderSquare( vPos, fSize, fAngle, colColor);
}
// all done
Particle_Flush();
}
#define TM_TWISTER_TOTAL_LIFE 10.0f
void Particles_Twister( CEntity *pen, FLOAT fStretch, FLOAT fStartTime, FLOAT fFadeOutStartTime, FLOAT fParticleStretch)
{
FLOAT fMipFactor = Particle_GetMipFactor();
FLOAT fMipStretch = 1.0f+ClampDn(7.0f-fMipFactor,0.0f)/2.0f;
//CPrintF("fMipStretch=%g\n",fMipStretch);
fParticleStretch/=fMipStretch;
FLOAT fFadeOut=1.0f;
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
FLOAT fBirthStretcher = 1.0f;
if( fFadeOutStartTime<fNow)
{
fFadeOut=CalculateRatio(fNow, fFadeOutStartTime, fFadeOutStartTime+2.0f, 0.0f, 1.0f);
}
else if(fNow<fStartTime+1.0f)
{
fBirthStretcher=CalculateRatio(fNow, fStartTime, fStartTime+1.0f, 1.0f, 0.0f);
}
fStretch*=fBirthStretcher;
FLOAT fDisperseFactor=pow(2.0f-fFadeOut, 3.0f);
Particle_PrepareTexture( &_toTwister, PBT_BLEND);
CTextureData *pTD = (CTextureData *) _toTwisterGradient.GetData();
FLOAT arol[256], asol[256];
pTD->FetchRow( 1, arol);
pTD->FetchRow( 2, asol);
FLOAT tmNow = _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));
vX=vX*fStretch*fDisperseFactor;
vY=vY*fStretch;
vZ=vZ*fStretch*fDisperseFactor;
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*0.0f;
INDEX ctSmokes=128;
for(INDEX i=0; i<ctSmokes; i++)
{
INDEX iRnd =(pen->en_ulID+i)%CT_MAX_PARTICLES_TABLE;
INDEX iFrame=1+iRnd%7;
Particle_SetTexturePart( 128, 128, iFrame, 0);
FLOAT fT = tmNow+afTimeOffsets[i];
// apply time strech
fT *= 1/TM_TWISTER_TOTAL_LIFE;
// get fraction part
fT = fT-int(fT);
INDEX iPos=(INDEX) (fT*255);
//FLOAT fSlowFactor=1.0f-fT*0.25f;
FLOAT fSpeed=25.0f+(afStarsPositions[iRnd][0]+0.5f)*2.0f;
FLOAT fR=arol[iPos]*8.0f;
FLOAT3D vPos=vCenter+vY*fSpeed*fT+
vX*(fR*Sin(fT*360.0f*16.0f)/*+Sin((fNow+fT)*40.0f)*fT*8.0f*/)+
vZ*(fR*Cos(fT*360.0f*16.0f)/*+Cos((fNow+fT)*40.0f)*fT*8.0f*/);
FLOAT fT2=fT+0.05f*(0.5f+fT);
FLOAT3D vPos2=vCenter+vY*fSpeed*fT2+
vX*(fR*Sin(fT2*360.0f*16.0f)/*+Sin((fNow+fT2)*40.0f)*fT2*8.0f*/)+
vZ*(fR*Cos(fT2*360.0f*16.0f)/*+Cos((fNow+fT2)*40.0f)*fT2*8.0f*/);
FLOAT fSize=(1.0f+afStarsPositions[iRnd][1]*0.125f)*asol[iPos]*8.0f;
if( iFrame>3)
{
fSize/=8.0f;
}
fSize*=fBirthStretcher;
FLOAT fAngle=afStarsPositions[iRnd][0]*360+(1.0f+afStarsPositions[iRnd][1])*360.0f*fT*32.0f;
COLOR col = pTD->GetTexel(PIX((afStarsPositions[iRnd][2]+0.5f)*1024.0f), 0);
COLOR colA = pTD->GetTexel(PIX(ClampUp(fT*1024.0f, 1023.0f)), 0);
UBYTE ubA=UBYTE((colA&0xFF)*0.75f*fFadeOut);
COLOR colCombined=(col&0xFFFFFF00)|ubA;
Particle_RenderSquare( vPos, fSize*fParticleStretch, fAngle, colCombined);
Particle_SetTexturePart( 128, 128, 0, 0);
Particle_RenderLine( vPos, vPos2, (0.25f+2.0f*fT)*fParticleStretch, colCombined);
}
// all done
Particle_Flush();
}
void Particles_ExotechLarvaLaser(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget)
{
Particle_PrepareTexture(&_toLarvaLaser, PBT_ADD);
Particle_SetTexturePart( 512, 512, 0, 0);
COLOR colColor;
FLOAT3D vMid;
vMid = (vSource - vTarget).Normalize();
vMid = vTarget + vMid * 2.5f;
colColor = C_RED|0xff;
Particle_RenderLine( vSource, vMid, 0.5f, colColor);
Particle_RenderLine( vMid, vTarget, 0.5f, colColor);
Particle_Flush();
// begin-end flares
Particle_PrepareTexture(&_toWater, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
Particle_RenderSquare( vSource, 0.5, 0.0f, colColor);
Particle_RenderSquare( vTarget, 0.5, 0.0f, colColor);
Particle_Flush();
}
void Particles_Smoke(CEntity *pen, FLOAT3D vOffset, INDEX ctCount, FLOAT fLife, FLOAT fSpread, FLOAT fStretchAll, FLOAT fYSpeed)
{
Particle_PrepareTexture( &_toChimneySmoke, PBT_BLEND);
Particle_SetTexturePart( 1024, 1024, 0, 0);
CTextureData *pTD = (CTextureData *) _toChimneySmokeGradient.GetData();
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
const FLOATmatrix3D &m = pen->GetRotationMatrix();
FLOAT3D vY( m(1,2), m(2,2), m(3,2));
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*0.0f+vOffset*m;
INDEX iPosRnd=INDEX(vCenter(1)*2343.1123f+vCenter(2)*3251.16732+vCenter(3)*2761.6323f);
INDEX iCtRnd =pen->en_ulID+iPosRnd;
INDEX ctSmokes=22+INDEX((afStarsPositions[iCtRnd%CT_MAX_PARTICLES_TABLE][0]+0.5f)*8);
for(INDEX i=0; i<ctSmokes; i++)
{
INDEX iRnd =(pen->en_ulID+i)%CT_MAX_PARTICLES_TABLE;
FLOAT fT = tmNow+afTimeOffsets[i];
// apply time strech
fT *= 1/fLife;
// get fraction part
fT = fT-int(fT);
FLOAT fSlowFactor=1.0f-fT*0.25f;
FLOAT3D vSpeed=FLOAT3D(afStarsPositions[iRnd][0]*fSpread,
(afStarsPositions[iRnd][1]*0.1f+0.8f)*fSlowFactor,afStarsPositions[iRnd][2]*fSpread);
FLOAT fSpeed=25.0f+(afStarsPositions[iRnd][0]+0.5f)*fYSpeed;
FLOAT3D vPos=vCenter+vSpeed*fSpeed*fT+vOffset*m;
FLOAT fSize=0.25f*fStretchAll+(afStarsPositions[iRnd][1]+0.5f)*fStretchAll*fT;
FLOAT fAngle=afStarsPositions[iRnd][0]*360+afStarsPositions[iRnd][1]*360.0f*fT;
COLOR col = pTD->GetTexel(PIX((afStarsPositions[iRnd][2]+0.5f)*1024.0f), 0);
COLOR colA = pTD->GetTexel(PIX(ClampUp(fT*1024.0f, 1023.0f)), 0);
UBYTE ubA=UBYTE((colA&0xFF)*0.75f);
COLOR colCombined=(col&0xFFFFFF00)|ubA;
Particle_RenderSquare( vPos, fSize, fAngle, colCombined);
}
// all done
Particle_Flush();
}
#define TM_WINDBLAST_TOTAL_LIFE 2.0f
void Particles_Windblast( CEntity *pen, FLOAT fStretch, FLOAT fFadeOutStartTime)
{
FLOAT fFadeOut=1.0f;
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
if( fFadeOutStartTime<fNow)
{
fFadeOut=CalculateRatio(fNow, fFadeOutStartTime, fFadeOutStartTime+2.0f, 0.0f, 1.0f);
}
FLOAT fDisperseFactor=pow(2.0f-fFadeOut, 3.0f);
Particle_PrepareTexture( &_toTwister, PBT_BLEND);
CTextureData *pTD = (CTextureData *) _toTwisterGradient.GetData();
FLOAT arol[256], asol[256];
pTD->FetchRow( 1, arol);
pTD->FetchRow( 2, asol);
FLOAT tmNow = _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));
vX=vX*fStretch*fDisperseFactor;
vY=vY*fStretch;
vZ=vZ*fStretch*fDisperseFactor;
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector-vX*12.0f;
vX=vX*0.75f;
INDEX ctSmokes=16;
for(INDEX i=0; i<ctSmokes; i++)
{
INDEX iRnd =(pen->en_ulID+i)%CT_MAX_PARTICLES_TABLE;
INDEX iFrame=1+iRnd%7;
Particle_SetTexturePart( 128, 128, iFrame, 0);
FLOAT fT = tmNow+afTimeOffsets[i];
// apply time strech
fT *= 1/TM_WINDBLAST_TOTAL_LIFE;
// get fraction part
fT = fT-int(fT);
INDEX iPos=(INDEX) (fT*255);
//FLOAT fSlowFactor=1.0f-fT*0.25f;
FLOAT fSpeed=25.0f+(afStarsPositions[iRnd][0]+0.5f)*2.0f;
FLOAT fR=arol[iPos]*8.0f;
fR=3.0f;
FLOAT3D vPos=vCenter+vX*fSpeed*fT+
vY*(fR*Sin(fT*360.0f*16.0f)/*+Sin((fNow+fT)*40.0f)*fT*8.0f*/)+
vZ*(fR*Cos(fT*360.0f*16.0f)/*+Cos((fNow+fT)*40.0f)*fT*8.0f*/);
FLOAT fT2=fT+0.05f*(0.5f+fT);
FLOAT3D vPos2=vCenter+vX*fSpeed*fT2+
vY*(fR*Sin(fT2*360.0f*16.0f)/*+Sin((fNow+fT2)*40.0f)*fT2*8.0f*/)+
vZ*(fR*Cos(fT2*360.0f*16.0f)/*+Cos((fNow+fT2)*40.0f)*fT2*8.0f*/);
FLOAT fSize=3.0f;
if( iFrame>3)
{
fSize/=8.0f;
}
FLOAT fAngle=afStarsPositions[iRnd][0]*360+(1.0f+afStarsPositions[iRnd][1])*360.0f*fT*32.0f;
COLOR col = pTD->GetTexel(PIX((afStarsPositions[iRnd][2]+0.5f)*1024.0f), 0);
COLOR colA = pTD->GetTexel(PIX(ClampUp(fT*1024.0f, 1023.0f)), 0);
/*
colA = CT_OPAQUE;
col=C_WHITE;
*/
UBYTE ubA=UBYTE((colA&0xFF)*0.75f*fFadeOut);
COLOR colCombined=(col&0xFFFFFF00)|ubA;
Particle_RenderSquare( vPos, fSize, fAngle, colCombined);
Particle_SetTexturePart( 128, 128, 0, 0);
Particle_RenderLine( vPos, vPos2, 0.25f+2.0f*fT, colCombined);
}
// all done
Particle_Flush();
}
#define CT_COLLECT_ENERGY_PARTICLES 128
#define CT_PROJECTILE_SPAWN_STARS 32
void Particles_CollectEnergy(CEntity *pen, FLOAT tmStart, FLOAT tmStop)
{
Particle_PrepareTexture( &_toElectricitySparks, PBT_BLEND);
Particle_SetTexturePart( 512, 1024, 0, 0);
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector;
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
FLOAT fLife = 0.5;
INDEX ctRendered = 0;
FLOAT tmDelta = fLife/CT_COLLECT_ENERGY_PARTICLES;
for( INDEX iVtx=0; iVtx<CT_COLLECT_ENERGY_PARTICLES; 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],afStarsPositions[iRnd][2]);
vRnd(1) *= 40.0f;
vRnd(2) *= 40.0f;
vRnd(3) *= 40.0f;
FLOAT3D vSource = vCenter+vRnd;
FLOAT3D vDestination = vCenter+vRnd*0.05f;
FLOAT3D vPos, vPos2;
// lerp position
vPos = Lerp( vSource, vDestination, fT);
FLOAT fT2 = Clamp(fT-0.125f-fT*fT*0.125f, 0.0f, 1.0f);
vPos2 = Lerp( vSource, vDestination, fT2);
UBYTE ubR = (UBYTE) (255);//+afStarsPositions[iRnd][1]*64;
UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);//223+afStarsPositions[iRnd][2]*64;
UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
UBYTE ubA = (UBYTE) (CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f)*255);
COLOR colLine = RGBToColor( ubR, ubG, ubB) | ubA;
FLOAT fSize = 0.125f;
Particle_RenderLine( vPos2, vPos, fSize, colLine);
ctRendered++;
}
// all done
Particle_Flush();
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));
Particle_PrepareTexture(&_toStar03, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT fStarLife=0.3f;
FLOAT tmDelta2 = 0.025f;
for( INDEX iStar=0; iStar<CT_PROJECTILE_SPAWN_STARS; iStar++)
{
FLOAT tmFakeStart = tmStart+iStar*tmDelta2;
FLOAT fPassedTime = fNow-tmFakeStart;
// calculate fraction part
FLOAT fT=fPassedTime/fStarLife;
fT=fT-INDEX(fT);
//INDEX iRnd = iStar%CT_MAX_PARTICLES_TABLE;
FLOAT fRadius=2;
FLOAT3D vPos= vCenter+
vX*Sin(fT*360.0f)*fRadius+
vY*fT*2+
vZ*Cos(fT*360.0f)*fRadius;
//UBYTE ubR = (UBYTE) (255);
//UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);
//UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
FLOAT fFader=CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f);
FLOAT fPulser=(1.0f+(sin((fT*fT)/4.0f)))/2.0f;
UBYTE ubA = (UBYTE) (fFader*fPulser*255);
//COLOR colLine = RGBToColor( ubA, ubA, ubA) | CT_OPAQUE;
FLOAT fSize = 2;
Particle_RenderSquare( vPos, fSize, 0.0f, C_ORANGE|ubA);
ctRendered++;
}
// all done
Particle_Flush();
}
#define SD_LIFE 4.0f
void Particles_SummonerDisappear( CEntity *pen, FLOAT tmStart)
{
FLOAT fMipFactor = Particle_GetMipFactor();
BOOL bVisible = pen->en_pmoModelObject->IsModelVisible( fMipFactor);
if( !bVisible) return;
Particle_PrepareTexture(&_toSEStar01, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
CTextureData *pTD = (CTextureData *) _toSummonerDisappearGradient.GetData();
FLOAT apol[256];
ULONG *pcol=pTD->GetRowPointer(0); // flare rnd color
ULONG *pcolAdder=pTD->GetRowPointer(1);
pTD->FetchRow( 0, apol);
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
FLOAT fLiving = tmNow-tmStart;
if( fLiving>SD_LIFE) return;
FLOAT fRatio=fLiving*1/SD_LIFE;
fRatio=fRatio-int(fRatio);
INDEX iIndex=INDEX(fRatio*255.0f);
FLOAT fG=10.0f*SD_LIFE*5.0f;
FLOAT fSpeed=0.0f;
FLOAT fGValue=0.0f;
FLOAT fExplodeRatio=0.2f;
if( fRatio>fExplodeRatio)
{
fSpeed=(0.351f+0.0506f*log(fRatio-fExplodeRatio))*2.0f;
fGValue=fG/2.0f*(fRatio-fExplodeRatio)*(fRatio-fExplodeRatio);
}
FLOAT fOut=fSpeed*32.0f;
// 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;
FLOAT3D vG=-vY;
// calculate color factor (for fade in/out)
FLOAT fColorFactor=CalculateRatio(tmNow, tmStart, tmStart+SD_LIFE, 0.25f, 0.1f);
FLOAT fSizeStretcher=CalculateRatio(tmNow, tmStart, tmStart+SD_LIFE, 0.25f, 0.1f)*2.0f;
INDEX ctVtx = avVertices.Count();
for( INDEX iVtx=0; iVtx<ctVtx; iVtx+=1)
{
INDEX iRnd=iVtx%CT_MAX_PARTICLES_TABLE;
FLOAT fRndPulseOffset=afStarsPositions[iRnd][0];
FLOAT fRndPulseSpeed=afStarsPositions[iRnd][1]*128.0f;
FLOAT fRndSize=afStarsPositions[iRnd][2];
FLOAT fPulser=1.0f-(fRatio*(1.0f+(Sin(fRatio*360.0f*fRndPulseSpeed+fRndPulseOffset*360.0f)))/2.0f);
UBYTE ubColor = UBYTE(CT_OPAQUE*fColorFactor*fPulser);
COLOR col=(ByteSwap(pcol[iRnd%255])&0xFFFFFF00)|ubColor;
COLOR colLighter=ByteSwap(pcolAdder[iIndex])&0xFFFFFF00;
col=AddColors(col,colLighter);
FLOAT3D vPos = avVertices[iVtx];
vPos-=vCenter;
FLOAT fX = (vPos%vX)*(1.0f+fOut);
FLOAT fY = (vPos%vY)*(1.0f+fOut/10.0f);
FLOAT fZ = (vPos%vZ)*(1.0f+fOut);
vPos = vX*fX+vY*fY+vZ*fZ+vCenter+vG*fGValue;
Particle_RenderSquare( vPos, (1.0f+fRndSize)*fSizeStretcher, 0, col);
}
// flush array
avVertices.PopAll();
// all done
Particle_Flush();
}
void Particles_DisappearDust( CEntity *pen, FLOAT fStretch, FLOAT fStartTime)
{
}
#define TM_GROWING_SWIRL_FX_LIFE 4.0f
#define TM_GROWING_SWIRL_TOTAL_LIFE 1.0f
#define TM_SWIRL_SPARK_LAUNCH 0.05f
void Particles_GrowingSwirl( CEntity *pen, FLOAT fStretch, FLOAT fStartTime)
{
Particle_PrepareTexture(&_toGrowingTwirl, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
FLOAT fFadeFX=CalculateRatio(tmNow, fStartTime, fStartTime+TM_GROWING_SWIRL_FX_LIFE, 0.1f, 0.2f);
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));
vX=vX*fStretch;
vY=vY*fStretch;
vZ=vZ*fStretch;
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector+vY*4.0f;
INDEX ctStars=(INDEX)(TM_GROWING_SWIRL_FX_LIFE/TM_SWIRL_SPARK_LAUNCH);
for(INDEX i=0; i<ctStars; i++)
{
//INDEX iRnd =(pen->en_ulID+i)%CT_MAX_PARTICLES_TABLE;
FLOAT fBirth = fStartTime+i*TM_SWIRL_SPARK_LAUNCH-2.0f;//+afTimeOffsets[i]*TM_SWIRL_SPARK_LAUNCH/0.25f;
FLOAT fT = tmNow-fBirth;
FLOAT fFade=CalculateRatio(fT, 0, TM_GROWING_SWIRL_TOTAL_LIFE, 0.1f, 0.2f);
if( fFade==0.0f) continue;
// apply time strech
fT *= 1/TM_GROWING_SWIRL_TOTAL_LIFE;
// get fraction part
fT = fT-int(fT);
FLOAT fR=fT*64.0f;
FLOAT fAng=fT*600.0f;
FLOAT3D vPos=vCenter+
vX*(fR*Sin(fAng))+
vZ*(fR*Cos(fAng));
FLOAT fSize=(1.0f+fT)*4.0f;
COLOR col = RGBToColor( 23, 112, 174);
UBYTE ubA=UBYTE(CT_OPAQUE*fFade*fFadeFX);
COLOR colCombined=(col&0xFFFFFF00)|ubA;
FLOAT fRot=fT*360.0f+afTimeOffsets[i]*360.0f;
Particle_RenderSquare( vPos, fSize, fRot, colCombined);
}
// all done
Particle_Flush();
}
void Particles_SniperResidue(CEntity *pen, FLOAT3D vSource, FLOAT3D vTarget)
{
Particle_PrepareTexture(&_toLightning, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
COLOR colColor;
FLOAT3D v1 = vSource;
FLOAT3D v2 = vTarget;
colColor = C_YELLOW|0xff;
for (INDEX i=1; i<24; i++) {
for (INDEX j=0; j<2; j++) {
Particle_RenderLine( v1, v2, 0.05f, colColor);
}
v1 = v2;
v2 = Lerp(vSource, vTarget, NormByteToFloat(i*255/24));
}
Particle_Flush();
}
void Particles_SummonerStaff(CEmiter &em)
{
/*
Particle_PrepareTexture(&_toSEStar01, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
*/
Particle_PrepareTexture(&_toStar01, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
CTextureData *pTD = (CTextureData *) _toSummonerStaffGradient.GetData();
ULONG *pcol=pTD->GetRowPointer(0); // flare rnd color
FLOAT fLerpFactor=_pTimer->GetLerpFactor();
for(INDEX i=0; i<em.em_aepParticles.Count(); i++)
{
const CEmittedParticle &ep=em.em_aepParticles[i];
if(ep.ep_tmEmitted<0) continue;
FLOAT3D vPos=Lerp(ep.ep_vLastPos, ep.ep_vPos, fLerpFactor);
FLOAT fRot=Lerp(ep.ep_fLastRot, ep.ep_fRot, fLerpFactor);
INDEX iIndex=(INDEX) Clamp((tmNow-ep.ep_tmEmitted)/(ep.ep_tmLife)*255.0f,0.0f,255.0f);
COLOR col=ByteSwap(pcol[iIndex]);
Particle_RenderSquare( vPos, 1.0f*ep.ep_fStretch, fRot, col);
}
// all done
Particle_Flush();
}
void Particles_AirElementalBlow(CEmiter &em)
{
Particle_PrepareTexture( &_toTwister, PBT_BLEND);
CTextureData *pTD = (CTextureData *) _toTwisterGradient.GetData();
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
FLOAT fLerpFactor=_pTimer->GetLerpFactor();
for(INDEX i=0; i<em.em_aepParticles.Count(); i++)
{
const CEmittedParticle &ep=em.em_aepParticles[i];
FLOAT fRatio=Clamp((tmNow-ep.ep_tmEmitted)/ep.ep_tmLife,0.0f,1.0f);
INDEX iRnd =INDEX(ep.ep_tmEmitted*123345)%CT_MAX_PARTICLES_TABLE;
INDEX iFrame=1+iRnd%3;
Particle_SetTexturePart( 128, 128, iFrame, 0);
if(ep.ep_tmEmitted<0) continue;
FLOAT3D vPos=Lerp(ep.ep_vLastPos, ep.ep_vPos, fLerpFactor);
FLOAT fRot=Lerp(ep.ep_fLastRot, ep.ep_fRot, fLerpFactor);
//COLOR col=LerpColor(ep.ep_colLastColor, ep.ep_colColor, fLerpFactor);
COLOR col = pTD->GetTexel(PIX((afStarsPositions[iRnd][2]+0.5f)*1024.0f), 0);
COLOR colA = pTD->GetTexel(PIX(ClampUp(fRatio*1024.0f, 1023.0f)), 0);
UBYTE ubA=UBYTE((colA&0xFF)*0.75f);
COLOR colCombined=(col&0xFFFFFF00)|ubA;
Particle_RenderSquare( vPos, (1.5f+1.5f*fRatio)*ep.ep_fStretch, fRot, colCombined);
}
// all done
Particle_Flush();
}
void Particles_AirElemental(CEntity *pen, FLOAT fStretch, FLOAT fFade, FLOAT tmDeath, COLOR colMultiply)
{
// fill array with absolute vertices of entity's model and its attached models
pen->GetModelVerticesAbsolute(avVertices, 0.0f, 0.0f);
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
// 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;
FLOAT3D vG=-vY;
FLOAT tmDying=ClampDn(tmNow-tmDeath, 0.0f);
FLOAT fSpeed=1.0f;
FLOAT fG=50.0f;
FLOAT fGValue=0.0f;
if( tmDying>0.0f)
{
fSpeed=(2.5f+log(2.0f*tmDying+0.22313016014842982893328047076401f))*2.0f;
fGValue=fG*((1.0f+tmDying)*(1.0f+tmDying)-1.0f);
}
Particle_PrepareTexture( &_toTwister, PBT_BLEND);
CTextureData *pTD = (CTextureData *) _toTwisterGradient.GetData();
INDEX ctVtx = avVertices.Count();
for( INDEX iVtx=0; iVtx<ctVtx; iVtx+=1)
{
INDEX iRnd =iVtx%CT_MAX_PARTICLES_TABLE;
FLOAT fSize=(1+afStarsPositions[iRnd][0]+0.5f)*2*fStretch;
INDEX iFrame=1+iRnd%7;
Particle_SetTexturePart( 128, 128, iFrame, 0);
FLOAT3D vRelPos = (avVertices[iVtx]-vCenter)*fSpeed;
FLOAT3D vPos = vCenter+vRelPos+vG*fGValue;
COLOR col = pTD->GetTexel(PIX((afStarsPositions[iRnd][2]+0.5f)*1024.0f), 0);
COLOR colA = CT_OPAQUE;
UBYTE ubA=UBYTE((colA&0xFF)*0.75f);
COLOR colCombined=(col&0xFFFFFF00)|ubA;
colCombined=MulColors(colCombined, colMultiply);
FLOAT fRndRot=Sgn(afStarsPositions[iRnd][0])*(Abs(afStarsPositions[iRnd][1])+1.0f)*360.0f*2;
if( iFrame>3)
{
fSize/=5.0f;
}
//fSize*=fSpeed;
Particle_RenderSquare( vPos, fSize, tmNow*fRndRot, colCombined);
}
avVertices.PopAll();
Particle_Sort();
Particle_Flush();
}
void Particles_MeteorTrail(CEntity *pen, FLOAT fStretch, FLOAT fLength, FLOAT3D vSpeed)
{
Particle_PrepareTexture( &_toMeteorTrail, PBT_ADD);
Particle_SetTexturePart( 1024, 2048, 0, 0);
//CTextureData *pTD = (CTextureData *) _toExplosionDebrisGradient.GetData();
FLOAT3D vPos0 = pen->GetLerpedPlacement().pl_PositionVector+vSpeed*0.05f;
FLOAT3D vPos1 = pen->GetLerpedPlacement().pl_PositionVector+vSpeed*0.05f-vSpeed*0.125f;
Particle_RenderLine( vPos1, vPos0, 3.0f, C_WHITE|CT_OPAQUE);
Particle_Flush();
}
#define TM_LEAVES_LIFE 5.0f
void Particles_Leaves(CEntity *penTree, FLOATaabbox3D boxSize, FLOAT3D vSource, FLOAT fDamagePower,
FLOAT fLaunchPower, FLOAT3D vGDir, FLOAT fGA, FLOAT tmStarted, COLOR colMax)
{
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
Particle_PrepareTexture( &_toTreeSprayTexture, PBT_BLEND);
FLOAT fT=(fNow-tmStarted);
FLOAT fRatio=(fNow-tmStarted)/TM_LEAVES_LIFE;
FLOAT3D vCenter = penTree->GetLerpedPlacement().pl_PositionVector;
FLOAT fBoxWidth=boxSize.Size()(1);
FLOAT fBoxHeight=boxSize.Size()(2);
FLOAT fBoxLength=boxSize.Size()(3);
UBYTE ubH,ubS,ubV;
ColorToHSV( colMax, ubH, ubS, ubV);
INDEX ctSprays=(INDEX) (128-Clamp(3.0f-fDamagePower,0.0f,3.0f)*32);
for( INDEX iSpray=0; iSpray<ctSprays; iSpray++)
{
INDEX iFrame=((int(tmStarted*100.0f))%8+iSpray)%8;
Particle_SetTexturePart( 256, 256, iFrame, 0);
FLOAT fFade=CalculateRatio( fRatio, 0, 1, 0, 0.2f);
INDEX iRnd1=(INDEX(iSpray+tmStarted*12356.789f))%CT_MAX_PARTICLES_TABLE;
INDEX iRnd2=(INDEX(iSpray+tmStarted*21341.789f))%CT_MAX_PARTICLES_TABLE;
INDEX iRnd3=(INDEX(iSpray+tmStarted*52672.789f))%CT_MAX_PARTICLES_TABLE;
INDEX iRnd4=(INDEX(iSpray+tmStarted*83652.458f))%CT_MAX_PARTICLES_TABLE;
FLOAT3D vLaunchSpeed= FLOAT3D(
afStarsPositions[iRnd1][0]*2.0f,
(afStarsPositions[iRnd1][1]+1.0f)*3.0f,
afStarsPositions[ iRnd1][2]*2.0f);
vLaunchSpeed=vLaunchSpeed.Normalize()*(1+afStarsPositions[iRnd3][0]*0.25f)*fLaunchPower;
FLOAT3D vPosRatio=FLOAT3D(
afStarsPositions[iRnd2][0]*0.6f,
0.6f+afStarsPositions[iRnd2][1]*0.4f,
afStarsPositions[iRnd2][2]*0.6f);
FLOAT3D vRelLaunchPos=FLOAT3D(
vPosRatio(1)*fBoxWidth,
vPosRatio(2)*fBoxHeight,
vPosRatio(3)*fBoxLength);
FLOAT3D vPos = vCenter+vRelLaunchPos+vLaunchSpeed*fT+vGDir*(fT*fT*fGA);
FLOAT fH=Clamp(ubH*(1.0f+afStarsPositions[iRnd4][1]*0.125f), 0.0f, 255.0f);
FLOAT fS=Clamp(ubS*(1.0f+afStarsPositions[iRnd4][2]*0.125f), 0.0f, 255.0f);
FLOAT fV=Clamp(ubV*(1.0f-(afStarsPositions[iRnd4][2]+0.5f)*0.25f), 0.0f, 255.0f);
COLOR colRnd=HSVToColor((UBYTE)fH,(UBYTE)fS,(UBYTE)fV);
UBYTE ubAlpha = UBYTE(CT_OPAQUE*fFade);
COLOR col = colRnd|ubAlpha;
FLOAT fSize=(afStarsPositions[iRnd3][0]+1.0f)*0.5f;
FLOAT fRotation=fT*afStarsPositions[iRnd3][1]*600.0f;
Particle_RenderSquare( vPos, fSize, fRotation, col);
}
// all done
Particle_Flush();
}
void Particles_LarvaEnergy(CEntity *pen, FLOAT3D vOffset)
{
Particle_PrepareTexture( &_toElectricitySparks, PBT_BLEND);
Particle_SetTexturePart( 512, 1024, 0, 0);
FLOAT3D vCenter = pen->GetLerpedPlacement().pl_PositionVector + vOffset;
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
FLOAT fLife = 0.5;
INDEX ctRendered = 0;
FLOAT tmDelta = fLife/CT_COLLECT_ENERGY_PARTICLES;
for( INDEX iVtx=0; iVtx<CT_COLLECT_ENERGY_PARTICLES; iVtx++)
{
FLOAT tmFakeStart = 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],afStarsPositions[iRnd][2]);
vRnd(1) *= 40.0f;
vRnd(2) *= 40.0f;
vRnd(3) *= 40.0f;
FLOAT3D vSource = vCenter+vRnd;
FLOAT3D vDestination = vCenter+vRnd*0.05f;
FLOAT3D vPos, vPos2;
// lerp position
vPos = Lerp( vSource, vDestination, fT);
FLOAT fT2 = Clamp(fT-0.125f-fT*fT*0.125f, 0.0f, 1.0f);
vPos2 = Lerp( vSource, vDestination, fT2);
UBYTE ubR = (UBYTE) (255);//+afStarsPositions[iRnd][1]*64;
UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);//223+afStarsPositions[iRnd][2]*64;
UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
UBYTE ubA = (UBYTE) (CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f)*255);
COLOR colLine = RGBToColor( ubR, ubG, ubB) | ubA;
FLOAT fSize = 0.125f;
Particle_RenderLine( vPos2, vPos, fSize, colLine);
ctRendered++;
}
// all done
Particle_Flush();
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));
Particle_PrepareTexture(&_toStar03, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT fStarLife=0.3f;
FLOAT tmDelta2 = 0.025f;
for( INDEX iStar=0; iStar<CT_PROJECTILE_SPAWN_STARS; iStar++)
{
FLOAT tmFakeStart = iStar*tmDelta2;
FLOAT fPassedTime = fNow-tmFakeStart;
// calculate fraction part
FLOAT fT=fPassedTime/fStarLife;
fT=fT-INDEX(fT);
//INDEX iRnd = iStar%CT_MAX_PARTICLES_TABLE;
FLOAT fRadius=2;
FLOAT3D vPos= vCenter+
vX*Sin(fT*360.0f)*fRadius+
vY*fT*2+
vZ*Cos(fT*360.0f)*fRadius;
//UBYTE ubR = (UBYTE) (255);
//UBYTE ubG = (UBYTE) (128+(1.0f-fT)*128);
// UBYTE ubB = (UBYTE) (16+afStarsPositions[iRnd][2]*32+(1.0f-fT)*64);
FLOAT fFader=CalculateRatio( fT, 0.0f, 1.0f, 0.4f, 0.01f);
FLOAT fPulser=(1.0f+(sin((fT*fT)/4.0f)))/2.0f;
UBYTE ubA = (UBYTE) (fFader*fPulser*255);
//COLOR colLine = RGBToColor( ubA, ubA, ubA) | CT_OPAQUE;
FLOAT fSize = 2;
Particle_RenderSquare( vPos, fSize, 0.0f, C_ORANGE|ubA);
ctRendered++;
}
// all done
Particle_Flush();
}
void Particles_AirElemental_Comp(CModelObject *mo, FLOAT fStretch, FLOAT fFade, CPlacement3D pl)
{
CPlacement3D plPlacement = pl;
// calculate rotation matrix
FLOATmatrix3D mRotation;
MakeRotationMatrixFast(mRotation, plPlacement.pl_OrientationAngle);
mo->GetModelVertices( avVertices, mRotation, plPlacement.pl_PositionVector, 0.0f, 0.0f);
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
// get entity position and orientation
const FLOATmatrix3D &m = mRotation;
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 = plPlacement.pl_PositionVector;
FLOAT3D vG=-vY;
FLOAT fSpeed=1.0f;
//FLOAT fG=50.0f;
FLOAT fGValue=0.0f;
Particle_PrepareTexture( &_toTwister, PBT_BLEND);
CTextureData *pTD = (CTextureData *) _toTwisterGradient.GetData();
INDEX ctVtx = avVertices.Count();
for( INDEX iVtx=0; iVtx<ctVtx; iVtx+=1)
{
INDEX iRnd =iVtx%CT_MAX_PARTICLES_TABLE;
FLOAT fSize=(1+afStarsPositions[iRnd][0]+0.5f)*2*fStretch;
INDEX iFrame=1+iRnd%7;
Particle_SetTexturePart( 128, 128, iFrame, 0);
FLOAT3D vRelPos = (avVertices[iVtx]-vCenter)*fSpeed;
FLOAT3D vPos = vCenter+vRelPos+vG*fGValue;
COLOR col = pTD->GetTexel(PIX((afStarsPositions[iRnd][2]+0.5f)*1024.0f), 0);
COLOR colA = CT_OPAQUE;
UBYTE ubA=UBYTE((colA&0xFF)*0.75f);
col = col&0xff000000;
COLOR colCombined=(col&0xFFFFFF00)|ubA;
FLOAT fRndRot=Sgn(afStarsPositions[iRnd][0])*(Abs(afStarsPositions[iRnd][1])+1.0f)*360.0f*2;
if( iFrame>3)
{
fSize/=5.0f;
}
//fSize*=fSpeed;
Particle_RenderSquare( vPos, fSize, tmNow*fRndRot, colCombined);
}
avVertices.PopAll();
Particle_Sort();
Particle_Flush();
}
void Particles_ModelGlow( CEntity *pen, FLOAT tmEnd, enum ParticleTexture ptTexture, FLOAT fSize, FLOAT iVtxStep, FLOAT fAnimSpd, COLOR iCol)
{
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
FLOAT fMipFactor = Particle_GetMipFactor();
BOOL bVisible = pen->en_pmoModelObject->IsModelVisible( fMipFactor);
if( !bVisible) return;
SetupParticleTextureWithAddAlpha( ptTexture );
// fill array with absolute vertices of entity's model and its attached models
pen->GetModelVerticesAbsolute(avVertices, fAnimSpd*(1.0f-0.5f*Sin(300.0f*tmNow)), 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;
UBYTE ubCol=255;
if((tmEnd-tmNow)<5.0f)
{
ubCol = FloatToInt(255.0f*(0.5f-0.5f*cos((tmEnd-tmNow)*(9.0f*3.1415927f/5.0f))));
}
INDEX ctVtx = avVertices.Count();
for( INDEX iVtx=0; iVtx<ctVtx-1; iVtx+=(INDEX)iVtxStep)
{
INDEX iRnd=iVtx%CT_MAX_PARTICLES_TABLE;
FLOAT fRndSize=afStarsPositions[iRnd][2];
FLOAT3D vPos = avVertices[iVtx];
Particle_RenderSquare( vPos, (1.0f+fRndSize)*fSize, 0, iCol|ubCol);
}
// flush array
avVertices.PopAll();
// all done
Particle_Flush();
}
void Particles_ModelGlow2( CModelObject *mo, CPlacement3D pl, FLOAT tmEnd, enum ParticleTexture ptTexture, FLOAT fSize, FLOAT iVtxStep, FLOAT fAnimSpd, COLOR iCol)
{
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
SetupParticleTextureWithAddAlpha( ptTexture );
CPlacement3D plPlacement = pl;
// fill array with absolute vertices of entity's model and its attached models
FLOATmatrix3D mRotation;
MakeRotationMatrixFast(mRotation, plPlacement.pl_OrientationAngle);
mo->GetModelVertices(avVertices, mRotation, plPlacement.pl_PositionVector, fAnimSpd*(1.0f-0.5f*Sin(300.0f*tmNow)), 0.0f);
// get entity position and orientation
const FLOATmatrix3D &m = mRotation;
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 = plPlacement.pl_PositionVector;
UBYTE ubCol=255;
if((tmEnd-tmNow)<5.0f)
{
ubCol = FloatToInt(255.0f*(0.5f-0.5f*cos((tmEnd-tmNow)*(9.0f*3.1415927f/5.0f))));
}
INDEX ctVtx = avVertices.Count();
for( INDEX iVtx=0; iVtx<ctVtx-1; iVtx+=(INDEX)iVtxStep)
{
INDEX iRnd=iVtx%CT_MAX_PARTICLES_TABLE;
FLOAT fRndSize=afStarsPositions[iRnd][2];
FLOAT3D vPos = avVertices[iVtx];
Particle_RenderSquare( vPos, (1.0f+fRndSize)*fSize, 0, iCol|ubCol);
}
// flush array
avVertices.PopAll();
// all done
Particle_Flush();
}
void Particles_RunAfterBurner(CEntity *pen, FLOAT tmEnd, FLOAT fStretch, INDEX iGradientType)
{
FLOAT3D vGDir = ((CMovableEntity *)pen)->en_vGravityDir;
FLOAT fGA = ((CMovableEntity *)pen)->en_fGravityA;
CLastPositions *plp = pen->GetLastPositions(CT_AFTERBURNER_SMOKES);
Particle_PrepareTexture(&_toAfterBurner, PBT_BLEND);
CTextureData *pTD;
switch( iGradientType)
{
case 0:
default:
pTD=(CTextureData *) _toAfterBurnerGradient.GetData();
break;
case 1:
pTD=(CTextureData *) _toAfterBurnerGradientBlue.GetData();
break;
case 2:
pTD=(CTextureData *) _toAfterBurnerGradientMeteor.GetData();
break;
}
const FLOAT3D *pvPos1;
const FLOAT3D *pvPos2 = &plp->GetPosition(plp->lp_ctUsed-1);
//ULONG *pcolFlare=pTD->GetRowPointer(0); // flare color
ULONG *pcolExp=pTD->GetRowPointer(1); // explosion color
ULONG *pcolSmoke=pTD->GetRowPointer(2); // smoke color
FLOAT aFlare_sol[256], aFlare_vol[256], aFlare_wol[256], aFlare_rol[256];
FLOAT aExp_sol[256], aExp_vol[256], aExp_wol[256], aExp_rol[256];
FLOAT aSmoke_sol[256], aSmoke_vol[256], aSmoke_rol[256];
pTD->FetchRow( 4, aFlare_sol);
pTD->FetchRow( 5, aFlare_vol);
pTD->FetchRow( 6, aFlare_wol);
pTD->FetchRow( 7, aFlare_rol);
pTD->FetchRow( 8, aExp_sol);
pTD->FetchRow( 9, aExp_vol);
pTD->FetchRow(10, aExp_wol);
pTD->FetchRow(11, aExp_rol);
pTD->FetchRow(12, aSmoke_sol);
pTD->FetchRow(13, aSmoke_vol);
pTD->FetchRow(14, aSmoke_rol);
FLOAT fNow = _pTimer->GetLerpedCurrentTick();
FLOAT fColMul=1.0f;
UBYTE ubColMul=255;
if( (tmEnd-fNow)<6.0f)
{
fColMul = (tmEnd-fNow)/6.0f;
ubColMul = (UBYTE) (255.0f*fColMul);
}
//UBYTE ubColMul=UBYTE(CT_OPAQUE*fColMul);
//COLOR colMul=RGBAToColor(ubColMul,ubColMul,ubColMul,ubColMul);
COLOR col;
for(INDEX iPos = plp->lp_ctUsed-1; iPos>=1; iPos--)
{
pvPos1 = pvPos2;
pvPos2 = &plp->GetPosition(iPos);
if( *pvPos1==*pvPos2) continue;
FLOAT fT=(iPos+_pTimer->GetLerpFactor())*_pTimer->TickQuantum;
FLOAT fRatio=fT/(CT_AFTERBURNER_SMOKES*_pTimer->TickQuantum);
INDEX iIndex=(INDEX) (fRatio*255);
INDEX iRnd=(INDEX)(size_t(pvPos1)%CT_MAX_PARTICLES_TABLE);
// smoke
FLOAT3D vPosS = *pvPos1;
Particle_SetTexturePart( 512, 512, 1, 0);
FLOAT fAngleS = afStarsPositions[iRnd][1]*360.0f+fT*120.0f*afStarsPositions[iRnd][2];
FLOAT fSizeS = (0.5f+aSmoke_sol[iIndex]*2.5f)*fStretch;
FLOAT3D vVelocityS=FLOAT3D(afStarsPositions[iRnd][1],
afStarsPositions[iRnd][2],
afStarsPositions[iRnd][0])*5.0f;
vPosS=vPosS+vVelocityS*fT+vGDir*fGA/2.0f*(fT*fT)/32.0f;
col = ByteSwap(pcolSmoke[iIndex]);
col = (col&0xffffff00)|((col&0x000000ff)*ubColMul/255);
Particle_RenderSquare( vPosS, fSizeS, fAngleS, col);
// explosion
FLOAT3D vPosE = (*pvPos1+*pvPos2)/2.0f;//Lerp(*pvPos1, *pvPos2, _pTimer->GetLerpFactor());
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT fAngleE = afStarsPositions[iRnd][0]*360.0f;//+fT*360.0f;
FLOAT fSizeE = (0.5f+aExp_sol[iIndex]*2.0f)*fStretch;
FLOAT3D vVelocityE=FLOAT3D(afStarsPositions[iRnd][0],
afStarsPositions[iRnd][1],
afStarsPositions[iRnd][2])*3.0f;
vPosE=vPosE+vVelocityE*fT+vGDir*fGA/2.0f*(fT*fT)/32.0f;
col = ByteSwap(pcolExp[iIndex]);
col = (col&0xffffff00)|((col&0x000000ff)*ubColMul/255);
Particle_RenderSquare( vPosE, fSizeE, fAngleE, col);
}
// all done
Particle_Flush();
if( IsOfClass(pen, "PyramidSpaceShip")) return;
Particle_PrepareTexture(&_toAfterBurnerHead, PBT_ADDALPHA);
Particle_SetTexturePart( 1024, 1024, 0, 0);
INDEX ctParticles=CT_AFTERBURNER_HEAD_POSITIONS;//Min(CT_AFTERBURNER_HEAD_POSITIONS,plp->lp_ctUsed-1);
pvPos1 = &plp->GetPosition(ctParticles-1);
for(INDEX iFlare=ctParticles-2; iFlare>=0; iFlare--)
{
pvPos2 = pvPos1;
pvPos1 = &plp->GetPosition(iFlare);
if( *pvPos1==*pvPos2) continue;
for (INDEX iInter=CT_AFTERBURNER_HEAD_INTERPOSITIONS-1; iInter>=0; iInter--)
{
FLOAT fT=(iFlare+_pTimer->GetLerpFactor()+iInter*1.0f/CT_AFTERBURNER_HEAD_INTERPOSITIONS)*_pTimer->TickQuantum;
FLOAT fRatio=fT/(ctParticles*_pTimer->TickQuantum);
INDEX iIndex=(INDEX) (fRatio*255);
FLOAT fSize = (aFlare_sol[iIndex]*2.0f)*fStretch;
FLOAT3D vPos = Lerp(*pvPos1, *pvPos2, iInter*1.0f/CT_AFTERBURNER_HEAD_INTERPOSITIONS);
FLOAT fAngle = afStarsPositions[iInter][0]*360.0f+fRatio*360.0f;
Particle_RenderSquare( vPos, fSize, fAngle, C_WHITE|ubColMul);
}
}
// all done
Particle_Flush();
}
void Particles_Fireworks01(CEmiter &em)
{
Particle_PrepareTexture(&_toStar01, PBT_ADDALPHA);
Particle_SetTexturePart( 512, 512, 0, 0);
FLOAT tmNow = _pTimer->GetLerpedCurrentTick();
CTextureData *pTD = (CTextureData *) _toFireworks01Gradient.GetData();
ULONG *pcol=pTD->GetRowPointer(em.em_iGlobal);
FLOAT fLerpFactor=_pTimer->GetLerpFactor();
for(INDEX i=0; i<em.em_aepParticles.Count(); i++)
{
const CEmittedParticle &ep=em.em_aepParticles[i];
if(ep.ep_tmEmitted<0) continue;
FLOAT3D vPos=Lerp(ep.ep_vLastPos, ep.ep_vPos, fLerpFactor);
FLOAT fRot=Lerp(ep.ep_fLastRot, ep.ep_fRot, fLerpFactor);
INDEX iIndex=INDEX((tmNow-ep.ep_tmEmitted)*2.0f/(ep.ep_tmLife)*255.0f)%255;
COLOR col=MulColors(ByteSwap(pcol[iIndex]), MulColors(ep.ep_colColor, em.em_colGlobal));
Particle_RenderSquare( vPos, ep.ep_fStretch, fRot, col);
}
// all done
Particle_Flush();
}