Serious-Engine/Sources/Entities/Common/Particles.cpp
Daniel Gibson b64df456b6 Fix TFE warnings and lots of unused variable warnings
.. still, didn't look at unused variable warnings from *.es because
so many are generated.
2016-05-09 18:51:04 +02:00

2989 lines
109 KiB
C++

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