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ParticleRenderer.cpp from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2004
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <graph/ParticleRenderer.h>
#include <graph/Particle.h>
#include <sprites/ExplosionTextures.h>
#include <sprites/DebrisActionRenderer.h>
#include <sprites/SmokeActionRenderer.h>
#include <sprites/NapalmRenderer.h>
#include <sprites/ExplosionNukeRenderer.h>
#include <sprites/WallActionRenderer.h>
#include <landscape/Landscape.h>
#include <landscapemap/LandscapeMaps.h>
#include <landscape/ShadowMap.h>
#include <client/ScorchedClient.h>
#include <GLEXT/GLState.h>
#include <GLEXT/GLCamera.h>
#include <GLEXT/GLCameraFrustum.h>
#include <GLEXT/GLInfo.h>
#include <common/Defines.h>
#include <math.h>

ParticleRendererPoints *ParticleRendererPoints::getInstance()
{
	static ParticleRendererPoints instance_;
	return &instance_;
}

void ParticleRendererPoints::simulateParticle(Particle &particle, float time)
{
}

void ParticleRendererPoints::renderParticle(Particle &particle)
{
	GLState state(GLState::TEXTURE_OFF);
	glPointSize(4.0f);
	glColor4f(
		particle.color_[0],
		particle.color_[1],
		particle.color_[2], 
		particle.alpha_);
	glBegin(GL_POINTS);
		glVertex3fv(particle.position_);
	glEnd();
	glPointSize(1.0f);
}

ParticleRendererQuads *ParticleRendererQuads::getInstance()
{
	static ParticleRendererQuads instance_;
	return &instance_;
}

void ParticleRendererQuads::simulateParticle(Particle &particle, float time)
{
}

void ParticleRendererQuads::renderParticle(Particle &particle)
{
	if (!particle.texture_ && !particle.textureSet_) return;

	if (particle.textureSet_)
	{
		int tex = int((particle.textureSet_->getNoTextures() - 1) * particle.percent_);
		tex = MIN(MAX(tex, 0), particle.textureSet_->getNoTextures() - 1);
		GLTexture *texture = particle.textureSet_->getTexture(tex);
		texture->draw();
	}
	else
	{
		particle.texture_->draw();
	}

	GLCameraFrustum::instance()->drawBilboard(
		particle.position_, particle.color_, particle.alpha_,
		particle.size_[0], particle.size_[1], particle.additiveTexture_, 
		particle.textureCoord_);

	// Add a shadow of the smoke on the ground
	float posX = particle.position_[0];
	float posY = particle.position_[1];
	float posZ = particle.position_[2];
	if (particle.shadow_)
	{
		float aboveGround =
			posZ - ScorchedClient::instance()->getLandscapeMaps().
			getGroundMaps().getHeight(
			int(posX), int(posY));
		float smokeAlpha = particle.alpha_ + .2f; 
		if (smokeAlpha > 1.0f) smokeAlpha = 1.0f;
		Landscape::instance()->getShadowMap().
			addCircle(posX, posY, 
			(particle.size_[0] * aboveGround) / 10.0f, smokeAlpha);
	}

	GLInfo::addNoTriangles(2);
}

ParticleRendererDebris *ParticleRendererDebris::getInstance()
{
	static ParticleRendererDebris instance_;
	return &instance_;
}

void ParticleRendererDebris::renderParticle(Particle &particle)
{
	DebrisActionRenderer *renderer = (DebrisActionRenderer *)
		particle.userData_;
	renderer->draw(particle.position_);
}

void ParticleRendererDebris::simulateParticle(Particle &particle, float time)
{
	DebrisActionRenderer *renderer = (DebrisActionRenderer *)
		particle.userData_;
	renderer->simulate(time);	
}

ParticleRendererSmoke *ParticleRendererSmoke::getInstance()
{
	static ParticleRendererSmoke instance_;
	return &instance_;
}

void ParticleRendererSmoke::renderParticle(Particle &particle)
{
}

void ParticleRendererSmoke::simulateParticle(Particle &particle, float time)
{
	SmokeActionRenderer *renderer = (SmokeActionRenderer *)
		particle.userData_;
}

ParticleRendererNapalm *ParticleRendererNapalm::getInstance()
{
	static ParticleRendererNapalm instance_;
	return &instance_;
}

void ParticleRendererNapalm::renderParticle(Particle &particle)
{
	NapalmRenderer *renderer = (NapalmRenderer *)
		particle.userData_;
	renderer->draw(&particle);
	ParticleRendererQuads::getInstance()->renderParticle(particle);
}

void ParticleRendererNapalm::simulateParticle(Particle &particle, float time)
{
	NapalmRenderer *renderer = (NapalmRenderer *)
		particle.userData_;
	renderer->simulate(&particle, time);
}

ParticleRendererMushroom *ParticleRendererMushroom::getInstance()
{
	static ParticleRendererMushroom instance_;
	return &instance_;
}

void ParticleRendererMushroom::renderParticle(Particle &particle)
{
	ExplosionNukeRendererEntry *renderer = (ExplosionNukeRendererEntry *)
		particle.userData_;

	Vector oldPosition = particle.position_;
	bool shadow = particle.shadow_;

	particle.shadow_ = false;
	particle.position_[0] = oldPosition[0];
	particle.position_[1] = oldPosition[1] + 
		getFastSin(renderer->getCloudRotation() + 2.0f) * 2.0f;
	particle.position_[2] = oldPosition[2] + 
		getFastCos(renderer->getCloudRotation() + 2.0f) * 2.0f;
	ParticleRendererQuads::getInstance()->renderParticle(particle);

	particle.shadow_ = false;
	particle.position_[0] = oldPosition[0];
	particle.position_[1] = oldPosition[1] + 
		getFastSin(renderer->getCloudRotation() + 4.0f) * 2.0f;
	particle.position_[2] = oldPosition[2] + 
		getFastCos(renderer->getCloudRotation() + 4.0f) * 2.0f;
	ParticleRendererQuads::getInstance()->renderParticle(particle);

	particle.shadow_ = shadow;
	particle.position_[0] = oldPosition[0];
	particle.position_[1] = oldPosition[1] + 
		getFastSin(renderer->getCloudRotation()) * 2.0f;
	particle.position_[2] = oldPosition[2] + 
		getFastCos(renderer->getCloudRotation()) * 2.0f;
	ParticleRendererQuads::getInstance()->renderParticle(particle);

	particle.position_ = oldPosition;
	particle.shadow_ = shadow;
}

void ParticleRendererMushroom::simulateParticle(Particle &particle, float time)
{
	ExplosionNukeRendererEntry *renderer = (ExplosionNukeRendererEntry *)
		particle.userData_;
	renderer->simulate(&particle, time);
}

ParticleRendererRain *ParticleRendererRain::getInstance()
{
	static ParticleRendererRain instance_;
	return &instance_;
}

void ParticleRendererRain::renderParticle(Particle &particle)
{
	ParticleRendererQuads::getInstance()->renderParticle(particle);
}

void ParticleRendererRain::simulateParticle(Particle &particle, float time)
{
	if (particle.position_[2] < 0.0f)
	{
		particle.life_ = 0.0f;
		return;
	}

	Vector &cameraPos = particle.engine_->getCamera()->getCurrentPos();
	Vector &cameraTarget = particle.engine_->getCamera()->getLookAt();
	Vector cameraDirection = (cameraTarget - cameraPos).Normalize();

	// Size
	particle.size_[0] = 0.1f;
	particle.size_[1] = 1.0f - fabsf(cameraDirection[2]) + 0.1f;

	// Alpha
	const float MaxDist = 200.0f * 200.0f;
	float alpha = 0.0f;
	if (particle.distance_ < MaxDist)
	{
		alpha = 0.7f * (1.0f - (particle.distance_ / MaxDist));
	}
	particle.alpha_ = alpha;

	// Distance
	float distanceX = cameraPos[0] - particle.position_[0];
	float distanceY = cameraPos[1] - particle.position_[1];
	/*if (distanceX > 100.0f)
	{
		particle.position_[0] = -100.0f + distanceX - 100.0f;
	}
	else if (distanceX < -100.0f)
	{
		particle.position_[0] = 100.0f + distanceX + 100.0f;
	} 

	if (distanceY > 100.0f)
	{
		particle.position_[1] = -100.0f + distanceY - 100.0f;
	}
	else if (distanceY < -100.0f)
	{
		particle.position_[1] = 100.0f + distanceY + 100.0f;
	}*/
}

ParticleRendererSnow *ParticleRendererSnow::getInstance()
{
	static ParticleRendererSnow instance_;
	return &instance_;
}

void ParticleRendererSnow::renderParticle(Particle &particle)
{
	ParticleRendererQuads::getInstance()->renderParticle(particle);
}

void ParticleRendererSnow::simulateParticle(Particle &particle, float time)
{
	if (particle.position_[2] < 0.0f)
	{
		particle.life_ = 0.0f;
		return;
	}

	// Alpha
	const float MaxDist = 200.0f * 200.0f;
	float alpha = 0.0f;
	if (particle.distance_ < MaxDist)
	{
		alpha = 0.7f * (1.0f - (particle.distance_ / MaxDist));
	}
	particle.alpha_ = alpha;
}

ParticleRendererWall *ParticleRendererWall::getInstance()
{
	static ParticleRendererWall instance_;
	return &instance_;
}

void ParticleRendererWall::renderParticle(Particle &particle)
{
	WallActionRenderer *renderer = (WallActionRenderer *)
		particle.userData_;
	renderer->draw();
}

void ParticleRendererWall::simulateParticle(Particle &particle, float time)
{
	WallActionRenderer *renderer = (WallActionRenderer *)
		particle.userData_;
	renderer->simulate(time);
}




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  Display.cpp
  Display.h
  FrameLimiter.cpp
  FrameLimiter.h
  FrameTimer.cpp
  FrameTimer.h
  GLSetup.cpp
  GLSetup.h
  Gamma.cpp
  Gamma.h
  ImageStore.cpp
  ImageStore.h
  Main2DCamera.cpp
  Main2DCamera.h
  MainCamera.cpp
  MainCamera.h
  ModelRenderer.cpp
  ModelRenderer.h
  ModelRendererMesh.cpp
  ModelRendererMesh.h
  ModelRendererSimulator.cpp
  ModelRendererSimulator.h
  ModelRendererStore.cpp
  ModelRendererStore.h
  ModelRendererTree.cpp
  ModelRendererTree.h
  Mouse.cpp
  Mouse.h
  OptionsDisplay.cpp
  OptionsDisplay.h
  OptionsDisplayConsole.cpp
  OptionsDisplayConsole.h
  Particle.cpp
  Particle.h
  ParticleEmitter.cpp
  ParticleEmitter.h
  ParticleEngine.cpp
  ParticleEngine.h
  ParticleRenderer.cpp
  ParticleRenderer.h
  ShotCountDown.cpp
  ShotCountDown.h
  SoftwareMouse.cpp
  SoftwareMouse.h
  SpeedChange.cpp
  SpeedChange.h
  TargetCamera.cpp
  TargetCamera.h
  TextureStore.cpp
  TextureStore.h
  TutorialFile.cpp
  TutorialFile.h