First commit of CSprite, CParticle and CParticleEmitter classes
This was SVN commit r173.
This commit is contained in:
parent
bc223f487b
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64
source/terrain/Particle.cpp
Executable file
64
source/terrain/Particle.cpp
Executable file
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//***********************************************************
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//
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// Name: Particle.cpp
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// Last Update: 03/04/04
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// Author: Ben Vinegar
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//
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// Description: Particle class implementation
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//
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//***********************************************************
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#include "Particle.h"
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#include "time.h"
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#include "ogl.h"
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#include <assert.h>
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CParticle::CParticle() :
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m_duration(0.0f),
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m_timeElapsedTotal(0.0f),
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m_position(0.0f, 0.0f, 0.0f),
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m_velocity(0.0f, 0.0f, 0.0f),
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m_gravity(0.0f, 0.0f, 0.0f) {
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m_timeOfLastFrame = get_time();
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// default white colour
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m_colour[0] = m_colour[1] = m_colour[2] = m_colour[3] = 1.0f;
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}
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CParticle::~CParticle() {
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}
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void CParticle::Init() {
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// calculate colour increment per second in order to fade to black
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m_colourInc[0] = - (m_colour[0] / m_duration);
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m_colourInc[1] = - (m_colour[1] / m_duration);
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m_colourInc[2] = - (m_colour[2] / m_duration);
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}
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void CParticle::Frame() {
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Update();
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Render();
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}
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void CParticle::Render() {
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assert(m_sprite);
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m_sprite->SetColour(m_colour);
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m_sprite->SetTranslation(m_position);
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m_sprite->Render();
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}
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void CParticle::Update() {
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float timeElapsed = float(get_time() - m_timeOfLastFrame);
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m_velocity += m_gravity * timeElapsed;
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m_position += m_velocity * timeElapsed;
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// fade colour
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m_colour[0] += m_colourInc[0] * timeElapsed;
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m_colour[1] += m_colourInc[1] * timeElapsed;
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m_colour[2] += m_colourInc[2] * timeElapsed;
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m_timeOfLastFrame = get_time();
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m_timeElapsedTotal += timeElapsed;
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}
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46
source/terrain/Particle.h
Executable file
46
source/terrain/Particle.h
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//***********************************************************
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//
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// Name: Particle.h
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// Last Update: 03/04/04
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// Author: Ben Vinegar
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//
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// Description: Particle class header
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//
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//***********************************************************
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#ifndef PARTICLE_H
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#define PARTICLE_H
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#include "Vector3D.h"
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#include "Sprite.h"
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class CParticle {
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public:
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CParticle();
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~CParticle();
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// necessary pre-processing immediately before first update call
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void Init();
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void Frame();
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void Update();
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void Render();
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void SetColour(float r, float g, float b, float a);
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CSprite * m_sprite;
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float m_duration;
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double m_timeOfLastFrame;
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double m_timeElapsedTotal;
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CVector3D m_position;
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CVector3D m_velocity;
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CVector3D m_gravity;
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float m_colour[4];
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float m_colourInc[3];
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};
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#endif // PARTICLE_H
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236
source/terrain/ParticleEmitter.cpp
Executable file
236
source/terrain/ParticleEmitter.cpp
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//***********************************************************
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//
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// Name: ParticleEmitter.cpp
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// Last Update: 03/02/04
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// Author: Ben Vinegar
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//
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// Description: Particle class header
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//
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//
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// To-do: - estimate particles to release / second
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// - randomness, range still needs to be implemented
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// - colour issues
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//***********************************************************
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#include "ParticleEmitter.h"
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#include "time.h"
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#include "ogl.h"
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#include <stdlib.h>
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CParticleEmitter::CParticleEmitter() :
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m_particles(NULL),
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m_origin(0.0f, 0.0f, 0.0f),
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m_originSpread(0.0f, 0.0f, 0.0f),
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m_velocity(0.0f, 0.0f, 0.0f),
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m_velocitySpread(0.0f, 0.0f, 0.0f),
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m_gravity(0.0f, 0.0f, 0.0f),
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m_maxParticles(0),
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m_minParticles(0),
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m_numParticles(0),
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m_maxLifetime(0),
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m_minLifetime(0),
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m_timeOfLastFrame(0.0f),
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m_timeSinceLastEmit(0.0f) {
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m_particles.clear();
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}
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CParticleEmitter::~CParticleEmitter() {
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}
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void CParticleEmitter::Frame() {
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Update();
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Render();
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}
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void CParticleEmitter::Render() {
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glAlphaFunc(GL_GREATER, 0.0f);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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vector<CParticle *>::iterator itor = m_particles.begin();
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while (itor != m_particles.end()) {
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CParticle * curParticle = (*itor);
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curParticle->Frame();
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++itor;
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}
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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void CParticleEmitter::Update() {
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float timeElapsed = get_time() - m_timeOfLastFrame;
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// update existing particles
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vector<CParticle *>::iterator itor = m_particles.begin();
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while (itor != m_particles.end()) {
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CParticle * curParticle = (*itor);
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curParticle->Update();
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// destroy particle if it has lived beyond its duration
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if (curParticle->m_timeElapsedTotal >= curParticle->m_duration) {
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m_particles.erase(itor);
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delete curParticle;
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--m_numParticles;
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}
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++itor;
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}
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float secondsPerEmit = 1 / (m_minParticles / m_minLifetime);
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if (m_timeSinceLastEmit > secondsPerEmit) {
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int duration;
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CVector3D position, velocity;
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float colour[4];
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bool moreParticlesToEmit = true;
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while (moreParticlesToEmit) {
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CParticle * newParticle = new CParticle();
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// calculate particle duration
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duration = m_minLifetime;
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duration += (rand() % (int)((m_maxLifetime - m_minLifetime) * 1000.0f + 1)) / 1000.0f;
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newParticle->m_duration = duration;
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// calculate particle start position from spread
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position = m_origin;
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position.X += (rand() % (int)(m_originSpread.X * 2000.0f + 1)) / 1000.0f - m_originSpread.X;
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position.Y += (rand() % (int)(m_originSpread.Y * 2000.0f + 1)) / 1000.0f - m_originSpread.Y;
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position.Z += (rand() % (int)(m_originSpread.Z * 2000.0f + 1)) / 1000.0f - m_originSpread.Z;
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newParticle->m_position = position;
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// calculate particle velocity from spread
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velocity = m_velocity;
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velocity.X += (rand() % (int)(m_velocitySpread.X * 2000.0f + 1)) / 1000.0f - m_velocitySpread.X;
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velocity.Y += (rand() % (int)(m_velocitySpread.Y * 2000.0f + 1)) / 1000.0f - m_velocitySpread.Y;
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velocity.Z += (rand() % (int)(m_velocitySpread.Z * 2000.0f + 1)) / 1000.0f - m_velocitySpread.Z;
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newParticle->m_velocity = velocity;
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newParticle->m_gravity = m_gravity;
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// calculate and assign colour
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memcpy(colour, m_startColour, sizeof(float) * 4);
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colour[0] += (rand() % (int)((m_endColour[0] - m_startColour[0]) * 1000.0f + 1)) / 1000.0f;
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colour[1] += (rand() % (int)((m_endColour[1] - m_startColour[1]) * 1000.0f + 1)) / 1000.0f;
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colour[2] += (rand() % (int)((m_endColour[2] - m_startColour[2]) * 1000.0f + 1)) / 1000.0f;
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colour[3] += (rand() % (int)((m_endColour[3] - m_startColour[3]) * 1000.0f + 1)) / 1000.0f;
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memcpy(newParticle->m_colour, colour, sizeof(float) * 4);
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// assign sprite
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newParticle->m_sprite = m_sprite;
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// final pre-processing init call
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newParticle->Init();
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// add to vector of particles
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m_particles.push_back(newParticle);
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timeElapsed -= secondsPerEmit;
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if (timeElapsed < secondsPerEmit) {
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moreParticlesToEmit = false;
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}
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++m_numParticles;
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}
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m_timeSinceLastEmit = 0.0f;
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}
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else
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m_timeSinceLastEmit += timeElapsed;
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m_timeOfLastFrame = get_time();
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}
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void CParticleEmitter::SetSprite(CSprite * sprite) {
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m_sprite = sprite;
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}
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void CParticleEmitter::SetOrigin(CVector3D origin) {
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m_origin = origin;
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}
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void CParticleEmitter::SetOrigin(float x, float y, float z) {
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m_origin.X = x;
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m_origin.Y = y;
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m_origin.Z = z;
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}
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void CParticleEmitter::SetOriginSpread(CVector3D spread) {
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m_originSpread = spread;
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}
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void CParticleEmitter::SetOriginSpread(float x, float y, float z) {
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m_originSpread.X = x;
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m_originSpread.Y = y;
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m_originSpread.Z = z;
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}
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void CParticleEmitter::SetGravity(CVector3D gravity) {
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m_gravity = gravity;
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}
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void CParticleEmitter::SetGravity(float x, float y, float z) {
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m_gravity.X = x;
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m_gravity.Y = y;
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m_gravity.Z = z;
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}
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void CParticleEmitter::SetVelocity(CVector3D velocity) {
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m_velocity = velocity;
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}
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void CParticleEmitter::SetVelocity(float x, float y, float z) {
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m_velocity.X = x;
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m_velocity.Y = y;
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m_velocity.Z = z;
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}
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void CParticleEmitter::SetVelocitySpread(CVector3D spread) {
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m_velocitySpread = spread;
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}
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void CParticleEmitter::SetVelocitySpread(float x, float y, float z) {
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m_velocitySpread.X = x;
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m_velocitySpread.Y = y;
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m_velocitySpread.Z = z;
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}
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void CParticleEmitter::SetStartColour(float r, float g, float b, float a) {
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m_startColour[0] = r;
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m_startColour[1] = g;
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m_startColour[2] = b;
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m_startColour[3] = a;
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}
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void CParticleEmitter::SetEndColour(float r, float g, float b, float a) {
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m_endColour[0] = r;
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m_endColour[1] = g;
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m_endColour[2] = b;
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m_endColour[3] = a;
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}
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void CParticleEmitter::SetMaxLifetime(double maxLife) {
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m_maxLifetime = maxLife;
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}
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void CParticleEmitter::SetMinLifetime(double minLife) {
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m_minLifetime = minLife;
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}
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void CParticleEmitter::SetMaxParticles(int maxParticles) {
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m_maxParticles = maxParticles;
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}
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void CParticleEmitter::SetMinParticles(int minParticles) {
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m_minParticles = minParticles;
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}
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92
source/terrain/ParticleEmitter.h
Executable file
92
source/terrain/ParticleEmitter.h
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//***********************************************************
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//
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// Name: ParticleEmitter.h
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// Last Update: 03/01/04
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// Author: Ben Vinegar
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//
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// Description: Particle class header
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//
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//***********************************************************
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#ifndef PARTICLE_EMITTER_H
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#define PARTICLE_EMITTER_H
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#include "Particle.h"
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#include "Sprite.h"
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#include "Vector3D.h"
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#include <vector>
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class CParticleEmitter {
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public:
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CParticleEmitter();
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~CParticleEmitter();
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// must be performed before first frame/render/update call
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bool Init();
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// renders and updates particles
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void Frame();
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// renders without updating particles
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void Render();
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void Update();
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void SetSprite(CSprite * sprite);
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void SetOrigin(CVector3D origin);
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void SetOrigin(float x, float y, float z);
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void SetOriginSpread(CVector3D spread);
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void SetOriginSpread(float x, float y, float z);
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void SetGravity(CVector3D gravity);
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void SetGravity(float x, float y, float z);
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void SetVelocity(CVector3D direction);
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void SetVelocity(float x, float y, float z);
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void SetVelocitySpread(CVector3D spread);
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void SetVelocitySpread(float x, float y, float z);
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void SetStartColour(float r, float g, float b, float a);
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void SetEndColour(float r, float g, float b, float a);
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// in milliseconds
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void SetMaxLifetime(double maxLife);
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// in milliseconds
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void SetMinLifetime(double minLife);
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void SetMaxParticles(int maxParticles);
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void SetMinParticles(int minParticles);
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private:
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CSprite * m_sprite;
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std::vector<CParticle *> m_particles;
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CVector3D m_origin;
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CVector3D m_originSpread;
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CVector3D m_velocity;
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CVector3D m_velocitySpread;
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CVector3D m_gravity;
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float m_startColour[4];
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float m_endColour[4];
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int m_maxParticles;
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int m_minParticles;
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int m_numParticles;
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double m_maxLifetime;
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double m_minLifetime;
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double m_timeOfLastFrame;
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float m_timeSinceLastEmit;
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};
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#endif // PARTICLE_EMITTER_H
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182
source/terrain/Sprite.cpp
Executable file
182
source/terrain/Sprite.cpp
Executable file
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//***********************************************************
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//
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// Name: Sprite.cpp
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// Last Update: 26/02/04
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// Author: Ben Vinegar
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//
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// Description: 3D Sprite class implementation.
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//
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// To-do:
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//
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//***********************************************************
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#include "Sprite.h"
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#include "ogl.h"
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#include "tex.h"
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CSprite::CSprite() :
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m_texture(NULL) {
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// default scale 1:1
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m_scale.X = m_scale.Y = m_scale.Z = 1.0f;
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// default position (0.0f, 0.0f, 0.0f)
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m_translation.X = m_translation.Y = m_translation.Z = 0.0f;
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// default size 1.0 x 1.0
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SetSize(1.0f, 1.0f);
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// default colour, white
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m_colour[0] = m_colour[1] = m_colour[2] = m_colour[3] = 1.0f;
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}
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CSprite::~CSprite() {
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}
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void CSprite::Render() {
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BeginBillboard();
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glDisable(GL_CULL_FACE);
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glTranslatef(m_translation.X, m_translation.Y, m_translation.Z);
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glScalef(m_scale.X, m_scale.Y, m_scale.Z);
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tex_bind(m_texture->GetHandle());
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glColor4fv(m_colour);
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glBegin(GL_TRIANGLE_STRIP);
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// bottom left
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glTexCoord2f(0.0f, 0.0f);
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glVertex3fv((GLfloat *) &m_coords[0]);
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// top left
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glTexCoord2f(0.0f, 1.0f);
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glVertex3fv((GLfloat *) &m_coords[1]);
|
||||
|
||||
// bottom right
|
||||
glTexCoord2f(1.0f, 0.0f);
|
||||
glVertex3fv((GLfloat *) &m_coords[2]);
|
||||
|
||||
// top left
|
||||
glTexCoord2f(1.0f, 1.0f);
|
||||
glVertex3fv((GLfloat *) &m_coords[3]);
|
||||
glEnd();
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
EndBillboard();
|
||||
}
|
||||
|
||||
int CSprite::SetTexture(CTexture *texture) {
|
||||
if (texture == NULL) return -1;
|
||||
|
||||
m_texture = texture;
|
||||
return 0;
|
||||
}
|
||||
|
||||
void CSprite::SetSize(float width, float height) {
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
|
||||
float xOffset = m_width / 2;
|
||||
float yOffset = m_height / 2;
|
||||
|
||||
// bottom left
|
||||
m_coords[0].X = - (xOffset);
|
||||
m_coords[0].Y = - (yOffset);
|
||||
m_coords[0].Z = 0.0f;
|
||||
|
||||
// top left
|
||||
m_coords[1].X = - (xOffset);
|
||||
m_coords[1].Y = yOffset;
|
||||
m_coords[1].Z = 0.0f;
|
||||
|
||||
// bottom right
|
||||
m_coords[2].X = xOffset;
|
||||
m_coords[2].Y = - (yOffset);
|
||||
m_coords[2].Z = 0.0f;
|
||||
|
||||
// top right
|
||||
m_coords[3].X = xOffset;
|
||||
m_coords[3].Y = yOffset;
|
||||
m_coords[3].Z = 0.0f;
|
||||
}
|
||||
|
||||
float CSprite::GetWidth() {
|
||||
return m_width;
|
||||
}
|
||||
|
||||
void CSprite::SetWidth(float width) {
|
||||
SetSize(width, m_height);
|
||||
}
|
||||
|
||||
float CSprite::GetHeight() {
|
||||
return m_height;
|
||||
}
|
||||
|
||||
void CSprite::SetHeight(float height) {
|
||||
SetSize(m_width, height);
|
||||
}
|
||||
|
||||
CVector3D CSprite::GetTranslation() {
|
||||
return m_translation;
|
||||
}
|
||||
|
||||
void CSprite::SetTranslation(CVector3D trans) {
|
||||
m_translation = trans;
|
||||
}
|
||||
|
||||
void CSprite::SetTranslation(float x, float y, float z) {
|
||||
m_translation.X = x;
|
||||
m_translation.Y = y;
|
||||
m_translation.Z = z;
|
||||
}
|
||||
|
||||
CVector3D CSprite::GetScale() {
|
||||
return m_scale;
|
||||
}
|
||||
|
||||
void CSprite::SetScale(CVector3D scale) {
|
||||
m_scale = scale;
|
||||
}
|
||||
|
||||
void CSprite::SetScale(float x, float y, float z) {
|
||||
m_scale.X = x;
|
||||
m_scale.Y = y;
|
||||
m_scale.Z = z;
|
||||
}
|
||||
|
||||
void CSprite::SetColour(float * colour) {
|
||||
m_colour[0] = colour[0];
|
||||
m_colour[1] = colour[1];
|
||||
m_colour[2] = colour[2];
|
||||
m_colour[3] = colour[3];
|
||||
}
|
||||
|
||||
// should be called before any other gl calls
|
||||
void CSprite::BeginBillboard() {
|
||||
float newMatrix[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f };
|
||||
float currentMatrix[16];
|
||||
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX, currentMatrix);
|
||||
newMatrix[0] = currentMatrix[0];
|
||||
newMatrix[1] = currentMatrix[4];
|
||||
newMatrix[2] = currentMatrix[8];
|
||||
newMatrix[4] = currentMatrix[1];
|
||||
newMatrix[5] = currentMatrix[5];
|
||||
newMatrix[6] = currentMatrix[9];
|
||||
newMatrix[8] = currentMatrix[2];
|
||||
newMatrix[9] = currentMatrix[6];
|
||||
newMatrix[10] = currentMatrix[10];
|
||||
|
||||
glPushMatrix();
|
||||
glMultMatrixf(newMatrix);
|
||||
}
|
||||
|
||||
void CSprite::EndBillboard() {
|
||||
glPopMatrix();
|
||||
}
|
63
source/terrain/Sprite.h
Executable file
63
source/terrain/Sprite.h
Executable file
@ -0,0 +1,63 @@
|
||||
//***********************************************************
|
||||
//
|
||||
// Name: Sprite.h
|
||||
// Last Update: 22/02/04
|
||||
// Author: Ben Vinegar
|
||||
//
|
||||
// Description: 3D Sprite class header.
|
||||
//
|
||||
//***********************************************************
|
||||
|
||||
#ifndef SPRITE_H
|
||||
#define SPRITE_H
|
||||
|
||||
#include "Vector3D.h"
|
||||
#include "Texture.h"
|
||||
|
||||
class CSprite {
|
||||
public:
|
||||
CSprite();
|
||||
~CSprite();
|
||||
|
||||
void Render();
|
||||
|
||||
int SetTexture(CTexture *texture);
|
||||
|
||||
void SetSize(float width, float height);
|
||||
|
||||
float GetWidth();
|
||||
void SetWidth(float width);
|
||||
|
||||
float GetHeight();
|
||||
void SetHeight(float height);
|
||||
|
||||
CVector3D GetTranslation();
|
||||
void SetTranslation(CVector3D pos);
|
||||
void SetTranslation(float x, float y, float z);
|
||||
|
||||
CVector3D GetScale();
|
||||
void SetScale(CVector3D scale);
|
||||
void SetScale(float x, float y, float z);
|
||||
|
||||
void SetColour(float * colour);
|
||||
void SetColour(float r, float g, float b, float a = 1.0f);
|
||||
private:
|
||||
void BeginBillboard();
|
||||
void EndBillboard();
|
||||
|
||||
CTexture *m_texture;
|
||||
|
||||
CVector3D m_coords[4];
|
||||
|
||||
float m_width;
|
||||
float m_height;
|
||||
|
||||
CVector3D m_translation;
|
||||
CVector3D m_scale;
|
||||
|
||||
float m_colour[4];
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif // SPRITE_H
|
Loading…
Reference in New Issue
Block a user