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smoke.cpp
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smoke.cpp
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/*
* Copyright (C) 1999-2010 Terence M. Welsh
*
* This file is part of Skyrocket.
*
* Skyrocket 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.
*
* Skyrocket is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/*#include <Skyrocket/smoke.h>
#include <Skyrocket/smoketex.h>*/
#include "smoke.h"
#include "smoketex.h"
#include "Skyrocket.h"
unsigned int smoketex[5];
// Initialize smoke texture objects and display lists
void initSmoke(SkyrocketSaverSettings *inSettings){
int i, j;
unsigned char smoke1[SMOKETEXSIZE][SMOKETEXSIZE][2];
unsigned char smoke2[SMOKETEXSIZE][SMOKETEXSIZE][2];
unsigned char smoke3[SMOKETEXSIZE][SMOKETEXSIZE][2];
unsigned char smoke4[SMOKETEXSIZE][SMOKETEXSIZE][2];
unsigned char smoke5[SMOKETEXSIZE][SMOKETEXSIZE][2];
for(i=0; i<SMOKETEXSIZE; i++){
for(j=0; j<SMOKETEXSIZE; j++){
smoke1[i][j][0] = 255;
smoke2[i][j][0] = 255;
smoke3[i][j][0] = 255;
smoke4[i][j][0] = 255;
smoke5[i][j][0] = 255;
smoke1[i][j][1] = presmoke1[i][j];
smoke2[i][j][1] = presmoke2[i][j];
smoke3[i][j][1] = presmoke3[i][j];
smoke4[i][j][1] = presmoke4[i][j];
smoke5[i][j][1] = presmoke5[i][j];
}
}
glGenTextures(5, smoketex);
glBindTexture(GL_TEXTURE_2D, smoketex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 2, SMOKETEXSIZE, SMOKETEXSIZE, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, smoke1);
glBindTexture(GL_TEXTURE_2D, smoketex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 2, SMOKETEXSIZE, SMOKETEXSIZE, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, smoke2);
glBindTexture(GL_TEXTURE_2D, smoketex[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 2, SMOKETEXSIZE, SMOKETEXSIZE, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, smoke3);
glBindTexture(GL_TEXTURE_2D, smoketex[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 2, SMOKETEXSIZE, SMOKETEXSIZE, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, smoke4);
glBindTexture(GL_TEXTURE_2D, smoketex[4]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 2, SMOKETEXSIZE, SMOKETEXSIZE, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, smoke5);
inSettings->smokelist[0] = glGenLists(5);
inSettings->smokelist[1] = inSettings->smokelist[0] + 1;
inSettings->smokelist[2] = inSettings->smokelist[0] + 2;
inSettings->smokelist[3] = inSettings->smokelist[0] + 3;
inSettings->smokelist[4] = inSettings->smokelist[0] + 4;
for(i=0; i<5; i++){
glNewList(inSettings->smokelist[i], GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, smoketex[i]);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-0.5f, -0.5f, 0.0f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(0.5f, -0.5f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-0.5f, 0.5f, 0.0f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(0.5f, 0.5f, 0.0f);
glEnd();
glEndList();
}
// set smoke lifespans ( 1 2 1 4 1 2 1 8 )
// This deserves a little more explanation: smoke particles in this saver expand
// over time. If they all have the same lifespans, then they overlap too much and
// that looks bad. If every other particle fades out, the remaining ones have more
// room to expand into. So we use these smoke times to halve the number of particles
// a few times.
inSettings->smokeTime[0] = inSettings->smokeTime[2] = inSettings->smokeTime[4] = inSettings->smokeTime[6] = 0.4f;
inSettings->smokeTime[1] = inSettings->smokeTime[5] = 0.8f;
inSettings->smokeTime[3] = 2.0f;
inSettings->smokeTime[7] = 4.0f;
for(i=0; i<SMOKETIMES; i++){
if(inSettings->smokeTime[i] > float(inSettings->dSmoke))
inSettings->smokeTime[i] = float(inSettings->dSmoke);
}
if(inSettings->smokeTime[7] < float(inSettings->dSmoke))
inSettings->smokeTime[7] = float(inSettings->dSmoke);
// create table describing which particles will emit smoke
// 0 = don't emit smoke
// 1 = emit smoke
for(i=0; i<WHICHSMOKES; i++)
inSettings->whichSmoke[i] = 0;
if(inSettings->dExplosionsmoke){
float index = float(WHICHSMOKES) / float(inSettings->dExplosionsmoke);
for(i=0; i<inSettings->dExplosionsmoke; i++)
inSettings->whichSmoke[int(float(i) * index)] = 1;
}
}