#include "../../Platform/stdafx.h" #include "HugeExplosionParticle.h" #include "../../../Minecraft.World/Util/Random.h" #include "../../Textures/Textures.h" #include "../Tesselator.h" #include "../Lighting.h" #include "../../Textures/ResourceLocation.h" ResourceLocation HugeExplosionParticle::EXPLOSION_LOCATION = ResourceLocation(TN_MISC_EXPLOSION); HugeExplosionParticle::HugeExplosionParticle(Textures* textures, Level* level, double x, double y, double z, double xa, double ya, double za) : Particle(level, x, y, z, 0, 0, 0) { life = 0; this->textures = textures; lifeTime = 6 + random->nextInt(4); // rCol = gCol = bCol = random->nextFloat() * 0.6f + 0.4f; unsigned int clr = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Particle_HugeExplosion); // 0x999999 double r = ((clr >> 16) & 0xFF) / 255.0f, g = ((clr >> 8) & 0xFF) / 255.0, b = (clr & 0xFF) / 255.0; double br = random->nextFloat() * 0.6 + 0.4; rCol = r * br; gCol = g * br; bCol = b * br; size = 1 - (float)xa * 0.5f; } void HugeExplosionParticle::render(Tesselator* t, float a, float xa, float ya, float za, float xa2, float za2) { int tex = (int)((life + a) * 15 / lifeTime); if (tex > 15) return; textures->bindTexture(&EXPLOSION_LOCATION); float u0 = (tex % 4) / 4.0f; float u1 = u0 + 0.999f / 4.0f; float v0 = (tex / 4) / 4.0f; float v1 = v0 + 0.999f / 4.0f; float r = 2.0f * size; float x = (float)(xo + (this->x - xo) * a - xOff); float y = (float)(yo + (this->y - yo) * a - yOff); float z = (float)(zo + (this->z - zo) * a - zOff); // 4J - don't render explosion particles that are less than 3 metres away, // to try and avoid large particles that are causing us problems with // photosensitivity testing float distSq = (x * x + y * y + z * z); if (distSq < (3.0f * 3.0f)) return; glColor4f(1, 1, 1, 1); glDisable(GL_LIGHTING); Lighting::turnOff(); t->begin(); t->color(rCol, gCol, bCol, 1.0f); t->normal(0, 1, 0); t->tex2(0x00f0); t->vertexUV(x - xa * r - xa2 * r, y - ya * r, z - za * r - za2 * r, u1, v1); t->vertexUV(x - xa * r + xa2 * r, y + ya * r, z - za * r + za2 * r, u1, v0); t->vertexUV(x + xa * r + xa2 * r, y + ya * r, z + za * r + za2 * r, u0, v0); t->vertexUV(x + xa * r - xa2 * r, y - ya * r, z + za * r - za2 * r, u0, v1); t->end(); glPolygonOffset(0, 0.0f); glEnable(GL_LIGHTING); } int HugeExplosionParticle::getLightColor(float a) { return 0xf0f0; } void HugeExplosionParticle::tick() { xo = x; yo = y; zo = z; life++; if (life == lifeTime) remove(); } int HugeExplosionParticle::getParticleTexture() { return ParticleEngine::ENTITY_PARTICLE_TEXTURE; }