This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
85 lines
2.5 KiB
C++
85 lines
2.5 KiB
C++
#include "stdafx.h"
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#include "HugeExplosionParticle.h"
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#include "..\Minecraft.World\Random.h"
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#include "Textures.h"
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#include "Tesselator.h"
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#include "Lighting.h"
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#include "ResourceLocation.h"
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ResourceLocation HugeExplosionParticle::EXPLOSION_LOCATION = ResourceLocation(TN_MISC_EXPLOSION);
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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)
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{
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life = 0;
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this->textures = textures;
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lifeTime = 6 + random->nextInt(4);
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// rCol = gCol = bCol = random->nextFloat() * 0.6f + 0.4f;
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unsigned int clr = Minecraft::GetInstance()->getColourTable()->getColor( eMinecraftColour_Particle_HugeExplosion ); //0x999999
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double r = ( (clr>>16)&0xFF )/255.0f, g = ( (clr>>8)&0xFF )/255.0, b = ( clr&0xFF )/255.0;
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double br = random->nextFloat() * 0.6 + 0.4;
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rCol = r * br;
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gCol = g * br;
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bCol = b * br;
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size = 1 - (float) xa * 0.5f;
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}
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void HugeExplosionParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
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{
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int tex = (int) ((life + a) * 15 / lifeTime);
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if (tex > 15) return;
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textures->bindTexture(&EXPLOSION_LOCATION);
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float u0 = (tex % 4) / 4.0f;
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float u1 = u0 + 0.999f / 4.0f;
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float v0 = (tex / 4) / 4.0f;
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float v1 = v0 + 0.999f / 4.0f;
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float r = 2.0f * size;
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float x = (float) (xo + (this->x - xo) * a - xOff);
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float y = (float) (yo + (this->y - yo) * a - yOff);
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float z = (float) (zo + (this->z - zo) * a - zOff);
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// 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
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float distSq = (x*x + y*y + z*z);
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if( distSq < ( 3.0f * 3.0f )) return;
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glColor4f(1, 1, 1, 1);
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glDisable(GL_LIGHTING);
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Lighting::turnOff();
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t->begin();
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t->color(rCol, gCol, bCol, 1.0f);
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t->normal(0, 1, 0);
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t->tex2(0x00f0);
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t->vertexUV(x - xa * r - xa2 * r, y - ya * r, z - za * r - za2 * r, u1, v1);
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t->vertexUV(x - xa * r + xa2 * r, y + ya * r, z - za * r + za2 * r, u1, v0);
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t->vertexUV(x + xa * r + xa2 * r, y + ya * r, z + za * r + za2 * r, u0, v0);
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t->vertexUV(x + xa * r - xa2 * r, y - ya * r, z + za * r - za2 * r, u0, v1);
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t->end();
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glPolygonOffset(0, 0.0f);
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glEnable(GL_LIGHTING);
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}
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int HugeExplosionParticle::getLightColor(float a)
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{
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return 0xf0f0;
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}
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void HugeExplosionParticle::tick()
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{
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xo = x;
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yo = y;
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zo = z;
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life++;
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if (life == lifeTime) remove();
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}
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int HugeExplosionParticle::getParticleTexture()
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{
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return ParticleEngine::ENTITY_PARTICLE_TEXTURE;
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} |