CavEX/source/particle.c
2023-10-13 23:12:20 +02:00

232 lines
6.6 KiB
C

/*
Copyright (c) 2023 ByteBit/xtreme8000
This file is part of CavEX.
CavEX 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 3 of the License, or
(at your option) any later version.
CavEX 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 CavEX. If not, see <http://www.gnu.org/licenses/>.
*/
#include <assert.h>
#include "game/game_state.h"
#include "graphics/render_block.h"
#include "particle.h"
#include "platform/gfx.h"
#define PARTICLES_AREA 8
#define PARTICLES_VOLUME 64
ARRAY_DEF(array_particle, struct particle, M_POD_OPLIST)
array_particle_t particles;
void particle_init() {
array_particle_init(particles);
}
static void particle_add(vec3 pos, vec3 vel, uint8_t tex) {
assert(pos && vel);
struct particle* p = array_particle_push_new(particles);
if(p) {
glm_vec3_copy(pos, p->pos);
glm_vec3_copy(pos, p->pos_old);
glm_vec3_copy(vel, p->vel);
p->tex_uv[0]
= (TEX_OFFSET(TEXTURE_X(tex)) + rand_flt() * 12.0F) / 256.0F;
p->tex_uv[1]
= (TEX_OFFSET(TEXTURE_Y(tex)) + rand_flt() * 12.0F) / 256.0F;
p->age = 4.0F / (rand_flt() * 0.9F + 0.1F);
p->size = (rand_flt() + 1.0F) * 0.03125F;
}
}
void particle_generate_block(struct block_info* info) {
assert(info && info->block && info->neighbours);
if(!blocks[info->block->type])
return;
struct AABB aabb;
blocks[info->block->type]->getBoundingBox(info, false, &aabb);
float volume
= (aabb.x2 - aabb.x1) * (aabb.y2 - aabb.y1) * (aabb.z2 - aabb.z1);
uint8_t tex = blocks[info->block->type]->getTextureIndex(info, SIDE_FRONT);
for(int k = 0; k < volume * PARTICLES_VOLUME; k++) {
float x = rand_flt() * (aabb.x2 - aabb.x1) + aabb.x1;
float y = rand_flt() * (aabb.y2 - aabb.y1) + aabb.y1;
float z = rand_flt() * (aabb.z2 - aabb.z1) + aabb.z1;
vec3 vel = {rand_flt() - 0.5F, rand_flt() - 0.5F, rand_flt() - 0.5F};
glm_vec3_normalize(vel);
glm_vec3_scale(vel, (2.0F * rand_flt() + 0.5F) * 0.05F, vel);
particle_add((vec3) {info->x + x, info->y + y, info->z + z}, vel, tex);
}
}
void particle_generate_side(struct block_info* info, enum side s) {
assert(info && info->block && info->neighbours);
if(!blocks[info->block->type])
return;
struct AABB aabb;
blocks[info->block->type]->getBoundingBox(info, false, &aabb);
float area;
switch(s) {
case SIDE_RIGHT:
case SIDE_LEFT: area = (aabb.y2 - aabb.y1) * (aabb.z2 - aabb.z1); break;
case SIDE_BOTTOM:
case SIDE_TOP: area = (aabb.x2 - aabb.x1) * (aabb.z2 - aabb.z1); break;
case SIDE_FRONT:
case SIDE_BACK: area = (aabb.x2 - aabb.x1) * (aabb.y2 - aabb.y1); break;
default: return;
}
uint8_t tex = blocks[info->block->type]->getTextureIndex(info, s);
float offset = 0.0625F;
for(int k = 0; k < area * PARTICLES_AREA; k++) {
float x = rand_flt() * (aabb.x2 - aabb.x1) + aabb.x1;
float y = rand_flt() * (aabb.y2 - aabb.y1) + aabb.y1;
float z = rand_flt() * (aabb.z2 - aabb.z1) + aabb.z1;
switch(s) {
case SIDE_LEFT: x = aabb.x1 - offset; break;
case SIDE_RIGHT: x = aabb.x2 + offset; break;
case SIDE_BOTTOM: y = aabb.y1 - offset; break;
case SIDE_TOP: y = aabb.y2 + offset; break;
case SIDE_FRONT: z = aabb.z1 - offset; break;
case SIDE_BACK: z = aabb.z2 + offset; break;
default: return;
}
vec3 vel = {rand_flt() - 0.5F, rand_flt() - 0.5F, rand_flt() - 0.5F};
glm_vec3_normalize(vel);
glm_vec3_scale(vel, (2.0F * rand_flt() + 0.5F) * 0.05F, vel);
particle_add((vec3) {info->x + x, info->y + y, info->z + z}, vel, tex);
}
}
static void render_single(struct particle* p, vec3 camera, float delta) {
assert(p && camera);
vec3 pos_lerp;
glm_vec3_lerp(p->pos_old, p->pos, delta, pos_lerp);
vec3 v, s, t;
glm_vec3_sub(pos_lerp, camera, v);
glm_vec3_crossn(v, (vec3) {0.0F, 1.0F, 0.0F}, s);
glm_vec3_crossn(v, s, t);
glm_vec3_scale(s, p->size, s);
glm_vec3_scale(t, p->size, t);
struct block_data in_block
= world_get_block(&gstate.world, floorf(pos_lerp[0]),
floorf(pos_lerp[1]), floorf(pos_lerp[2]));
uint8_t light = roundf(
gfx_lookup_light((in_block.torch_light << 4) | in_block.sky_light)
* 255.0F * 0.8F);
gfx_draw_quads_flt(
4,
(float[]) {-s[0] - t[0] + pos_lerp[0], -s[1] - t[1] + pos_lerp[1],
-s[2] - t[2] + pos_lerp[2], s[0] - t[0] + pos_lerp[0],
s[1] - t[1] + pos_lerp[1], s[2] - t[2] + pos_lerp[2],
s[0] + t[0] + pos_lerp[0], s[1] + t[1] + pos_lerp[1],
s[2] + t[2] + pos_lerp[2], -s[0] + t[0] + pos_lerp[0],
-s[1] + t[1] + pos_lerp[1], -s[2] + t[2] + pos_lerp[2]},
(uint8_t[]) {light, light, light, 255, light, light, light, 255, light,
light, light, 255, light, light, light, 255},
(float[]) {p->tex_uv[0], p->tex_uv[1], p->tex_uv[0] + 4.0F / 256.0F,
p->tex_uv[1], p->tex_uv[0] + 4.0F / 256.0F,
p->tex_uv[1] + 4.0F / 256.0F, p->tex_uv[0],
p->tex_uv[1] + 4.0F / 256.0F});
}
void particle_update() {
array_particle_it_t it;
array_particle_it(it, particles);
while(!array_particle_end_p(it)) {
struct particle* p = array_particle_ref(it);
glm_vec3_copy(p->pos, p->pos_old);
vec3 new_pos;
glm_vec3_add(p->pos, p->vel, new_pos);
w_coord_t bx = floorf(new_pos[0]);
w_coord_t by = floorf(new_pos[1]);
w_coord_t bz = floorf(new_pos[2]);
struct block_data in_block = world_get_block(&gstate.world, bx, by, bz);
bool intersect = false;
struct AABB aabb;
if(blocks[in_block.type]
&& blocks[in_block.type]->getBoundingBox(
&(struct block_info) {.block = &in_block,
.neighbours = NULL,
.x = bx,
.y = by,
.z = bz},
true, &aabb)) {
aabb_translate(&aabb, bx, by, bz);
intersect = aabb_intersection_point(&aabb, new_pos[0], new_pos[1],
new_pos[2]);
}
if(!intersect) {
glm_vec3_copy(new_pos, p->pos);
} else {
glm_vec3_zero(p->vel);
}
p->vel[1] -= 0.04F;
glm_vec3_scale(p->vel, 0.98F, p->vel);
p->age--;
if(p->age > 0) {
array_particle_next(it);
} else {
array_particle_remove(particles, it);
}
}
}
void particle_render(mat4 view, vec3 camera, float delta) {
assert(view && camera);
gfx_matrix_modelview(view);
gfx_bind_texture(&texture_terrain);
gfx_lighting(false);
array_particle_it_t it;
array_particle_it(it, particles);
while(!array_particle_end_p(it)) {
render_single(array_particle_ref(it), camera, delta);
array_particle_next(it);
}
gfx_lighting(true);
}