mirror of
https://github.com/xtreme8000/CavEX.git
synced 2025-01-22 09:11:55 -05:00
232 lines
6.6 KiB
C
232 lines
6.6 KiB
C
/*
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Copyright (c) 2023 ByteBit/xtreme8000
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This file is part of CavEX.
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CavEX is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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CavEX is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with CavEX. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <assert.h>
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#include "game/game_state.h"
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#include "graphics/render_block.h"
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#include "particle.h"
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#include "platform/gfx.h"
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#define PARTICLES_AREA 8
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#define PARTICLES_VOLUME 64
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ARRAY_DEF(array_particle, struct particle, M_POD_OPLIST)
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array_particle_t particles;
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void particle_init() {
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array_particle_init(particles);
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}
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static void particle_add(vec3 pos, vec3 vel, uint8_t tex) {
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assert(pos && vel);
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struct particle* p = array_particle_push_new(particles);
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if(p) {
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glm_vec3_copy(pos, p->pos);
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glm_vec3_copy(pos, p->pos_old);
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glm_vec3_copy(vel, p->vel);
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p->tex_uv[0]
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= (TEX_OFFSET(TEXTURE_X(tex)) + rand_flt() * 12.0F) / 256.0F;
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p->tex_uv[1]
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= (TEX_OFFSET(TEXTURE_Y(tex)) + rand_flt() * 12.0F) / 256.0F;
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p->age = 4.0F / (rand_flt() * 0.9F + 0.1F);
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p->size = (rand_flt() + 1.0F) * 0.03125F;
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}
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}
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void particle_generate_block(struct block_info* info) {
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assert(info && info->block && info->neighbours);
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if(!blocks[info->block->type])
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return;
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struct AABB aabb;
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blocks[info->block->type]->getBoundingBox(info, false, &aabb);
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float volume
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= (aabb.x2 - aabb.x1) * (aabb.y2 - aabb.y1) * (aabb.z2 - aabb.z1);
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uint8_t tex = blocks[info->block->type]->getTextureIndex(info, SIDE_FRONT);
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for(int k = 0; k < volume * PARTICLES_VOLUME; k++) {
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float x = rand_flt() * (aabb.x2 - aabb.x1) + aabb.x1;
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float y = rand_flt() * (aabb.y2 - aabb.y1) + aabb.y1;
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float z = rand_flt() * (aabb.z2 - aabb.z1) + aabb.z1;
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vec3 vel = {rand_flt() - 0.5F, rand_flt() - 0.5F, rand_flt() - 0.5F};
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glm_vec3_normalize(vel);
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glm_vec3_scale(vel, (2.0F * rand_flt() + 0.5F) * 0.05F, vel);
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particle_add((vec3) {info->x + x, info->y + y, info->z + z}, vel, tex);
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}
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}
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void particle_generate_side(struct block_info* info, enum side s) {
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assert(info && info->block && info->neighbours);
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if(!blocks[info->block->type])
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return;
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struct AABB aabb;
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blocks[info->block->type]->getBoundingBox(info, false, &aabb);
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float area;
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switch(s) {
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case SIDE_RIGHT:
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case SIDE_LEFT: area = (aabb.y2 - aabb.y1) * (aabb.z2 - aabb.z1); break;
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case SIDE_BOTTOM:
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case SIDE_TOP: area = (aabb.x2 - aabb.x1) * (aabb.z2 - aabb.z1); break;
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case SIDE_FRONT:
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case SIDE_BACK: area = (aabb.x2 - aabb.x1) * (aabb.y2 - aabb.y1); break;
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default: return;
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}
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uint8_t tex = blocks[info->block->type]->getTextureIndex(info, s);
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float offset = 0.0625F;
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for(int k = 0; k < area * PARTICLES_AREA; k++) {
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float x = rand_flt() * (aabb.x2 - aabb.x1) + aabb.x1;
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float y = rand_flt() * (aabb.y2 - aabb.y1) + aabb.y1;
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float z = rand_flt() * (aabb.z2 - aabb.z1) + aabb.z1;
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switch(s) {
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case SIDE_LEFT: x = aabb.x1 - offset; break;
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case SIDE_RIGHT: x = aabb.x2 + offset; break;
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case SIDE_BOTTOM: y = aabb.y1 - offset; break;
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case SIDE_TOP: y = aabb.y2 + offset; break;
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case SIDE_FRONT: z = aabb.z1 - offset; break;
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case SIDE_BACK: z = aabb.z2 + offset; break;
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default: return;
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}
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vec3 vel = {rand_flt() - 0.5F, rand_flt() - 0.5F, rand_flt() - 0.5F};
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glm_vec3_normalize(vel);
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glm_vec3_scale(vel, (2.0F * rand_flt() + 0.5F) * 0.05F, vel);
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particle_add((vec3) {info->x + x, info->y + y, info->z + z}, vel, tex);
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}
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}
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static void render_single(struct particle* p, vec3 camera, float delta) {
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assert(p && camera);
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vec3 pos_lerp;
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glm_vec3_lerp(p->pos_old, p->pos, delta, pos_lerp);
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vec3 v, s, t;
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glm_vec3_sub(pos_lerp, camera, v);
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glm_vec3_crossn(v, (vec3) {0.0F, 1.0F, 0.0F}, s);
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glm_vec3_crossn(v, s, t);
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glm_vec3_scale(s, p->size, s);
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glm_vec3_scale(t, p->size, t);
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struct block_data in_block
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= world_get_block(&gstate.world, floorf(pos_lerp[0]),
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floorf(pos_lerp[1]), floorf(pos_lerp[2]));
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uint8_t light = roundf(
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gfx_lookup_light((in_block.torch_light << 4) | in_block.sky_light)
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* 255.0F * 0.8F);
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gfx_draw_quads_flt(
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4,
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(float[]) {-s[0] - t[0] + pos_lerp[0], -s[1] - t[1] + pos_lerp[1],
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-s[2] - t[2] + pos_lerp[2], s[0] - t[0] + pos_lerp[0],
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s[1] - t[1] + pos_lerp[1], s[2] - t[2] + pos_lerp[2],
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s[0] + t[0] + pos_lerp[0], s[1] + t[1] + pos_lerp[1],
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s[2] + t[2] + pos_lerp[2], -s[0] + t[0] + pos_lerp[0],
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-s[1] + t[1] + pos_lerp[1], -s[2] + t[2] + pos_lerp[2]},
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(uint8_t[]) {light, light, light, 255, light, light, light, 255, light,
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light, light, 255, light, light, light, 255},
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(float[]) {p->tex_uv[0], p->tex_uv[1], p->tex_uv[0] + 4.0F / 256.0F,
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p->tex_uv[1], p->tex_uv[0] + 4.0F / 256.0F,
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p->tex_uv[1] + 4.0F / 256.0F, p->tex_uv[0],
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p->tex_uv[1] + 4.0F / 256.0F});
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}
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void particle_update() {
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array_particle_it_t it;
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array_particle_it(it, particles);
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while(!array_particle_end_p(it)) {
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struct particle* p = array_particle_ref(it);
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glm_vec3_copy(p->pos, p->pos_old);
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vec3 new_pos;
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glm_vec3_add(p->pos, p->vel, new_pos);
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w_coord_t bx = floorf(new_pos[0]);
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w_coord_t by = floorf(new_pos[1]);
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w_coord_t bz = floorf(new_pos[2]);
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struct block_data in_block = world_get_block(&gstate.world, bx, by, bz);
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bool intersect = false;
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struct AABB aabb;
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if(blocks[in_block.type]
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&& blocks[in_block.type]->getBoundingBox(
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&(struct block_info) {.block = &in_block,
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.neighbours = NULL,
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.x = bx,
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.y = by,
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.z = bz},
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true, &aabb)) {
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aabb_translate(&aabb, bx, by, bz);
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intersect = aabb_intersection_point(&aabb, new_pos[0], new_pos[1],
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new_pos[2]);
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}
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if(!intersect) {
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glm_vec3_copy(new_pos, p->pos);
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} else {
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glm_vec3_zero(p->vel);
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}
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p->vel[1] -= 0.04F;
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glm_vec3_scale(p->vel, 0.98F, p->vel);
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p->age--;
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if(p->age > 0) {
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array_particle_next(it);
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} else {
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array_particle_remove(particles, it);
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}
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}
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}
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void particle_render(mat4 view, vec3 camera, float delta) {
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assert(view && camera);
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gfx_matrix_modelview(view);
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gfx_bind_texture(&texture_terrain);
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gfx_lighting(false);
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array_particle_it_t it;
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array_particle_it(it, particles);
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while(!array_particle_end_p(it)) {
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render_single(array_particle_ref(it), camera, delta);
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array_particle_next(it);
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}
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gfx_lighting(true);
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}
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