- daylight effects for unit particles ( best use with mode "black" )

- meadow has good looking mist in night now
- startdelay for particles
This commit is contained in:
Titus Tscharntke
2012-01-07 20:24:54 +00:00
parent 1f60d2606a
commit e05984d527
10 changed files with 78 additions and 37 deletions

View File

@@ -132,6 +132,7 @@ protected:
bool teamcolorNoEnergy;
bool teamcolorEnergy;
int alternations;
int particleSystemStartDelay;
ParticleObserver *particleObserver;
public:
@@ -173,6 +174,7 @@ public:
void setTeamcolorNoEnergy(bool teamcolorNoEnergy) {this->teamcolorNoEnergy= teamcolorNoEnergy;}
void setTeamcolorEnergy(bool teamcolorEnergy) {this->teamcolorEnergy= teamcolorEnergy;}
void setAlternations(int alternations) {this->alternations= alternations;}
void setParticleSystemStartDelay(int delay) {this->particleSystemStartDelay= delay;}
virtual void setFactionColor(Vec3f factionColor);
static BlendMode strToBlendMode(const string &str);
@@ -269,6 +271,7 @@ protected:
class UnitParticleSystem: public GameParticleSystem{
public:
static bool isNight;
static Vec3f lightColor;
private:
float radius;
float minRadius;
@@ -296,6 +299,7 @@ public:
float rotation;
bool isVisibleAtNight;
bool isVisibleAtDay;
bool isDaylightAffected;
bool radiusBasedStartenergy;
int staticParticleCount;
int delay;
@@ -339,6 +343,7 @@ public:
void setPrimitive(Primitive primitive) {this->primitive= primitive;}
void setStaticParticleCount(int staticParticleCount){this->staticParticleCount= staticParticleCount;}
void setIsVisibleAtNight(bool value) {this->isVisibleAtNight= value;}
void setIsDaylightAffected(bool value) {this->isDaylightAffected= value;}
void setIsVisibleAtDay(bool value) {this->isVisibleAtDay= value;}
void setRadiusBasedStartenergy(bool value) {this->radiusBasedStartenergy= value;}
void setShape(Shape shape) {this->shape= shape;}

View File

@@ -74,6 +74,7 @@ ParticleSystem::ParticleSystem(int particleCount) {
teamcolorNoEnergy= false;
teamcolorEnergy= false;
alternations= 0;
particleSystemStartDelay= 0;
}
ParticleSystem::~ParticleSystem(){
@@ -97,8 +98,10 @@ void ParticleSystem::update(){
if(aliveParticleCount > (int) particles.size()){
throw runtime_error("aliveParticleCount >= particles.size()");
}
if(state != sPause){
if(particleSystemStartDelay>0){
particleSystemStartDelay--;
}
else if(state != sPause){
for(int i= 0; i < aliveParticleCount; ++i){
updateParticle(&particles[i]);
@@ -527,6 +530,7 @@ void GameParticleSystem::setTween(float relative,float absolute) {
// UnitParticleSystem
// ===========================================================================
bool UnitParticleSystem::isNight= false;
Vec3f UnitParticleSystem::lightColor=Vec3f(1.0f,1.0f,1.0f);
UnitParticleSystem::UnitParticleSystem(int particleCount):
GameParticleSystem(particleCount),
@@ -549,6 +553,7 @@ UnitParticleSystem::UnitParticleSystem(int particleCount):
isVisibleAtNight= true;
isVisibleAtDay= true;
isDaylightAffected= false;
cRotation= Vec3f(1.0f, 1.0f, 1.0f);
fixedAddition= Vec3f(0.0f, 0.0f, 0.0f);
@@ -736,6 +741,12 @@ void UnitParticleSystem::updateParticle(Particle *p){
}
p->speed+= p->accel;
p->color= color * energyRatio + colorNoEnergy * (1.0f - energyRatio);
if(isDaylightAffected)
{
p->color.x=p->color.x*lightColor.x;
p->color.y=p->color.y*lightColor.y;
p->color.z=p->color.z*lightColor.z;
}
p->size= particleSize * energyRatio + sizeNoEnergy * (1.0f - energyRatio);
if(state == ParticleSystem::sFade || staticParticleCount < 1){
p->energy--;