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📄 muzzleflame.cpp

📁 这是整套横扫千军3D版游戏的源码
💻 CPP
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#include "StdAfx.h"
#include "Game/Camera.h"
#include "MuzzleFlame.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "mmgr.h"

CR_BIND_DERIVED(CMuzzleFlame, CProjectile, (float3(0,0,0),float3(0,0,0),float3(0,0,0),0));

CR_REG_METADATA(CMuzzleFlame,(
	CR_SERIALIZER(creg_Serialize), // randSmokeDir
	CR_MEMBER(dir),
	CR_MEMBER(size),
	CR_MEMBER(age),
	CR_MEMBER(numFlame),
	CR_MEMBER(numSmoke),
	CR_MEMBER(randSmokeDir),
	CR_RESERVED(8)
	));

void CMuzzleFlame::creg_Serialize(creg::ISerializer& s)
{
//	s.Serialize(randSmokeDir, numSmoke*sizeof(float3));
}

CMuzzleFlame::CMuzzleFlame(const float3& pos,const float3& speed,const float3& dir,float size)
: CProjectile(pos,speed,0, false),
	size(size),
	dir(dir),
	age(0)
{
	this->pos-=dir*size*0.2f;
	checkCol=false;
	castShadow=true;
	numFlame=1+(int)(size*3);
	numSmoke=1+(int)(size*5);
//	randSmokeDir=SAFE_NEW float3[numSmoke];
	randSmokeDir.resize(numSmoke);

	PUSH_CODE_MODE;
	ENTER_MIXED;
	for(int a=0;a<numSmoke;++a){
		randSmokeDir[a]=dir+gu->usRandFloat()*0.4f;
	}
	POP_CODE_MODE;
}

CMuzzleFlame::~CMuzzleFlame(void)
{
//	delete[] randSmokeDir;
}

void CMuzzleFlame::Update(void)
{
	age++;
	if(age>4+size*30){
		deleteMe=true;
	}
	pos+=speed;
}

void CMuzzleFlame::Draw(void)
{
	inArray=true;
	unsigned char col[4];
	float alpha=std::max(0.f,1-age/(4+size*30));
	float modAge=sqrtf(age+2);

	for(int a=0;a<numSmoke;++a){
		int tex=a%12;
		//float xmod=0.125f+(float(int(tex%6)))/16;
		//float ymod=(int(tex/6))/16.0f;

		float drawsize=modAge*3;
		float3 interPos(pos+randSmokeDir[a]*(a+2)*modAge*0.4f);
		float fade=std::max(0.f, std::min(1.f, (1-alpha)*(20+a)*0.1f));

		col[0]=(unsigned char) (180*alpha*fade);
		col[1]=(unsigned char) (180*alpha*fade);
		col[2]=(unsigned char) (180*alpha*fade);
		col[3]=(unsigned char) (alpha*255*fade);

		va->AddVertexTC(interPos-camera->right*drawsize-camera->up*drawsize,ph->smoketex[tex].xstart,ph->smoketex[tex].ystart,col);
		va->AddVertexTC(interPos+camera->right*drawsize-camera->up*drawsize,ph->smoketex[tex].xend,ph->smoketex[tex].ystart,col);
		va->AddVertexTC(interPos+camera->right*drawsize+camera->up*drawsize,ph->smoketex[tex].xend,ph->smoketex[tex].yend,col);
		va->AddVertexTC(interPos-camera->right*drawsize+camera->up*drawsize,ph->smoketex[tex].xstart,ph->smoketex[tex].yend,col);

		if(fade<1){
			float ifade= 1-fade;
			col[0]=(unsigned char)(ifade*255);
			col[1]=(unsigned char)(ifade*255);
			col[2]=(unsigned char)(ifade*255);
			col[3]=(unsigned char)(1);

			va->AddVertexTC(interPos-camera->right*drawsize-camera->up*drawsize,ph->muzzleflametex.xstart,ph->muzzleflametex.ystart,col);
			va->AddVertexTC(interPos+camera->right*drawsize-camera->up*drawsize,ph->muzzleflametex.xend ,ph->muzzleflametex.ystart,col);
			va->AddVertexTC(interPos+camera->right*drawsize+camera->up*drawsize,ph->muzzleflametex.xend ,ph->muzzleflametex.yend ,col);
			va->AddVertexTC(interPos-camera->right*drawsize+camera->up*drawsize,ph->muzzleflametex.xstart,ph->muzzleflametex.yend ,col);
		}
	}
}


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