Class: Quake::Renderer::GLParticles
- Inherits:
-
Object
- Object
- Quake::Renderer::GLParticles
- Defined in:
- lib/quake/renderer/gl_particles.rb
Overview
Simple particle system for visual effects. Particles are rendered as GL_POINTS with depth test enabled. Matches Quake’s R_DrawParticles (gl_rpart.c).
Defined Under Namespace
Classes: Particle
Constant Summary collapse
- GRAVITY =
800.0- MAX_PARTICLES =
2048- RAMP1 =
Quake ramp tables for color animation (palette indices)
[0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61].freeze
- RAMP2 =
[0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66].freeze
- RAMP3 =
explosion
[0x6d, 0x6b, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01].freeze
Instance Method Summary collapse
-
#blood(pos, count: 20) ⇒ Object
Blood spurt.
-
#explosion(pos) ⇒ Object
Explosion burst.
-
#initialize(palette) ⇒ GLParticles
constructor
A new instance of GLParticles.
- #particle_count ⇒ Object
-
#pickup_effect(pos) ⇒ Object
Item pickup sparkle.
- #render ⇒ Object
-
#teleport_splash(pos) ⇒ Object
Teleporter sparkle effect at a position.
- #update(dt) ⇒ Object
Constructor Details
#initialize(palette) ⇒ GLParticles
Returns a new instance of GLParticles.
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# File 'lib/quake/renderer/gl_particles.rb', line 23 def initialize(palette) @palette = palette @particles = [] end |
Instance Method Details
#blood(pos, count: 20) ⇒ Object
Blood spurt
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# File 'lib/quake/renderer/gl_particles.rb', line 141 def blood(pos, count: 20) count.times do color_idx = 67 + (rand * 4).to_i # dark red palette range color = @palette.rgb(color_idx) emit( x: pos.x, y: pos.y, z: pos.z, vx: (rand * 128) - 64, vy: (rand * 128) - 64, vz: (rand * 128) - 64, r: color[0] / 255.0, g: color[1] / 255.0, b: color[2] / 255.0, life: 0.5 + rand * 0.3, gravity_scale: 1.0 ) end end |
#explosion(pos) ⇒ Object
Explosion burst
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# File 'lib/quake/renderer/gl_particles.rb', line 126 def explosion(pos) 128.times do color = @palette.rgb(0x6d) emit( x: pos.x + rand * 16 - 8, y: pos.y + rand * 16 - 8, z: pos.z + rand * 16 - 8, vx: (rand * 512) - 256, vy: (rand * 512) - 256, vz: (rand * 512) - 256, r: color[0] / 255.0, g: color[1] / 255.0, b: color[2] / 255.0, life: 0.5 + rand * 0.5, gravity_scale: 0.05, ramp_type: :explosion ) end end |
#particle_count ⇒ Object
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# File 'lib/quake/renderer/gl_particles.rb', line 155 def particle_count @particles.size end |
#pickup_effect(pos) ⇒ Object
Item pickup sparkle
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# File 'lib/quake/renderer/gl_particles.rb', line 107 def pickup_effect(pos) 20.times do angle = rand * ::Math::PI * 2.0 speed = 50.0 + rand * 50.0 color = @palette.rgb(0x6f) # orange/yellow emit( x: pos.x, y: pos.y, z: pos.z + 16.0, vx: ::Math.cos(angle) * speed, vy: ::Math.sin(angle) * speed, vz: 80.0 + rand * 60.0, r: color[0] / 255.0, g: color[1] / 255.0, b: color[2] / 255.0, life: 0.3 + rand * 0.3, gravity_scale: 0.5, ramp_type: :fire ) end end |
#render ⇒ Object
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# File 'lib/quake/renderer/gl_particles.rb', line 68 def render return if @particles.empty? GL.Disable(GL::TEXTURE_2D) GL.Enable(GL::BLEND) GL.BlendFunc(GL::SRC_ALPHA, GL::ONE_MINUS_SRC_ALPHA) GL.PointSize(2.0) GL.Begin(GL::POINTS) @particles.each do |p| GL.Color4f(p.r, p.g, p.b, p.a) GL.Vertex3f(p.x, p.y, p.z) end GL.End GL.PointSize(1.0) GL.Disable(GL::BLEND) GL.Color4f(1.0, 1.0, 1.0, 1.0) end |
#teleport_splash(pos) ⇒ Object
Teleporter sparkle effect at a position
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# File 'lib/quake/renderer/gl_particles.rb', line 89 def teleport_splash(pos) 80.times do dx = (rand * 64.0) - 32.0 dy = (rand * 64.0) - 32.0 dz = (rand * 64.0) - 32.0 color_idx = 7 + (rand * 8).to_i color = @palette.rgb(color_idx) emit( x: pos.x + dx, y: pos.y + dy, z: pos.z + dz, vx: dx * 2.0, vy: dy * 2.0, vz: dz * 2.0 + 80.0, r: color[0] / 255.0, g: color[1] / 255.0, b: color[2] / 255.0, life: 0.5 + rand * 0.3, gravity_scale: 0.2 ) end end |
#update(dt) ⇒ Object
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# File 'lib/quake/renderer/gl_particles.rb', line 28 def update(dt) @particles.reject! do |p| p.life -= dt next true if p.life <= 0 # Apply velocity p.x += p.vx * dt p.y += p.vy * dt p.z += p.vz * dt # Apply gravity p.vz -= GRAVITY * p.gravity_scale * dt # Color ramp animation if p.ramp_type p.ramp += dt * 10.0 idx = p.ramp.to_i ramp = case p.ramp_type when :explosion then RAMP3 when :fire then RAMP1 else RAMP2 end if idx >= ramp.size next true # particle expired end color = @palette.rgb(ramp[idx]) p.r = color[0] / 255.0 p.g = color[1] / 255.0 p.b = color[2] / 255.0 end # Fade alpha p.a = (p.life * 2.0).clamp(0.0, 1.0) false end end |