326 lines
15 KiB
Java
326 lines
15 KiB
Java
package ei.engine.effects;
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/*
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* This Code Was Created By Jeff Molofee and GB Schmick 2000
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* A HUGE Thanks To Fredric Echols For Cleaning Up
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* And Optimizing The Base Code, Making It More Flexible!
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* If You've Found This Code Useful, Please Let Me Know.
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* Visit Our Sites At www.tiptup.com and nehe.gamedev.net
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*/
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import org.lwjgl.opengl.Display;
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import org.lwjgl.opengl.DisplayMode;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.glu.GLU;
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import org.lwjgl.input.Keyboard;
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import ei.engine.texture.Texture;
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import ei.engine.texture.TextureLoader;
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import ei.engine.util.MultiPrintStream;
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/**
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* @author Mark Bernard
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* date: 23-Jun-2004
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*
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* Port of NeHe's Lesson 19 to LWJGL
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* Title: Particle Engine Using Triangle Strips
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* Uses version 0.9alpha of LWJGL http://www.lwjgl.org/
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*
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* Be sure that the LWJGL libraries are in your classpath
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*
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* Ported directly from the C++ version
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*
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* 2004-10-08: Updated to version 0.92alpha of LWJGL.
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* 2004-12-19: Updated to version 0.94alpha of LWJGL and to use
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* DevIL for image loading.
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*/
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public class CopyOfLesson19 {
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private boolean done = false;
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private boolean fullscreen = false;
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private final String windowTitle = "NeHe's OpenGL Lesson 19 for LWJGL (Particle Engine Using Triangle Strips)";
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private boolean f1 = false;
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private DisplayMode displayMode;
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private final int MAX_PARTICLES = 1000;
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private Particle particle[];
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boolean rainbow = true; // Rainbow Mode?
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boolean sp; // Spacebar Pressed?
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boolean rp; // Enter Key Pressed?
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float slowdown = 2.0f; // Slow Down Particles
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float xspeed; // Base X Speed (To Allow Keyboard Direction Of Tail)
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float yspeed; // Base Y Speed (To Allow Keyboard Direction Of Tail)
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float zoom = -40.0f; // Used To Zoom Out
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int col; // Current Color Selection
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int delay; // Rainbow Effect Delay
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int texture; // Storage For Our Particle Texture
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private static float colors[][]= // Rainbow Of Colors
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{
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{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
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{0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
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{0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}
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};
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public static void main(String args[]) {
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MultiPrintStream.makeInstance(new MultiPrintStream("log.txt"));
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boolean fullscreen = false;
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if(args.length>0) {
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if(args[0].equalsIgnoreCase("fullscreen")) {
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fullscreen = true;
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}
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}
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CopyOfLesson19 l19 = new CopyOfLesson19();
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l19.run(fullscreen);
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}
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public void run(boolean fullscreen) {
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this.fullscreen = fullscreen;
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try {
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init();
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while (!done) {
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mainloop();
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render();
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Display.update();
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}
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cleanup();
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}
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catch (Exception e) {
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e.printStackTrace();
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System.exit(0);
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}
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}
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private void mainloop() {
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if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { // Exit if Escape is pressed
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done = true;
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}
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if(Display.isCloseRequested()) { // Exit if window is closed
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done = true;
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_F1) && !f1) { // Is F1 Being Pressed?
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f1 = true; // Tell Program F1 Is Being Held
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switchMode(); // Toggle Fullscreen / Windowed Mode
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}
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if(!Keyboard.isKeyDown(Keyboard.KEY_F1)) { // Is F1 Being Released?
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f1 = false;
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}
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if((Keyboard.isKeyDown(Keyboard.KEY_SPACE) && !sp) || (rainbow && (delay > 25))) {
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if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)) {
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rainbow = false; // If Spacebar Is Pressed Disable Rainbow Mode
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}
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sp = true; // Set Flag Telling Us Space Is Pressed
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delay = 0; // Reset The Rainbow Color Cycling Delay
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col++; // Change The Particle Color
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if(col > 11) {
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col = 0; // If Color Is Too High Reset It
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}
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}
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if(!Keyboard.isKeyDown(Keyboard.KEY_SPACE)) {
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sp = false;
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_ADD) && (slowdown > 1.0f)) {
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slowdown -= 0.01f; // Speed Up Particles
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_SUBTRACT) && (slowdown < 4.0f)) {
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slowdown += 0.01f; // Slow Down Particles
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_PRIOR)) {
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zoom += 0.1f; // Zoom In
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_NEXT)) {
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zoom -= 0.1f; // Zoom Out
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}
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if(Keyboard.isKeyDown(Keyboard.KEY_RETURN) && !rp) { // Return Key Pressed
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rp = true; // Set Flag Telling Us It's Pressed
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rainbow = !rainbow; // Toggle Rainbow Mode On / Off
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}
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if(!Keyboard.isKeyDown(Keyboard.KEY_RETURN)) {
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rp = false; // If Return Is Released Clear Flag
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}
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delay++; // Increase Rainbow Mode Color Cycling Delay Counter
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}
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private void switchMode() {
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fullscreen = !fullscreen;
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try {
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Display.setFullscreen(fullscreen);
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}
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catch(Exception e) {
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e.printStackTrace();
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}
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}
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private void createWindow() throws Exception {
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Display.setFullscreen(fullscreen);
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DisplayMode d[] = Display.getAvailableDisplayModes();
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for (int i = 0; i < d.length; i++) {
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if (d[i].getWidth() == 640
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&& d[i].getHeight() == 480
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&& d[i].getBitsPerPixel() == 32) {
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displayMode = d[i];
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break;
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}
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}
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Display.setDisplayMode(displayMode);
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Display.setTitle(windowTitle);
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Display.create();
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}
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private void init() throws Exception {
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particle = new Particle[MAX_PARTICLES];
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for(int i=0;i<MAX_PARTICLES;i++) {
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particle[i] = new Particle();
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}
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createWindow();
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loadTextures();
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initGL();
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}
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private void loadTextures() { // Load Bitmaps And Convert To Textures
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texture = loadTexture("data/particle.bmp");
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}
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private void initGL() { // All Setup For OpenGL Goes Here
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GL11.glMatrixMode(GL11.GL_PROJECTION); // Select The Projection Matrix
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GL11.glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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GLU.gluPerspective(45.0f,
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(float) displayMode.getWidth() / (float) displayMode.getHeight(),
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0.1f,100.0f);
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GL11.glMatrixMode(GL11.GL_MODELVIEW); // Select The Modelview Matrix
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//GL11.glDisable(GL11.GL_DEPTH_TEST);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE); // Type Of Blending To Perform
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GL11.glEnable(GL11.GL_BLEND); // Enable Blending
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for (int i=0;i<MAX_PARTICLES;i++) // Initials All The Textures
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{
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particle[i].active = true; // Make All The Particles Active
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particle[i].life = 1.0f; // Give All The Particles Full Life
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particle[i].fade = ((float)(Math.random() * 100.0)) / 1000.0f + 0.003f; // Random Fade Speed
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particle[i].r = colors[i * (12 / MAX_PARTICLES)][0]; // Select Red Rainbow Color
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particle[i].g = colors[i * (12 / MAX_PARTICLES)][1]; // Select Red Rainbow Color
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particle[i].b = colors[i * (12 / MAX_PARTICLES)][2]; // Select Red Rainbow Color
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particle[i].xi = ((float)((Math.random() * 50.0)) - 26.0f) * 10.0f; // Random Speed On X Axis
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particle[i].yi = ((float)((Math.random() * 50.0)) - 25.0f) * 10.0f; // Random Speed On Y Axis
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particle[i].zi = ((float)((Math.random() * 50.0)) - 25.0f) * 10.0f; // Random Speed On Z Axis
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particle[i].xg = 0.0f; // Set Horizontal Pull To Zero
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particle[i].yg = -0.8f; // Set Vertical Pull Downward
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particle[i].zg = 0.0f; // Set Pull On Z Axis To Zero
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}
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}
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private void render() {
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
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GL11.glLoadIdentity(); // Reset The ModelView Matrix
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for(int i=0;i<MAX_PARTICLES;i++) { // Loop Through All The Particles
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if (particle[i].active) { // If The Particle Is Active
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float x = particle[i].x; // Grab Our Particle X Position
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float y = particle[i].y; // Grab Our Particle Y Position
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float z = particle[i].z + zoom; // Particle Z Pos + Zoom
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// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
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GL11.glColor4f(particle[i].r, particle[i].g, particle[i].b, particle[i].life);
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GL11.glBegin(GL11.GL_TRIANGLE_STRIP); // Build Quad From A Triangle Strip
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GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(x + 0.5f, y + 0.5f, z); // Top Right
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GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(x - 0.5f, y + 0.5f, z); // Top Left
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GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(x + 0.5f, y - 0.5f, z); // Bottom Right
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GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(x - 0.5f, y - 0.5f, z); // Bottom Left
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GL11.glEnd(); // Done Building Triangle Strip
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particle[i].x += particle[i].xi / (slowdown * 1000);// Move On The X Axis By X Speed
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particle[i].y += particle[i].yi / (slowdown * 1000);// Move On The Y Axis By Y Speed
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particle[i].z += particle[i].zi / (slowdown * 1000);// Move On The Z Axis By Z Speed
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particle[i].xi += particle[i].xg; // Take Pull On X Axis Into Account
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particle[i].yi += particle[i].yg; // Take Pull On Y Axis Into Account
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particle[i].zi += particle[i].zg; // Take Pull On Z Axis Into Account
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particle[i].life -= particle[i].fade; // Reduce Particles Life By 'Fade'
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if (particle[i].life < 0.0f) { // If Particle Is Burned Out
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particle[i].life = 1.0f; // Give It New Life
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particle[i].fade = ((float)(Math.random() * 100.0)) / 1000.0f + 0.003f; // Random Fade Value
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particle[i].x = 0.0f; // Center On X Axis
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particle[i].y = 0.0f; // Center On Y Axis
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particle[i].z = 0.0f; // Center On Z Axis
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particle[i].xi = xspeed + ((float)(Math.random() * 60.0)) - 32.0f; // X Axis Speed And Direction
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particle[i].yi = yspeed + ((float)(Math.random() * 60.0)) - 30.0f; // Y Axis Speed And Direction
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particle[i].zi = ((float)(Math.random() * 60.0)) - 30.0f; // Z Axis Speed And Direction
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particle[i].r = colors[col][0]; // Select Red From Color Table
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particle[i].g = colors[col][1]; // Select Green From Color Table
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particle[i].b = colors[col][2]; // Select Blue From Color Table
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}
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// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
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if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD8) && (particle[i].yg<1.5f)) {
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particle[i].yg += 0.01f;
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}
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// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
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if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD2) && (particle[i].yg>-1.5f)) {
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particle[i].yg -= 0.01f;
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}
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// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
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if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD6) && (particle[i].xg<1.5f)) {
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particle[i].xg += 0.01f;
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}
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// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
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if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD4) && (particle[i].xg>-1.5f)) {
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particle[i].xg -= 0.01f;
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}
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if (Keyboard.isKeyDown(Keyboard.KEY_TAB)) { // Tab Key Causes A Burst
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particle[i].x = 0.0f; // Center On X Axis
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particle[i].y = 0.0f; // Center On Y Axis
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particle[i].z = 0.0f; // Center On Z Axis
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particle[i].xi = ((float)(Math.random() * 50.0) - 26.0f) * 10.0f; // Random Speed On X Axis
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particle[i].yi = ((float)(Math.random() * 50.0) - 25.0f) * 10.0f; // Random Speed On Y Axis
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particle[i].zi = ((float)(Math.random() * 50.0) - 25.0f) * 10.0f; // Random Speed On Z Axis
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}
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}
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}
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}
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private void cleanup() {
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Display.destroy();
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}
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private int loadTexture(String path) {
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Texture tex;
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tex = TextureLoader.getTextureLoaderInstance().getTexture(path);
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return tex.getGLTarget(); // Return Image Address In Memory
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}
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}
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/*
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class Particle { // Particles Structure
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public boolean active; // Active (Yes/No)
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public float life; // Particle Life
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public float fade; // Fade Speed
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public float r; // Red Value
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public float g; // Green Value
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public float b; // Blue Value
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public float x; // X Position
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public float y; // Y Position
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public float z; // Z Position
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public float xi; // X Direction
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public float yi; // Y Direction
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public float zi; // Z Direction
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public float xg; // X Gravity
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public float yg; // Y Gravity
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public float zg; // Z Gravity
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}
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*/
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