//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2011 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License along // with this program; if not, write to the Free Software Foundation, Inc., // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. //////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include NapalmRenderer::NapalmRenderer(GLTextureSet *set) : textureNo_(0.0f), set_(set) { int noTextures = set_->getNoTextures(); plus_ = int(RAND * noTextures); } NapalmRenderer::~NapalmRenderer() { } void NapalmRenderer::draw(Particle *particle) { particle->position_[2] = ScorchedClient::instance()->getLandscapeMaps().getGroundMaps().getHeight( (int) particle->position_[0], (int) particle->position_[1]).asFloat() + particle->size_[1] * 2.0f; } void NapalmRenderer::simulate(Particle *particle, float timepassed) { int noTextures = set_->getNoTextures(); textureNo_ += 0.1f; int no = (int(textureNo_) + plus_) % noTextures; particle->texture_ = set_->getTexture(no); }