diff --git a/data/shader/particle.vert b/data/shader/particle.vert index 5356692..4cf4f03 100644 --- a/data/shader/particle.vert +++ b/data/shader/particle.vert @@ -26,8 +26,8 @@ void main() decay = ageMod / halfAge; // faster particles are smaller - float speedScale = (1.0 - 0.8*length(in_velocity)/maxVelocity); - float finalSize = size * speedScale; + float scaleBySpeed = (1.0 - 0.95*length(in_velocity)/maxVelocity); + float finalSize = size * scaleBySpeed; vec2 base = in_vertex; vec3 p = finalSize*vec3(base, 0.0); vec3 offset = (0.2*age + log(1.0+age*5.0)) * in_velocity + in_position; diff --git a/game/renderer_polygon_3d/renderer_polygon_3d.cpp b/game/renderer_polygon_3d/renderer_polygon_3d.cpp index 1dcb7a1..a1898e8 100644 --- a/game/renderer_polygon_3d/renderer_polygon_3d.cpp +++ b/game/renderer_polygon_3d/renderer_polygon_3d.cpp @@ -51,9 +51,9 @@ namespace endofthejedi { // TODO: add dust particles // TODO: add little rocks flying around - //glClearColor(0.0, 0.0, 0.0, 1.0); - float s = 0.1; - glClearColor(s, s, s, 1.0); + glClearColor(0.0, 0.0, 0.0, 1.0); + //float s = 0.1; + //glClearColor(s, s, s, 1.0); m_shader.bind(); @@ -69,10 +69,8 @@ namespace endofthejedi { renderPlanets(); renderShips(); renderMissiles(); - renderParticles(); - - //renderTraces(); + renderTraces(); //glColor3f(1.0, 0.0, 0.0); //glBegin(GL_QUADS); @@ -97,7 +95,7 @@ namespace endofthejedi { { //float particleRadius = 0.005; //float particleRadius = 0.003; - float particleRadius = 0.007; + float particleRadius = 0.005; // TODO: use this as shader input too and make the area 2x around this // so that it stays hot/yellow for 2/3 of the time @@ -142,7 +140,7 @@ namespace endofthejedi { } if (!gotIt) { - addExplosionEffect(expl->id, expl->position, 500, 0.5); + addExplosionEffect(expl->id, expl->position, 1000, 1.0); } } @@ -247,8 +245,7 @@ namespace endofthejedi { glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship) { // TODO: rotate them before shooting, that looks better - //glm::mat4 mat = computeModelMatrix(ship->position, m_state->shipRadius()); - glm::mat4 mat = computeModelMatrix(ship->position, 5.0*m_state->shipRadius()); + glm::mat4 mat = computeModelMatrix(ship->position, m_state->shipRadius()); // XXX model is flipped //glm::mat4 mat = computeModelMatrix(ship->position, 0.3);