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objSmoke.js
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var objSmoke = {};
objSmoke.create = function() {
var obj = new Object();
obj.list = new Array();
obj.maximum = 40;
for(var i = 0; i < obj.maximum; i++) {
var s = new Object();
s.position = vec3.create();
s.speed = vec3.create();
s.rotation = 0;
s.size = 0;
s.active = 0;
obj.list.push(s);
}
obj.model = modelCreate();
modelAddSphere(obj.model, 0.5,-0.5,0.5, 1, 2);
modelAddSphere(obj.model, -0.5,-0.5,0.5, 1, 2);
modelAddSphere(obj.model, 0,0.5,0.5, 1, 2);
modelAddSphere(obj.model, 0,0,-0.5, 1, 2);
modelFinish(obj.model);
obj.shader = hglCreateProgram(shaderSmokeVertex, shaderSmokeFragment);
obj.update = function() {
for(var i = 0; i < obj.maximum; i++) {
var s = obj.list[i];
if (s.active == 0) continue;
vec3.add(s.position, s.speed);
vec3.scale(s.speed, 0.9);
s.rotation += s.size / 16;
s.size -= 0.01
if (s.size <= 0) s.active = 0;
}
}
obj.add = function(pos, spd) {
for(var i = 0; i < obj.maximum; i++) {
var s = obj.list[i];
if (s.active != 0) continue;
vec3.set(pos, s.position);
vec3.set(spd, s.speed);
s.size = 1;
s.rotation = Math.random() * Math.PI * 2;
s.active = 1;
break;
}
}
obj.draw = function() {
gl.bindBuffer(gl.ARRAY_BUFFER, obj.model.buffer);
gl.vertexAttribPointer(obj.shader.vertexPositionAttribute, 3, gl.FLOAT, false, 9 * 4, 0);
gl.vertexAttribPointer(obj.shader.vertexTextureAttribute, 3, gl.FLOAT, false, 9 * 4, 3 * 4);
gl.vertexAttribPointer(obj.shader.vertexNormalAttribute, 3, gl.FLOAT, false, 9 * 4, 6 * 4);
obj.shader.use();
var pushMat = mat4.create();
mat4.set(hglMatrixModelview, pushMat);
for(var i = 0; i < obj.maximum; i++) {
var s = obj.list[i];
if (s.active == 0) continue;
mat4.set(pushMat, hglMatrixModelview);
mat4.translate(hglMatrixModelview, s.position);
mat4.scale(hglMatrixModelview, [s.size * 0.75,s.size * 0.75,s.size * 0.75]);
mat4.rotate(hglMatrixModelview, s.rotation, vec3.normalize([1,1,1]));
obj.shader.setMatrices();
gl.drawArrays(gl.TRIANGLES, 0, obj.model.vertices);
}
}
return obj;
}