Lesson 19:Question regarding coloring particles
In chapter 19 Nehe Tutorial creates particles by constructing quads and
applying colored texture on them. First he initializes 1000 particles like this:
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return 0; // If Texture Didn't Load Return FALSE
}
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f,0.0f,0.0f,0.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glDisable(GL_DEPTH_TEST); // Disable Depth Testing
glEnable(GL_BLEND); // Enable Blending
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Type Of Blending To Perform
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); // Really Nice Perspective Calculations
glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); // Really Nice Point Smoothing
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glBindTexture(GL_TEXTURE_2D,texture[0]); // Select Our Texture
for (loop=0;loop<MAX_PARTICLES;loop++) // Initials All The Textures
{
particle[loop].active=true; // Make All The Particles Active
particle[loop].life=1.0f; // Give All The Particles Full Life
particle[loop].fade=float(rand()%100)/1000.0f+0.003f; // Random Fade Speed
particle[loop].r=colors[(loop+1)/(MAX_PARTICLES/12)][0]; // Select Red Rainbow Color
particle[loop].g=colors[(loop+1)/(MAX_PARTICLES/12)][1]; // Select Green Rainbow Color
particle[loop].b=colors[(loop+1)/(MAX_PARTICLES/12)][2]; // Select Blue Rainbow Color
particle[loop].xi=float((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis
particle[loop].yi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis
particle[loop].zi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis
particle[loop].xg=0.0f; // Set Horizontal Pull To Zero
particle[loop].yg=-0.8f; // Set Vertical Pull Downward
particle[loop].zg=0.0f; // Set Pull On Z Axis To Zero
}
return 1; // Initialization Went OK
}
Then those particles are drawn with the color from the given color array. the code is below. If you view
the exe file you will see the color of the center fire is always white. I don't understand where
in the code makes it white? There is no white color in colors array. There is no
(1,1,1) in colors array. So what makes that center always white?
static GLfloat colors[12][3]= // Rainbow Of Colors
{
{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
{0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
{0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}
};
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The ModelView Matrix
for (loop=0;loop<MAX_PARTICLES;loop++) // Loop Through All The Particles
{
if (particle[loop].active) // If The Particle Is Active
{
float x=particle[loop].x; // Grab Our Particle X Position
float y=particle[loop].y; // Grab Our Particle Y Position
float z=particle[loop].z+zoom; // Particle Z Pos + Zoom
// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life);
glBegin(GL_TRIANGLE_STRIP); // Build Quad From A Triangle Strip
glTexCoord2d(1,1); glVertex3f(x+0.5f,y+0.5f,z); // Top Right
glTexCoord2d(0,1); glVertex3f(x-0.5f,y+0.5f,z); // Top Left
glTexCoord2d(1,0); glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
glTexCoord2d(0,0); glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
glEnd(); // Done Building Triangle Strip
particle[loop].x+=particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed
particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'
if (particle[loop].life<0.0f) // If Particle Is Burned Out
{
particle[loop].life=1.0f; // Give It New Life
particle[loop].fade=float(rand()%100)/1000.0f+0.003f; // Random Fade Value
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=xspeed+float((rand()%60)-32.0f); // X Axis Speed And Direction
particle[loop].yi=yspeed+float((rand()%60)-30.0f); // Y Axis Speed And Direction
particle[loop].zi=float((rand()%60)-30.0f); // Z Axis Speed And Direction
particle[loop].r=colors[col][0]; // Select Red From Color Table
particle[loop].g=colors[col][1]; // Select Green From Color Table
particle[loop].b=colors[col][2]; // Select Blue From Color Table
}
// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
if (keys[SDLK_KP8] && (particle[loop].yg<1.5f)) particle[loop].yg+=0.01f;
// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
if (keys[SDLK_KP2] && (particle[loop].yg>-1.5f)) particle[loop].yg-=0.01f;
// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
if (keys[SDLK_KP6] && (particle[loop].xg<1.5f)) particle[loop].xg+=0.01f;
// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
if (keys[SDLK_KP4] && (particle[loop].xg>-1.5f)) particle[loop].xg-=0.01f;
if (keys[SDLK_TAB]) // Tab Key Causes A Burst
{
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=float((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis
particle[loop].yi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis
particle[loop].zi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis
}
}
}
SDL_GL_SwapBuffers ();
return 1; // Everything Went OK
}
Just taking a quick look at the example picture of the app, I would say the white color is just the accumulation of all the particles blending together at that center point. Basically, the colors accumulate until they are clamped at full red, green, and blue, and what you get is white.
---------------------------Visit my Blog at http://robwalkerdme.blogspot.com
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement