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Figure 8 21. The texture used for the fire particles When each particle is created, it generates a position that is randomized within the area of the fire, sets a random vertical velocity, and assigns a random color that is either somewhere between orange and yellow, or between yellow and white. The game creates 75 of these particles, all positioned within the same area. The particles update themselves by adding their velocity to their PositionY value and then slowly increasing the velocity so that the particles accelerate upward. If they reach a preset height, they reset themselves back to the base of the fire so that the particles are continuously reused to keep the fire burning. The particles also subtract a small amount from their ObjectColor alpha value, which causes the particles to fade away as they move upward, leaving the fire thinner nearer the top than at the bottom. Finally, the transformation matrix is calculated, using the code shown back in Listing 8 18.

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The models are loaded during the initialization phase in TourModelsCanvasGL.initRender(): // globals for the four OBJ models private OBJModel couchModel, carModel, penguinModel, roseVaseModel; // loading done in initRender() couchModel = new OBJModel("couch", 2.0f, gl, false); carModel = new OBJModel("formula", 4.0f, gl, false); penguinModel = new OBJModel("penguin", gl); roseVaseModel = new OBJModel("rose+vase", 3.2f, gl, false); OBJModel attempts to load an OBJ file with the specified name. The four-argument version of the constructor includes a maximum size, a reference to the GL state, and a boolean that determines whether verbose model details are printed to standard output. It s important to set the model s size using a constructor argument rather than a later call to GL.glScalef(), since a scaling transformation will affect the model s normals and so will modify the model s coloring and/or texturing. The two-argument version of the OBJModel constructor assumes that the maximum size of the model will be 1.0f and that its details shouldn t be output. The previous code fragments show a potential drawback of this loader: the need for a reference to the OpenGL state (the gl argument) in the call to the OBJModel constructor. As explained previously in the When to Create the Display List section, the reference is required so a display list can be created for the model at the end of the loading phase.

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Test connect/simple select/disconnect Time for connect+select_simple (10000): 17 wallclock secs \ ( 9.18 usr 1.24 sys + 0.00 cusr 0.00 csys = 10.42 CPU) Test simple select Time for select_simple (100000): 10 wallclock secs \ ( 2.40 usr 1.55 sys + 0.00 cusr 0.00 csys = 3.95 CPU) omitted Total time: 167 wallclock secs \ (58.90 usr 17.03 sys + 0.00 cusr

One further step is performed at the end of the Update function: initializing smoke particles We ll look at this in more detail in a moment When it comes to drawing the particle, the code has a few preparatory steps to perform First it switches off the lighting because it is unlikely to be useful when the objects are orientated toward the camera (and fire isn t affected by surrounding light, anyway) It then disables writing to the depth buffer and switches on alpha blending The blend that we use for the fire is the built-in BlendStateAdditive blending As discussed in 6, this blend mode adds the colors being rendered to those already on the screen, pushing the colors toward white, resulting in a bright glowing effect that is perfect for the fire particles.

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0.00 csys = 75.93 CPU)

renderScene() calls drawModels() to render the models. Each model is drawn after being translated and rotated: private void drawModels() { drawCouch(); // the racing car gl.glPushMatrix(); gl.glTranslatef(-3.0f, 0.5f, -3.0f); carModel.draw(gl); gl.glPopMatrix(); drawPenguin(); // the rose vase gl.glPushMatrix(); gl.glTranslatef(0f, 1.6f, 0f); roseVaseModel.draw(gl);

The particle is then rendered with a simple call to DrawPrimitives and then the lighting, depth buffer processing, and blend state are all restored to their original states Restoring the state ensures that the particle rendering leaves the environment in a predictable state for subsequent rendering These steps are all that is required to render the fire The smoke is implemented by using a second particle class, SmokeParticleObject, which is very similar to the fire particle Its movement behavior is a little different, but its largest visual difference is that it uses the BlendStateAlphaBlend blending mode instead It blends the existing screen content directly toward the texture graphics, resulting in a darker effect that works well for smoke The smoke particles are managed in a different way from the fire particles.

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