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Add mount dust particle effects
Implemented dust cloud particles that spawn at mount feet when running on the ground, similar to the original WoW. Features: - Brownish/tan dust particles using point sprite rendering - Spawn rate proportional to movement speed - Particles rise up, drift backward, and fade out naturally - Only active when mounted, moving, and on ground (not flying) - Smooth particle animation with size growth and alpha fade Uses similar particle system architecture as swim effects with GL_POINTS rendering and custom shaders for soft circular particles.
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210
src/rendering/mount_dust.cpp
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210
src/rendering/mount_dust.cpp
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#include "rendering/mount_dust.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/shader.hpp"
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#include "core/logger.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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#include <random>
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#include <cmath>
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namespace wowee {
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namespace rendering {
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static std::mt19937& rng() {
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static std::random_device rd;
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static std::mt19937 gen(rd());
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return gen;
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}
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static float randFloat(float lo, float hi) {
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std::uniform_real_distribution<float> dist(lo, hi);
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return dist(rng());
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}
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MountDust::MountDust() = default;
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MountDust::~MountDust() { shutdown(); }
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bool MountDust::initialize() {
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LOG_INFO("Initializing mount dust effects");
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// Dust particle shader (brownish/tan dust clouds)
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shader = std::make_unique<Shader>();
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const char* dustVS = R"(
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in float aSize;
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layout (location = 2) in float aAlpha;
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uniform mat4 uView;
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uniform mat4 uProjection;
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out float vAlpha;
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void main() {
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gl_Position = uProjection * uView * vec4(aPos, 1.0);
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gl_PointSize = aSize;
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vAlpha = aAlpha;
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}
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)";
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const char* dustFS = R"(
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#version 330 core
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in float vAlpha;
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out vec4 FragColor;
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void main() {
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vec2 coord = gl_PointCoord - vec2(0.5);
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float dist = length(coord);
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if (dist > 0.5) discard;
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// Soft dust cloud with brownish/tan color
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float alpha = smoothstep(0.5, 0.0, dist) * vAlpha;
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vec3 dustColor = vec3(0.7, 0.65, 0.55); // Tan/brown dust
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FragColor = vec4(dustColor, alpha * 0.4); // Semi-transparent
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}
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)";
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if (!shader->loadFromSource(dustVS, dustFS)) {
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LOG_ERROR("Failed to create mount dust shader");
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return false;
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}
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// Create VAO/VBO
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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// Position (vec3) + Size (float) + Alpha (float) = 5 floats per vertex
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(4 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glBindVertexArray(0);
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particles.reserve(MAX_DUST_PARTICLES);
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vertexData.reserve(MAX_DUST_PARTICLES * 5);
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LOG_INFO("Mount dust effects initialized");
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return true;
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}
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void MountDust::shutdown() {
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if (vao) glDeleteVertexArrays(1, &vao);
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if (vbo) glDeleteBuffers(1, &vbo);
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vao = 0;
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vbo = 0;
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particles.clear();
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shader.reset();
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}
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void MountDust::spawnDust(const glm::vec3& position, const glm::vec3& velocity, bool isMoving) {
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if (!isMoving) {
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spawnAccum = 0.0f;
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return;
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}
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// Spawn rate based on speed
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float speed = glm::length(velocity);
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if (speed < 0.1f) return;
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// Spawn dust particles at a rate proportional to speed
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float spawnRate = speed * 8.0f; // More dust at higher speeds
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spawnAccum += spawnRate * 0.016f; // Assume ~60 FPS
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while (spawnAccum >= 1.0f && particles.size() < MAX_DUST_PARTICLES) {
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spawnAccum -= 1.0f;
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Particle p;
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// Spawn slightly behind and to the sides of the mount
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p.position = position + glm::vec3(
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randFloat(-0.3f, 0.3f),
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randFloat(-0.3f, 0.3f),
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randFloat(-0.1f, 0.1f)
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);
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// Dust rises up and drifts backward slightly
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p.velocity = glm::vec3(
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randFloat(-0.2f, 0.2f),
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randFloat(-0.2f, 0.2f),
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randFloat(0.5f, 1.2f) // Rise upward
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) - velocity * 0.2f; // Drift backward relative to movement
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p.lifetime = 0.0f;
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p.maxLifetime = randFloat(0.4f, 0.8f);
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p.size = randFloat(8.0f, 16.0f);
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p.alpha = 1.0f;
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particles.push_back(p);
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}
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}
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void MountDust::update(float deltaTime) {
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// Update existing particles
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for (auto it = particles.begin(); it != particles.end(); ) {
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it->lifetime += deltaTime;
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if (it->lifetime >= it->maxLifetime) {
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it = particles.erase(it);
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continue;
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}
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// Update position
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it->position += it->velocity * deltaTime;
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// Slow down velocity (friction)
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it->velocity *= 0.96f;
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// Fade out
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float t = it->lifetime / it->maxLifetime;
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it->alpha = 1.0f - t;
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// Grow slightly as they fade
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it->size += deltaTime * 12.0f;
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++it;
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}
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}
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void MountDust::render(const Camera& camera) {
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if (particles.empty() || !shader) return;
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// Build vertex data
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vertexData.clear();
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for (const auto& p : particles) {
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vertexData.push_back(p.position.x);
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vertexData.push_back(p.position.y);
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vertexData.push_back(p.position.z);
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vertexData.push_back(p.size);
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vertexData.push_back(p.alpha);
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}
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// Upload to GPU
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertexData.size() * sizeof(float), vertexData.data(), GL_DYNAMIC_DRAW);
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// Render
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shader->use();
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shader->setUniform("uView", camera.getViewMatrix());
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shader->setUniform("uProjection", camera.getProjectionMatrix());
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(GL_FALSE); // Don't write to depth buffer
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glEnable(GL_PROGRAM_POINT_SIZE);
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glBindVertexArray(vao);
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glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(particles.size()));
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glBindVertexArray(0);
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glDepthMask(GL_TRUE);
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glDisable(GL_PROGRAM_POINT_SIZE);
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}
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} // namespace rendering
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} // namespace wowee
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