Commit code circa 2006
This commit is contained in:
22
Makefile
Executable file
22
Makefile
Executable file
@@ -0,0 +1,22 @@
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SRC = main.cpp
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OBJ = main.o
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CC = gcc
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CXX = g++
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LD = $(CXX)
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CFLAGS = -g -g2 -p -pg -ggdb -c `sdl-config --cflags`
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LDFLAGS = -g -g2 -pg -ggdb -lSDL -lX11 -lGL -lGLU `sdl-config --libs`
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TARGET = glparticletest
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all : $(OBJ)
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$(LD) $(LDFLAGS) -o $(TARGET) $(OBJ)
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%.o : %.cpp
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$(CXX) $(CFLAGS) -o $@ $<
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.PHONY : clean
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clean:
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rm *.o
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rm $(TARGET)
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55
common.h
Executable file
55
common.h
Executable file
@@ -0,0 +1,55 @@
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#ifndef __COMMON_H__
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#define __COMMON_H__
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#include <SDL/SDL.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <time.h>
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/* global defines */
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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#define SCREEN_BPP 16
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#define TRUE 1
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#define FALSE 0
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/* main screen surface */
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SDL_Surface *surface;
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typedef struct
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{
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GLfloat x;
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GLfloat y;
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GLfloat z;
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} Vector;
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Vector cameraPosition = {0.0F, 0.0F, 0.0F};
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Vector cameraLook = {0.0F, 0.0F, -1.0F};
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char *pTextures[] = {"pBlue.bmp", "pGreen.pcx", "pRed.pcx"};
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/* copy v2 to v1 */
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void vectorCopy(Vector *v1, Vector *v2)
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{
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v1->x = v2->x;
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v1->y = v2->y;
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v1->z = v2->y;
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}
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/* returns a floating point value between -ceiling and ceiling */
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GLfloat frand(GLfloat ceiling)
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{
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if ( ((rand() / ((RAND_MAX+1)/2) )) < 0)
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return (rand() / ( ((float) RAND_MAX+1) / -ceiling));
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else
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return (rand() / ( ((float) RAND_MAX+1) / ceiling));
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}
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#include "particle.h"
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#include "draw.h"
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#include "init.h"
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PEmitter theEmitter[2];
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#endif // __COMMON_H__ 1
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94
draw.h
Executable file
94
draw.h
Executable file
@@ -0,0 +1,94 @@
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/* anything related to drawing is in here
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* including texture loading and setting */
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#ifndef __DRAW_H__
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#define __DRAW_H__
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#include "common.h"
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extern PEmitter theEmitter[2];
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int drawGLScene( GLvoid )
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{
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/* These are to calculate our fps */
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static GLint T0 = 0;
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GLint t = 0;
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static GLint Frames = 0;
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/* Clear The Screen And The Depth Buffer */
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glPointSize(3.0f);
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity( );
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glTranslatef(0.0f, 1.0f, -20.0f);
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DrawEmitter(&theEmitter[0]);
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DrawEmitter(&theEmitter[1]);
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/* Draw it to the screen */
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SDL_GL_SwapBuffers( );
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Frames++;
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t = SDL_GetTicks();
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if (t - T0 >= 1000) {
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GLfloat seconds = (t - T0) / 1000.0;
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GLfloat fps = Frames / seconds;
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printf("%d frames in %g seconds = %g FPS (new time %g)\n", Frames, seconds, fps, (float)time(NULL));
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T0 = t;
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Frames = 0;
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}
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UpdateEmitter(&theEmitter[0], t - T0);
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UpdateEmitter(&theEmitter[1], t - T0);
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T0 = t;
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return( TRUE );
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}
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/* function to reset our viewport after a window resize */
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int resizeWindow( int width, int height )
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{
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GLfloat ratio;
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/* Protect against a divide by zero */
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if ( height == 0 ) height = 1;
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ratio = ( GLfloat )width / ( GLfloat )height;
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/* set the viewport, viewing volume, perspective, etc etc */
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glViewport( 0, 0, ( GLint )width, ( GLint )height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity( );
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gluPerspective( 45.0f, ratio, 0.1f, 100.0f );
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glMatrixMode( GL_MODELVIEW );
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/* Reset The Modelview matrix */
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glLoadIdentity( );
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return( TRUE );
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}
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/* general OpenGL initialization function */
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int initGL( GLvoid )
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{
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/* Setup shading, clearing, depth testing, and rendering hints */
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glShadeModel( GL_SMOOTH );
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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glClearDepth( 1.0f );
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glEnable( GL_DEPTH_TEST );
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glDepthFunc( GL_LEQUAL );
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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return( TRUE );
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}
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#endif // __DRAW_H__
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34
init.h
Executable file
34
init.h
Executable file
@@ -0,0 +1,34 @@
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#ifndef __INIT_H__
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#define __INIT_H__
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#include "common.h"
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/* function to release/destroy our resources and restore the old desktop
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* (if we've clobbered it) */
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void Quit( int returnCode )
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{
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SDL_Quit( );
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exit( returnCode );
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}
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/* function to handle key press events */
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void handleKeyPress( SDL_keysym *keysym )
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{
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switch ( keysym->sym )
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{
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case SDLK_ESCAPE:
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Quit( 0 );
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break;
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case SDLK_F1:
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/* this toggles fullscreen mode
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*/
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SDL_WM_ToggleFullScreen( surface );
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break;
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default:
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break;
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}
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return;
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}
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#endif // __INIT_H__
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205
main.cpp
Executable file
205
main.cpp
Executable file
@@ -0,0 +1,205 @@
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/*
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* A particle system using triangles and textured particles
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* you can also switch between textured triangles and colored points
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* and you can change the emitter's position/direction.
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*
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* The actual action goes on in particle.h, but I figured main.cpp is where
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* most folks would start reading. This isn't a complete system; I had intended
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* to implement textured particles, but I didn't get that implemented by my 6 am deadline.
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* I'm going to go ahead and leave in the code for textured polys/quads (which
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* does nothing right now) because I intend to implement that in the future.
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*
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* I also haven't profiled this code, so I have no idea how efficient it is. However,
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* since this is my *first ever* attempt at a particle system, I don't think it's
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* too bad considering I churned it out in 6 hours without anyone else's code to guide me.
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* So take this as you will. :)
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*
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* Written with openGL and SDL (http://www.libsdl.org).
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*
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* Andrew Kesterson, Feb. 2005.
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*
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* NOTE: Textured polys are currently not implemented, but now that I have the particles
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* distributing around the emitter properly and fading correctly, it is *definitely* next
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* on the list.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include "common.h"
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int main( int argc, char **argv )
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{
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/* Flags and stuff for the state machine and SDL */
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int videoFlags;
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int done = FALSE;
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SDL_Event event;
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const SDL_VideoInfo *videoInfo;
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int isActive = TRUE;
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GLfloat emitterColors[2][3] = {
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//{1.0, 1.0, 1.0},
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{0.0, 0.0, 0.0},
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{0.0, 0.5, 1.0}};
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Vector emitterSpeeds[2] = {
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{0.00f, 0.0001f, 0.0f},
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{0.00f, 0.005f, 0.0f}};
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Vector emitterGravities[2] = {
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{0.002f, -0.0f, 0.0f},
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{0.00f, -0.00001f, 0.00f}};
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Vector emitterPositions[2] = {
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{0.0f, 0.0f, -50.0f},
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{0.0f, -2.0f, -50.0f}};
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Vector randPositions[2] = {
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{5.7f, 5.7f, 0.0f},
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{.5f, 3.5f, .5f}
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};
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Vector randSpeeds[2] = {
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{0.001f, 0.001f, 0.0f},
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{0.000f, 0.00f, 0.000f}
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};
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Vector randGravities[2] = {
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{0.0f, 0.0f, 0.0f},
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{0.000005f, 0.0f, 0.000005f},
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};
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srand((long)time(NULL));
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PopulateEmitter(&theEmitter[0],
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GL_TRUE,
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emitterColors[0],
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0.0001F,
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1000,
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&emitterGravities[0],
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&emitterPositions[0],
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&emitterSpeeds[0],
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&randGravities[0],
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&randPositions[0],
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&randSpeeds[0],
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500,
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GL_POINTS,
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0);
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PopulateEmitter(&theEmitter[1],
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GL_TRUE,
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emitterColors[1],
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0.0002F,
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5000,
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&emitterGravities[1],
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&emitterPositions[1],
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&emitterSpeeds[1],
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&randGravities[1],
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&randPositions[1],
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&randSpeeds[1],
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1400,
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GL_POINTS,
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0);
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/* initialize SDL */
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if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
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{
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fprintf( stderr, "Video initialization failed: %s\n",
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SDL_GetError( ) );
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Quit( 1 );
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}
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/* Fetch the video info */
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videoInfo = SDL_GetVideoInfo( );
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if ( !videoInfo )
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{
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fprintf( stderr, "Video query failed: %s\n",
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SDL_GetError( ) );
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Quit( 1 );
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}
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/* Ask SDL for a OpenGL double buffered context with various flags. */
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videoFlags = SDL_OPENGL;
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videoFlags |= SDL_GL_DOUBLEBUFFER;
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videoFlags |= SDL_HWPALETTE;
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videoFlags |= SDL_RESIZABLE;
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/* Can we have hardware surfaces? */
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if ( videoInfo->hw_available )
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videoFlags |= SDL_HWSURFACE;
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else
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videoFlags |= SDL_SWSURFACE;
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/* Hardware blits? */
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if ( videoInfo->blit_hw )
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videoFlags |= SDL_HWACCEL;
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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/* get the main SDL surface */
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surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
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videoFlags );
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if ( !surface )
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||||
{
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fprintf( stderr, "Video mode set failed: %s\n", SDL_GetError( ) );
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Quit( 1 );
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||||
}
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||||
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||||
if ( initGL( ) == FALSE )
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||||
{
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||||
fprintf( stderr, "Could not initialize OpenGL.\n" );
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Quit( 1 );
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||||
}
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resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );
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||||
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||||
/* wait for events */
|
||||
while ( !done )
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{
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/* handle the events in the queue, pumped by the SDL event machine */
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||||
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while ( SDL_PollEvent( &event ) )
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||||
{
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||||
switch( event.type )
|
||||
{
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||||
case SDL_ACTIVEEVENT:
|
||||
/* Gained or lost window focus. */
|
||||
if ( event.active.gain == 0 )
|
||||
isActive = FALSE;
|
||||
else
|
||||
isActive = TRUE;
|
||||
break;
|
||||
case SDL_VIDEORESIZE:
|
||||
/* handle resize event */
|
||||
surface = SDL_SetVideoMode( event.resize.w,
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||||
event.resize.h,
|
||||
16, videoFlags );
|
||||
if ( !surface )
|
||||
{
|
||||
fprintf( stderr, "Could not get a surface after resize: %s\n", SDL_GetError( ) );
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||||
Quit( 1 );
|
||||
}
|
||||
resizeWindow( event.resize.w, event.resize.h );
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
/* handle key presses */
|
||||
handleKeyPress( &event.key.keysym );
|
||||
break;
|
||||
case SDL_QUIT:
|
||||
/* handle quit requests */
|
||||
done = TRUE;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* draw the scene */
|
||||
if ( isActive ) {
|
||||
drawGLScene( );
|
||||
}
|
||||
}
|
||||
|
||||
/* clean ourselves up and exit */
|
||||
Quit( 0 );
|
||||
|
||||
/* Should never even get here */
|
||||
return( 0 );
|
||||
}
|
||||
|
||||
280
particle.h
Executable file
280
particle.h
Executable file
@@ -0,0 +1,280 @@
|
||||
#ifndef __PARTICLE_H__
|
||||
#define __PARTICLE_H__
|
||||
|
||||
#include "common.h"
|
||||
|
||||
/* max particles per emitter */
|
||||
#define MAX_PARTICLES 256
|
||||
|
||||
typedef struct {
|
||||
GLint aliveTime; /* time the particle's been alive */
|
||||
GLint lifetime; /* how long this particle should stay alive (in ms) */
|
||||
GLfloat alpha;
|
||||
Vector speed;
|
||||
Vector pos;
|
||||
Vector iGrav;
|
||||
} Particle;
|
||||
|
||||
typedef struct {
|
||||
GLboolean active; /* emitter active? */
|
||||
GLint lifetime; /* base lifetime of particles from this emitter */
|
||||
GLint lifeEdge; /* the random adjustment to each particle's lifetime
|
||||
(between lifeEdge and lifeEdge*2) */
|
||||
GLfloat alphaFade; /* a floating point value between 0.0 and 1.0 that tells
|
||||
how much transparency should be added to the particle each frame */
|
||||
|
||||
Vector pos; /* base position of particles from this emitter */
|
||||
Vector speed; /* base speed (direction) of particles from this emitter */
|
||||
Vector pGrav; /* the base x, y, and z gravity acting on
|
||||
particles from this emitter*/
|
||||
|
||||
Vector rSpeed; /* the random speed adjustment applied to particles */
|
||||
Vector rGrav; /* the random gravity adjustment applied to particles */
|
||||
Vector rPos; /* the random position adjustment applied to particles */
|
||||
|
||||
Particle particles[MAX_PARTICLES]; /* the actual particles */
|
||||
GLfloat texCoords[4][2]; // the texture coordinates for all quad or triangle particles
|
||||
GLuint texHandle; /* the texture handle for all particles from this emitter*/
|
||||
GLuint pType; /* GL_POINTS, GL_TRIANGLES, or GL_QUADS.*/
|
||||
GLfloat color[3]; /* color of particles in this emitter */
|
||||
|
||||
GLfloat size[2]; /* the size in X and Y of all particles from this emitter */
|
||||
|
||||
} PEmitter;
|
||||
|
||||
|
||||
void DrawParticle(Particle *particle, PEmitter *emitter)
|
||||
{
|
||||
|
||||
/* set up the texturing if we're not doing points */
|
||||
if ( emitter->pType != GL_POINTS ) {
|
||||
glBindTexture(GL_TEXTURE_2D, emitter->texHandle);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
glBegin(emitter->pType);
|
||||
|
||||
if ( emitter->pType == GL_TRIANGLES ) {
|
||||
glColor3f(emitter->color[0],
|
||||
emitter->color[1],
|
||||
emitter->color[2]);
|
||||
glTexCoord2f(emitter->texCoords[0][0],
|
||||
emitter->texCoords[0][1]);
|
||||
glVertex3f(particle->pos.x - ( emitter->size[0] / 2),
|
||||
particle->pos.y - ( emitter->size[1] / 2),
|
||||
particle->pos.z);
|
||||
|
||||
glColor3f(emitter->color[0],
|
||||
emitter->color[1],
|
||||
emitter->color[2]);
|
||||
glTexCoord2f(emitter->texCoords[1][0],
|
||||
emitter->texCoords[1][1]);
|
||||
glVertex3f(particle->pos.x + ( emitter->size[0] / 2),
|
||||
particle->pos.y - ( emitter->size[1] / 2),
|
||||
particle->pos.z);
|
||||
|
||||
glColor3f(emitter->color[0],
|
||||
emitter->color[1],
|
||||
emitter->color[2]);
|
||||
glTexCoord2f(emitter->texCoords[2][0],
|
||||
emitter->texCoords[2][1]);
|
||||
glVertex3f(particle->pos.x,
|
||||
particle->pos.y + ( emitter->size[1] / 2),
|
||||
particle->pos.z);
|
||||
}
|
||||
|
||||
else if ( emitter->pType == GL_QUADS ) {
|
||||
glColor3f(emitter->color[0],
|
||||
emitter->color[1],
|
||||
emitter->color[2]);
|
||||
glTexCoord2f(emitter->texCoords[0][0],
|
||||
emitter->texCoords[0][1]);
|
||||
glVertex3f(particle->pos.x - ( emitter->size[0] / 2),
|
||||
particle->pos.y + ( emitter->size[1] / 2),
|
||||
particle->pos.z);
|
||||
|
||||
glColor3f(emitter->color[0],
|
||||
emitter->color[1],
|
||||
emitter->color[2]);
|
||||
glTexCoord2f(emitter->texCoords[1][0],
|
||||
emitter->texCoords[1][1]);
|
||||
glVertex3f(particle->pos.x + ( emitter->size[0] / 2),
|
||||
particle->pos.y - ( emitter->size[1] / 2),
|
||||
particle->pos.z);
|
||||
|
||||
glColor3f(emitter->color[0],
|
||||
emitter->color[1],
|
||||
emitter->color[2]);
|
||||
glTexCoord2f(emitter->texCoords[2][0],
|
||||
emitter->texCoords[2][1]);
|
||||
glVertex3f(particle->pos.x + ( emitter->size[0] / 2),
|
||||
particle->pos.y - ( emitter->size[1] / 2),
|
||||
particle->pos.z);
|
||||
|
||||
glColor3f(emitter->color[0],
|
||||
emitter->color[1],
|
||||
emitter->color[2]);
|
||||
glTexCoord2f(emitter->texCoords[3][0],
|
||||
emitter->texCoords[3][1]);
|
||||
glVertex3f(particle->pos.x + ( emitter->size[0] / 2),
|
||||
particle->pos.y + ( emitter->size[1] / 2),
|
||||
particle->pos.z);
|
||||
}
|
||||
else {
|
||||
glColor4f(emitter->color[0], emitter->color[1], emitter->color[2], particle->alpha);
|
||||
glVertex3f(particle->pos.x, particle->pos.y, particle->pos.z);
|
||||
|
||||
}
|
||||
|
||||
glEnd();
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
GLuint DrawEmitter(PEmitter *emitter)
|
||||
{
|
||||
/* this function assumes the viewport and etc has already been setup
|
||||
* (e.g., call this from within your main GL drawing function) */
|
||||
|
||||
int i = 0;
|
||||
Particle *currParticle;
|
||||
|
||||
if ( !emitter ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
if ( emitter->active != GL_TRUE ) {
|
||||
return 0; // emitter not active, but this isn't an error
|
||||
}
|
||||
|
||||
for ( i = 0 ; i < MAX_PARTICLES ; i++ ) {
|
||||
currParticle = &emitter->particles[i];
|
||||
|
||||
/* draw the particle given its type */
|
||||
DrawParticle(currParticle, emitter);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
void ResetParticle(Particle *particle, PEmitter *emitter)
|
||||
{
|
||||
particle->aliveTime = 0;
|
||||
|
||||
/* get a new lifetime for the particle based on the base from the emitter + random adj */
|
||||
particle->lifetime = emitter->lifetime + (rand() % (emitter->lifeEdge*2)) - emitter->lifeEdge;
|
||||
particle->alpha = 1.0F;
|
||||
|
||||
/* reset the particle's x, y, z position from the emitter base */
|
||||
vectorCopy(&particle->pos, &emitter->pos);
|
||||
if ( emitter->rPos.x != 0.0f)
|
||||
particle->pos.x += frand( emitter->rPos.x);
|
||||
if ( emitter->rPos.y != 0.0f )
|
||||
particle->pos.y += frand( emitter->rPos.y );
|
||||
if ( emitter->rPos.z != 0.0f )
|
||||
particle->pos.z += frand( emitter->rPos.z );
|
||||
|
||||
/* reset the particle's gravity from the base gravity of the emitter + rand adjust */
|
||||
vectorCopy(&particle->iGrav, &emitter->pGrav);
|
||||
if ( emitter->rGrav.x != 0.0f )
|
||||
particle->iGrav.x += frand( emitter->rGrav.x );
|
||||
if ( emitter->rGrav.y != 0.0f )
|
||||
particle->iGrav.y += frand( emitter->rGrav.y );
|
||||
if ( emitter->rGrav.z != 0.0f )
|
||||
particle->iGrav.z += frand( emitter->rGrav.z );
|
||||
|
||||
/* reset the particle's speed from the base gravity of the emitter + rand adjust */
|
||||
vectorCopy(&particle->speed, &emitter->speed);
|
||||
if ( emitter->rSpeed.x != 0.0f )
|
||||
particle->speed.x += frand( emitter->rSpeed.x);
|
||||
if ( emitter->rSpeed.y != 0.0f )
|
||||
particle->speed.y += frand( emitter->rSpeed.y);
|
||||
if ( emitter->rSpeed.z != 0.0f )
|
||||
particle->speed.z += frand( emitter->rSpeed.z);
|
||||
}
|
||||
|
||||
void UpdateEmitter(PEmitter *emitter, GLuint timePassed)
|
||||
{
|
||||
/* here's where we do the emitter's logic. It's assumed
|
||||
* we're being called once per frame, so we don't do any
|
||||
* time calculations, other than updating the lifetimes
|
||||
* ... timePassed is the number of ms passed since the last call */
|
||||
|
||||
int i = 0;
|
||||
Particle *currParticle;
|
||||
|
||||
for ( i = 0 ; i < MAX_PARTICLES ; i++ ) {
|
||||
currParticle = &emitter->particles[i];
|
||||
|
||||
currParticle->aliveTime += timePassed;
|
||||
|
||||
if ( currParticle->aliveTime >= currParticle->lifetime ) {
|
||||
/* this particle has died; set it to inactive and reset its lifetime/pos/dir */
|
||||
ResetParticle(currParticle,emitter);
|
||||
continue;
|
||||
}
|
||||
|
||||
/* apply gravity and such to the particle */
|
||||
|
||||
currParticle->speed.x += currParticle->iGrav.x;
|
||||
currParticle->speed.y += currParticle->iGrav.y;
|
||||
currParticle->speed.z += currParticle->iGrav.z;
|
||||
|
||||
currParticle->pos.x += (currParticle->speed.x);
|
||||
currParticle->pos.y += (currParticle->speed.y);
|
||||
currParticle->pos.z += (currParticle->speed.z);
|
||||
|
||||
/* the alpha is a constant drop over the lifetime of the particle */
|
||||
currParticle->alpha -= emitter->alphaFade;
|
||||
}
|
||||
}
|
||||
|
||||
GLuint PopulateEmitter(PEmitter *emitter,
|
||||
GLboolean active,
|
||||
GLfloat color[],
|
||||
GLfloat alphaFade,
|
||||
GLint lifetime,
|
||||
Vector *pGrav,
|
||||
Vector *pos,
|
||||
Vector *speed,
|
||||
Vector *rgrav,
|
||||
Vector *rpos,
|
||||
Vector *rspeed,
|
||||
GLint lifeEdge,
|
||||
GLuint pType,
|
||||
GLuint texHandle)
|
||||
{
|
||||
int i = 0;
|
||||
|
||||
if ( !emitter ) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
emitter->active = active;
|
||||
|
||||
emitter->color[0] = color[0];
|
||||
emitter->color[1] = color[1];
|
||||
emitter->color[2] = color[2];
|
||||
|
||||
emitter->lifetime = lifetime;
|
||||
emitter->lifeEdge = lifeEdge;
|
||||
emitter->alphaFade = alphaFade;
|
||||
|
||||
vectorCopy(&emitter->pGrav, pGrav);
|
||||
vectorCopy(&emitter->pos, pos);
|
||||
vectorCopy(&emitter->speed, speed);
|
||||
vectorCopy(&emitter->rSpeed, rspeed);
|
||||
vectorCopy(&emitter->rPos, rpos);
|
||||
vectorCopy(&emitter->rGrav, rgrav);
|
||||
|
||||
|
||||
emitter->pType = pType;
|
||||
emitter->texHandle = texHandle;
|
||||
|
||||
for ( i = 0; i < MAX_PARTICLES; i++ ) {
|
||||
ResetParticle(&emitter->particles[i],emitter);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
#endif // __PARTICLE_H__
|
||||
Reference in New Issue
Block a user