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0ad/source/tools/ape/ext/ParticleEmitter.cpp
Ykkrosh ec3452679c Restructuring
This was SVN commit r1453.
2004-12-05 17:59:29 +00:00

408 lines
9.4 KiB
C++
Executable File

/*==================================================================
|
| Name: ParticleEmitter.cpp
|
|===================================================================
|
| Author: Ben Vinegar
| Contact: benvinegar () hotmail ! com
|
|
| Last Modified: 05/11/04
|
| Overview: Particle emitter class that emits particles from
| an origin (or area) with a variety of set colours,
| durations, forces and a single common sprite.
|
|
| Usage: Instantiate one emitter per desired effect. Set the
| various fields (preferably all, the defaults are rather
| boring) and then call Frame() - you guessed it - every
| frame.
|
| To do: TBA
|
| More Information: TBA
|
==================================================================*/
#include "ParticleEmitter.h"
#include "timer_.h"
#include <GL/gl.h>
#include <stdlib.h>
#define EMITTER_MAX_PARTICLES 10000
CParticleEmitter::CParticleEmitter() :
m_particles(NULL),
m_origin(0.0f, 0.0f, 0.0f),
m_originSpread(0.0f, 0.0f, 0.0f),
m_velocity(0.0f, 0.0f, 0.0f),
m_velocitySpread(0.0f, 0.0f, 0.0f),
m_gravity(0.0f, 0.0f, 0.0f),
m_maxParticles(25),
m_minParticles(25),
m_numParticles(0),
m_maxLifetime(1.0f),
m_minLifetime(1.0f),
m_timeOfLastFrame(0.0f),
m_timeSinceLastEmit(0.0f),
m_width(1.0f),
m_height(1.0f),
m_timeLimit(0.0f)
{
m_particles.clear();
m_disabled.clear();
m_startColour[0] = m_startColour[1] = m_startColour[2] = m_startColour[3] = 1.0f;
m_endColour[0] = m_endColour[1] = m_endColour[2] = m_endColour[3] = 1.0f;
}
CParticleEmitter::~CParticleEmitter()
{
// upon destruction, delete particles
std::vector<CParticle *>::iterator itor = m_particles.begin();
while (itor != m_particles.end())
{
m_particles.erase(itor);
delete (*itor);
++itor;
}
// delete vertices, colours, etc.
if (m_vertices != NULL)
delete m_vertices;
if (m_texCoords != NULL)
delete m_texCoords;
if (m_colours != NULL)
delete m_colours;
}
bool CParticleEmitter::Init() {
m_vertices = new vertex3f[EMITTER_MAX_PARTICLES * 4];
m_texCoords = new vertex2f[EMITTER_MAX_PARTICLES * 4];
m_colours = new color4f[EMITTER_MAX_PARTICLES * 4];
// every particle has the same texture coordinates
for (int i = 0; i < EMITTER_MAX_PARTICLES * 4; i += 4) {
m_texCoords[i].x = 0.0f;
m_texCoords[i].y = 0.0f;
m_texCoords[i + 1].x = 0.0f;
m_texCoords[i + 1].y = 1.0f;
m_texCoords[i + 2].x = 1.0f;
m_texCoords[i + 2].y = 1.0f;
m_texCoords[i + 3].x = 1.0f;
m_texCoords[i + 3].y = 0.0f;
}
return true;
}
void CParticleEmitter::Frame()
{
Update();
Render();
}
void CParticleEmitter::Render()
{
glEnable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
// bind loaded texture
glBindTexture(GL_TEXTURE_2D, m_texture);
CVector3D pos;
std::vector<CParticle *>::iterator itor = m_particles.begin();
int i = 0;
float w = m_width / 2;
float h = m_height / 2;
// update vertices based on current particle position
while (itor != m_particles.end())
{
CParticle * curParticle = (*itor);
curParticle->Update();
pos = curParticle->m_position;
m_vertices[i].x = pos.X - w;
m_vertices[i].y = pos.Y - h;
m_vertices[i].z = pos.Z;
m_vertices[i + 1].x = pos.X - w;
m_vertices[i + 1].y = pos.Y + h;
m_vertices[i + 1].z = pos.Z;
m_vertices[i + 2].x = pos.X + w;
m_vertices[i + 2].y = pos.Y + h;
m_vertices[i + 2].z = pos.Z;
m_vertices[i + 3].x = pos.X + w;
m_vertices[i + 3].y = pos.Y - h;
m_vertices[i + 3].z = pos.Z;
memcpy(&m_colours[i], curParticle->m_colour, sizeof(color4f));
memcpy(&m_colours[i + 1], curParticle->m_colour, sizeof(color4f));
memcpy(&m_colours[i + 2], curParticle->m_colour, sizeof(color4f));
memcpy(&m_colours[i + 3], curParticle->m_colour, sizeof(color4f));
i += 4;
++itor;
}
// enable vertex arrays
glEnable(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_COLOR_ARRAY);
// set vertex arrays
glVertexPointer(3, GL_FLOAT, 0, m_vertices);
glTexCoordPointer(2, GL_FLOAT, 0, m_texCoords);
glColorPointer(4, GL_FLOAT, 0, m_colours);
glDrawArrays(GL_QUADS, 0, m_numParticles * 4);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
void CParticleEmitter::Update()
{
float timeElapsed = (float)(get_time() - m_timeOfLastFrame);
// update existing particles
std::vector<CParticle *>::iterator itor = m_particles.begin();
while (itor != m_particles.end())
{
CParticle * curParticle = (*itor);
curParticle->Update();
// destroy particle if it has lived beyond its duration
if (curParticle->m_timeElapsedTotal >= curParticle->m_duration)
{
m_particles.erase(itor);
m_disabled.push_back(curParticle);
--m_numParticles;
}
++itor;
}
float secondsPerEmit = (float)(1 / (m_minParticles / m_minLifetime));
if (m_timeSinceLastEmit > secondsPerEmit)
{
float duration;
CVector3D position, velocity;
float colour[4];
bool moreParticlesToEmit = true;
while (moreParticlesToEmit) {
CParticle * newParticle = NULL;
if (m_disabled.empty())
newParticle = new CParticle();
else {
newParticle = m_disabled.back();
m_disabled.pop_back();
newParticle->Reset();
}
// calculate particle duration
duration = (float)m_minLifetime;
duration += (rand() % (int)((m_maxLifetime - m_minLifetime) * 1000.0f + 1)) / 1000.0f;
newParticle->m_duration = duration;
// calculate particle start position from spread
position = m_origin;
position.X += (rand() % (int)(m_originSpread.X * 2000.0f + 1)) / 1000.0f - m_originSpread.X;
position.Y += (rand() % (int)(m_originSpread.Y * 2000.0f + 1)) / 1000.0f - m_originSpread.Y;
position.Z += (rand() % (int)(m_originSpread.Z * 2000.0f + 1)) / 1000.0f - m_originSpread.Z;
newParticle->m_position = position;
// calculate particle velocity from spread
velocity = m_velocity;
velocity.X += (rand() % (int)(m_velocitySpread.X * 2000.0f + 1)) / 1000.0f - m_velocitySpread.X;
velocity.Y += (rand() % (int)(m_velocitySpread.Y * 2000.0f + 1)) / 1000.0f - m_velocitySpread.Y;
velocity.Z += (rand() % (int)(m_velocitySpread.Z * 2000.0f + 1)) / 1000.0f - m_velocitySpread.Z;
newParticle->m_velocity = velocity;
newParticle->m_gravity = m_gravity;
// calculate and assign colour
memcpy(colour, m_startColour, sizeof(float) * 4);
colour[0] -= (rand() % (int)((m_startColour[0] - m_endColour[0]) * 1000.0f + 1)) / 1000.0f;
colour[1] -= (rand() % (int)((m_startColour[1] - m_endColour[1]) * 1000.0f + 1)) / 1000.0f;
colour[2] -= (rand() % (int)((m_startColour[2] - m_endColour[2]) * 1000.0f + 1)) / 1000.0f;
colour[3] -= (rand() % (int)((m_startColour[3] - m_endColour[3]) * 1000.0f + 1)) / 1000.0f;
memcpy(newParticle->m_colour, colour, sizeof(float) * 4);
// assign sprite
//newParticle->m_sprite = m_sprite;
// final pre-processing init call
newParticle->Init();
// add to vector of particles
m_particles.push_back(newParticle);
timeElapsed -= secondsPerEmit;
if (timeElapsed < secondsPerEmit)
{
moreParticlesToEmit = false;
}
++m_numParticles;
}
m_timeSinceLastEmit = 0.0f;
}
else
m_timeSinceLastEmit += timeElapsed;
m_timeOfLastFrame = get_time();
}
bool CParticleEmitter::IsFinished() {
if (m_timeElapsedTotal >= m_timeLimit && m_timeLimit > 0.0f)
return true;
return false;
}
void CParticleEmitter::SetTimelimit(double time) {
m_timeLimit = time;
}
// deprecated
/*/void CParticleEmitter::SetSprite(CSprite * sprite)
{
//m_sprite = sprite;
}/*/
void CParticleEmitter::SetTexture(GLuint tex) {
m_texture = tex;
}
void CParticleEmitter::SetWidth(float width) {
m_width = width;
}
void CParticleEmitter::SetHeight(float height) {
m_height = height;
}
void CParticleEmitter::SetOrigin(CVector3D origin)
{
m_origin = origin;
}
void CParticleEmitter::SetOrigin(float x, float y, float z)
{
m_origin.X = x;
m_origin.Y = y;
m_origin.Z = z;
}
void CParticleEmitter::SetOriginSpread(CVector3D spread)
{
m_originSpread = spread;
}
void CParticleEmitter::SetOriginSpread(float x, float y, float z)
{
m_originSpread.X = x;
m_originSpread.Y = y;
m_originSpread.Z = z;
}
void CParticleEmitter::SetGravity(CVector3D gravity)
{
m_gravity = gravity;
}
void CParticleEmitter::SetGravity(float x, float y, float z)
{
m_gravity.X = x;
m_gravity.Y = y;
m_gravity.Z = z;
}
void CParticleEmitter::SetVelocity(CVector3D velocity)
{
m_velocity = velocity;
}
void CParticleEmitter::SetVelocity(float x, float y, float z)
{
m_velocity.X = x;
m_velocity.Y = y;
m_velocity.Z = z;
}
void CParticleEmitter::SetVelocitySpread(CVector3D spread)
{
m_velocitySpread = spread;
}
void CParticleEmitter::SetVelocitySpread(float x, float y, float z)
{
m_velocitySpread.X = x;
m_velocitySpread.Y = y;
m_velocitySpread.Z = z;
}
void CParticleEmitter::SetStartColour(float r, float g, float b, float a)
{
m_startColour[0] = r;
m_startColour[1] = g;
m_startColour[2] = b;
m_startColour[3] = a;
}
void CParticleEmitter::SetEndColour(float r, float g, float b, float a)
{
m_endColour[0] = r;
m_endColour[1] = g;
m_endColour[2] = b;
m_endColour[3] = a;
}
void CParticleEmitter::SetMaxLifetime(double maxLife)
{
m_maxLifetime = maxLife;
}
void CParticleEmitter::SetMinLifetime(double minLife)
{
m_minLifetime = minLife;
}
void CParticleEmitter::SetMaxParticles(int maxParticles)
{
m_maxParticles = maxParticles;
}
void CParticleEmitter::SetMinParticles(int minParticles)
{
m_minParticles = minParticles;
}