Mercurial > sdl-ios-xcode
annotate Xcode-iPhoneOS/Demos/src/fireworks.c @ 5127:b6c7a6b07ebf
Updated main.c for API changes
Kees Bakker to sdl
The main.c for the template is still targeting SDL1.2. Here
is the patch to make it work for SDL1.3 (I'm hoping
the mailing lists accepts attachments.)
In this patch I have also changed the shell script that
assembles the Template. Since there is now only one lib
target (same name for "device" and "simulator" version)
I copy the simulator library to the destination with
the name libSDLSimulator.a. This is not a satisfactory
solution, because both libraries are included in the project
while only one is needed (depending on the selected
environment). However, I'm not fluent with Xcode to
say what a better solution would be.
Kind regards,
Kees Bakker
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 28 Jan 2011 10:37:36 -0800 |
parents | 06c7423f8c60 |
children | 78db79f5a4e2 |
rev | line source |
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1 /* |
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2 * fireworks.c |
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3 * written by Holmes Futrell |
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4 * use however you want |
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5 */ |
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6 |
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7 #include "SDL.h" |
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8 #include "SDL_opengles.h" |
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9 #include "common.h" |
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10 #include <math.h> |
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11 #include <time.h> |
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12 |
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13 #define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ |
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14 #define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */ |
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15 #define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */ |
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16 #define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */ |
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17 |
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18 static GLuint particleTextureID; /* OpenGL particle texture id */ |
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19 static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */ |
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20 /* |
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21 used to describe what type of particle a given struct particle is. |
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22 emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles. |
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23 trail - shoots off, following emitter particle |
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24 dust - radiates outwards from emitter explosion |
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25 */ |
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26 enum particleType |
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27 { |
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28 emitter = 0, |
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29 trail, |
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30 dust |
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31 }; |
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32 /* |
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33 struct particle is used to describe each particle displayed on screen |
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34 */ |
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35 struct particle |
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36 { |
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37 GLfloat x; /* x position of particle */ |
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38 GLfloat y; /* y position of particle */ |
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39 GLubyte color[4]; /* rgba color of particle */ |
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40 GLfloat size; /* size of particle in pixels */ |
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41 GLfloat xvel; /* x velocity of particle in pixels per milesecond */ |
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42 GLfloat yvel; /* y velocity of particle in pixels per millescond */ |
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43 int isActive; /* if not active, then particle is overwritten */ |
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44 enum particleType type; /* see enum particleType */ |
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45 } particles[MAX_PARTICLES]; /* this array holds all our particles */ |
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46 |
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47 static int num_active_particles; /* how many members of the particle array are actually being drawn / animated? */ |
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48 |
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49 /* function declarations */ |
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50 void spawnTrailFromEmitter(struct particle *emitter); |
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51 void spawnEmitterParticle(GLfloat x, GLfloat y); |
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52 void explodeEmitter(struct particle *emitter); |
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53 void initializeParticles(void); |
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54 void initializeTexture(); |
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55 int nextPowerOfTwo(int x); |
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56 void drawParticles(); |
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57 void stepParticles(void); |
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58 |
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59 /* helper function (used in texture loading) |
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60 returns next power of two greater than or equal to x |
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61 */ |
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62 int |
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63 nextPowerOfTwo(int x) |
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64 { |
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65 int val = 1; |
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66 while (val < x) { |
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67 val *= 2; |
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68 } |
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69 return val; |
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70 } |
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71 |
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72 /* |
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73 steps each active particle by timestep MILLESECONDS_PER_FRAME |
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74 */ |
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75 void |
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76 stepParticles(void) |
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77 { |
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78 int i; |
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79 struct particle *slot = particles; |
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80 struct particle *curr = particles; |
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81 for (i = 0; i < num_active_particles; i++) { |
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82 /* is the particle actually active, or is it marked for deletion? */ |
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83 if (curr->isActive) { |
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84 /* is the particle off the screen? */ |
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85 if (curr->y > SCREEN_HEIGHT) |
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86 curr->isActive = 0; |
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87 else if (curr->y < 0) |
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88 curr->isActive = 0; |
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89 if (curr->x > SCREEN_WIDTH) |
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90 curr->isActive = 0; |
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91 else if (curr->x < 0) |
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92 curr->isActive = 0; |
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93 |
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94 /* step velocity, then step position */ |
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95 curr->yvel += ACCEL * MILLESECONDS_PER_FRAME; |
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96 curr->xvel += 0.0f; |
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97 curr->y += curr->yvel * MILLESECONDS_PER_FRAME; |
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98 curr->x += curr->xvel * MILLESECONDS_PER_FRAME; |
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99 |
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100 /* particle behavior */ |
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101 if (curr->type == emitter) { |
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102 /* if we're an emitter, spawn a trail */ |
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103 spawnTrailFromEmitter(curr); |
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104 /* if we've reached our peak, explode */ |
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105 if (curr->yvel > 0.0) { |
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106 explodeEmitter(curr); |
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107 } |
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108 } else { |
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109 float speed = |
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110 sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel); |
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111 /* if wind resistance is not powerful enough to stop us completely, |
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112 then apply winde resistance, otherwise just stop us completely */ |
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113 if (WIND_RESISTANCE * MILLESECONDS_PER_FRAME < speed) { |
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114 float normx = curr->xvel / speed; |
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115 float normy = curr->yvel / speed; |
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116 curr->xvel -= |
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117 normx * WIND_RESISTANCE * MILLESECONDS_PER_FRAME; |
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118 curr->yvel -= |
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119 normy * WIND_RESISTANCE * MILLESECONDS_PER_FRAME; |
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120 } else { |
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121 curr->xvel = curr->yvel = 0; /* stop particle */ |
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122 } |
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123 |
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124 if (curr->color[3] <= MILLESECONDS_PER_FRAME * 0.1275f) { |
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125 /* if this next step will cause us to fade out completely |
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126 then just mark for deletion */ |
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127 curr->isActive = 0; |
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128 } else { |
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129 /* otherwise, let's fade a bit more */ |
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130 curr->color[3] -= MILLESECONDS_PER_FRAME * 0.1275f; |
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131 } |
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132 |
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133 /* if we're a dust particle, shrink our size */ |
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134 if (curr->type == dust) |
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135 curr->size -= MILLESECONDS_PER_FRAME * 0.010f; |
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136 |
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137 } |
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138 |
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139 /* if we're still active, pack ourselves in the array next |
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140 to the last active guy (pack the array tightly) */ |
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141 if (curr->isActive) |
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142 *(slot++) = *curr; |
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143 } /* endif (curr->isActive) */ |
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144 curr++; |
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145 } |
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146 /* the number of active particles is computed as the difference between |
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147 old number of active particles, where slot points, and the |
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148 new size of the array, where particles points */ |
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149 num_active_particles = slot - particles; |
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150 } |
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151 |
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152 /* |
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153 This draws all the particles shown on screen |
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154 */ |
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155 void |
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156 drawParticles() |
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157 { |
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158 |
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159 /* draw the background */ |
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160 glClear(GL_COLOR_BUFFER_BIT); |
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161 |
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162 /* set up the position and color pointers */ |
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163 glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles); |
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164 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle), |
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165 particles[0].color); |
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166 |
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167 if (pointSizeExtensionSupported) { |
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168 /* pass in our array of point sizes */ |
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169 glPointSizePointerOES(GL_FLOAT, sizeof(struct particle), |
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170 &(particles[0].size)); |
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171 } |
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172 |
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173 /* draw our particles! */ |
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174 glDrawArrays(GL_POINTS, 0, num_active_particles); |
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175 |
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176 /* update screen */ |
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177 SDL_RenderPresent(); |
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178 |
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179 } |
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180 |
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181 /* |
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182 This causes an emitter to explode in a circular bloom of dust particles |
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183 */ |
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184 void |
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185 explodeEmitter(struct particle *emitter) |
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186 { |
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187 /* first off, we're done with this particle, so turn active off */ |
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188 emitter->isActive = 0; |
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189 int i; |
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190 for (i = 0; i < 200; i++) { |
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191 |
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192 if (num_active_particles >= MAX_PARTICLES) |
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193 return; |
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194 |
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195 /* come up with a random angle and speed for new particle */ |
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196 float theta = randomFloat(0, 2.0f * 3.141592); |
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197 float exponent = 3.0f; |
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198 float speed = randomFloat(0.00, powf(0.17, exponent)); |
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199 speed = powf(speed, 1.0f / exponent); |
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200 |
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201 /*select the particle at the end of our array */ |
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202 struct particle *p = &particles[num_active_particles]; |
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203 |
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204 /* set the particles properties */ |
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205 p->xvel = speed * cos(theta); |
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206 p->yvel = speed * sin(theta); |
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207 p->x = emitter->x + emitter->xvel; |
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208 p->y = emitter->y + emitter->yvel; |
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209 p->isActive = 1; |
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210 p->type = dust; |
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211 p->size = 15; |
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212 /* inherit emitter's color */ |
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213 p->color[0] = emitter->color[0]; |
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214 p->color[1] = emitter->color[1]; |
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215 p->color[2] = emitter->color[2]; |
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216 p->color[3] = 255; |
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217 /* our array has expanded at the end */ |
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218 num_active_particles++; |
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219 } |
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220 |
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221 } |
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222 |
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223 /* |
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224 This spawns a trail particle from an emitter |
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225 */ |
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226 void |
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227 spawnTrailFromEmitter(struct particle *emitter) |
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228 { |
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229 |
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230 if (num_active_particles >= MAX_PARTICLES) |
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231 return; |
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232 |
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233 /* select the particle at the slot at the end of our array */ |
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234 struct particle *p = &particles[num_active_particles]; |
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235 |
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236 /* set position and velocity to roughly that of the emitter */ |
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237 p->x = emitter->x + randomFloat(-3.0, 3.0); |
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238 p->y = emitter->y + emitter->size / 2.0f; |
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239 p->xvel = emitter->xvel + randomFloat(-0.005, 0.005); |
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240 p->yvel = emitter->yvel + 0.1; |
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241 |
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242 /* set the color to a random-ish orangy type color */ |
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243 p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255; |
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244 p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255; |
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245 p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255; |
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246 p->color[3] = (0.7f) * 255; |
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247 |
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248 /* set other attributes */ |
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249 p->size = 10; |
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250 p->type = trail; |
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251 p->isActive = 1; |
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252 |
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253 /* our array has expanded at the end */ |
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254 num_active_particles++; |
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255 |
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256 } |
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257 |
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258 /* |
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259 spawns a new emitter particle at the bottom of the screen |
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260 destined for the point (x,y). |
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261 */ |
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262 void |
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263 spawnEmitterParticle(GLfloat x, GLfloat y) |
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264 { |
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265 |
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266 if (num_active_particles >= MAX_PARTICLES) |
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267 return; |
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268 |
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269 /* find particle at endpoint of array */ |
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270 struct particle *p = &particles[num_active_particles]; |
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271 |
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272 /* set the color randomly */ |
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273 switch (rand() % 4) { |
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274 case 0: |
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275 p->color[0] = 255; |
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276 p->color[1] = 100; |
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277 p->color[2] = 100; |
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278 break; |
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279 case 1: |
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280 p->color[0] = 100; |
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281 p->color[1] = 255; |
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282 p->color[2] = 100; |
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283 break; |
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284 case 2: |
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285 p->color[0] = 100; |
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286 p->color[1] = 100; |
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287 p->color[2] = 255; |
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288 break; |
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289 case 3: |
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290 p->color[0] = 255; |
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291 p->color[1] = 150; |
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292 p->color[2] = 50; |
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293 break; |
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294 } |
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295 p->color[3] = 255; |
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296 /* set position to (x, SCREEN_HEIGHT) */ |
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297 p->x = x; |
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298 p->y = SCREEN_HEIGHT; |
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299 /* set velocity so that terminal point is (x,y) */ |
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300 p->xvel = 0; |
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301 p->yvel = -sqrt(2 * ACCEL * (SCREEN_HEIGHT - y)); |
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302 /* set other attributes */ |
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303 p->size = 10; |
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304 p->type = emitter; |
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305 p->isActive = 1; |
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306 /* our array has expanded at the end */ |
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307 num_active_particles++; |
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308 } |
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309 |
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310 /* just sets the endpoint of the particle array to element zero */ |
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311 void |
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312 initializeParticles(void) |
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313 { |
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314 num_active_particles = 0; |
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315 } |
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316 |
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317 /* |
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318 loads the particle texture |
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319 */ |
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320 void |
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321 initializeTexture() |
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322 { |
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323 |
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324 int bpp; /* texture bits per pixel */ |
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325 Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */ |
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326 SDL_Surface *bmp_surface; /* the bmp is loaded here */ |
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327 SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP |
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328 to format passed into OpenGL */ |
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329 |
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330 bmp_surface = SDL_LoadBMP("stroke.bmp"); |
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331 if (bmp_surface == NULL) { |
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332 fatalError("could not load stroke.bmp"); |
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333 } |
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334 |
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335 /* Grab info about format that will be passed into OpenGL */ |
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336 SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask, |
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337 &Bmask, &Amask); |
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338 /* Create surface that will hold pixels passed into OpenGL */ |
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339 bmp_surface_rgba8888 = |
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340 SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, |
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341 Gmask, Bmask, Amask); |
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342 /* Blit to this surface, effectively converting the format */ |
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343 SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL); |
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344 |
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345 glGenTextures(1, &particleTextureID); |
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346 glBindTexture(GL_TEXTURE_2D, particleTextureID); |
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347 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, |
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348 nextPowerOfTwo(bmp_surface->w), |
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349 nextPowerOfTwo(bmp_surface->h), |
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350 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); |
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351 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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353 /* this is where we actually pass in the pixel data */ |
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354 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0, |
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355 GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels); |
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356 |
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357 /* free bmp surface and converted bmp surface */ |
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358 SDL_FreeSurface(bmp_surface); |
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359 SDL_FreeSurface(bmp_surface_rgba8888); |
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360 |
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361 } |
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362 |
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363 int |
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364 main(int argc, char *argv[]) |
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365 { |
3685
64ce267332c6
Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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366 SDL_Window *window; /* main window */ |
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367 Uint32 startFrame; /* time frame began to process */ |
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368 Uint32 endFrame; /* time frame ended processing */ |
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369 Uint32 delay; /* time to pause waiting to draw next frame */ |
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370 int done; /* should we clean up and exit? */ |
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371 |
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372 /* initialize SDL */ |
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373 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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374 fatalError("Could not initialize SDL"); |
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375 } |
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376 /* seed the random number generator */ |
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377 srand(time(NULL)); |
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378 /* |
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379 request some OpenGL parameters |
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380 that may speed drawing |
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381 */ |
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382 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); |
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383 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); |
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384 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); |
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385 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); |
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386 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); |
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387 SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0); |
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388 SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); |
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389 |
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390 /* create main window and renderer */ |
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Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
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391 window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, |
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392 SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | |
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393 SDL_WINDOW_BORDERLESS); |
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394 SDL_CreateRenderer(window, 0, 0); |
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395 |
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396 /* load the particle texture */ |
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397 initializeTexture(); |
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398 |
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399 /* check if GL_POINT_SIZE_ARRAY_OES is supported |
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400 this is used to give each particle its own size |
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401 */ |
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402 pointSizeExtensionSupported = |
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403 SDL_GL_ExtensionSupported("GL_OES_point_size_array"); |
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404 |
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405 /* set up some OpenGL state */ |
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406 glEnable(GL_TEXTURE_2D); |
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407 glEnable(GL_BLEND); |
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408 glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
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409 glEnableClientState(GL_VERTEX_ARRAY); |
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410 glEnableClientState(GL_COLOR_ARRAY); |
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411 |
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412 glEnable(GL_POINT_SPRITE_OES); |
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413 glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1); |
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414 |
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415 if (pointSizeExtensionSupported) { |
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416 /* we use this to set the sizes of all the particles */ |
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417 glEnableClientState(GL_POINT_SIZE_ARRAY_OES); |
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418 } else { |
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419 /* if extension not available then all particles have size 10 */ |
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420 glPointSize(10); |
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421 } |
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422 |
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423 done = 0; |
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424 /* enter main loop */ |
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425 while (!done) { |
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426 startFrame = SDL_GetTicks(); |
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427 SDL_Event event; |
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428 while (SDL_PollEvent(&event)) { |
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429 if (event.type == SDL_QUIT) { |
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430 done = 1; |
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431 } |
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432 if (event.type == SDL_MOUSEBUTTONDOWN) { |
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433 int x, y; |
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434 SDL_GetMouseState(&x, &y); |
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435 spawnEmitterParticle(x, y); |
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436 } |
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437 } |
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438 stepParticles(); |
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439 drawParticles(); |
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440 endFrame = SDL_GetTicks(); |
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441 |
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442 /* figure out how much time we have left, and then sleep */ |
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443 delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); |
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444 if (delay > MILLESECONDS_PER_FRAME) { |
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445 delay = MILLESECONDS_PER_FRAME; |
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446 } |
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447 if (delay > 0) { |
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448 SDL_Delay(delay); |
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449 } |
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450 } |
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451 |
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452 /* delete textures */ |
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453 glDeleteTextures(1, &particleTextureID); |
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454 /* shutdown SDL */ |
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455 SDL_Quit(); |
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456 |
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457 return 0; |
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458 } |