Mercurial > sdl-ios-xcode
annotate Xcode-iPhoneOS/Demos/src/fireworks.c @ 3690:e431b888ac6c
Fixed compilation on iPhone
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 21 Jan 2010 16:12:24 +0000 |
parents | 64ce267332c6 |
children | 06c7423f8c60 |
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 */ |
3277
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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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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 which = event.button.which; |
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434 int x, y; |
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435 SDL_SelectMouse(which); |
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436 SDL_GetMouseState(&x, &y); |
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437 spawnEmitterParticle(x, y); |
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438 } |
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439 } |
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440 stepParticles(); |
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441 drawParticles(); |
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442 endFrame = SDL_GetTicks(); |
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443 |
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444 /* figure out how much time we have left, and then sleep */ |
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445 delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); |
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446 if (delay > MILLESECONDS_PER_FRAME) { |
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447 delay = MILLESECONDS_PER_FRAME; |
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448 } |
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449 if (delay > 0) { |
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450 SDL_Delay(delay); |
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451 } |
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452 } |
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453 |
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454 /* delete textures */ |
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455 glDeleteTextures(1, &particleTextureID); |
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456 /* shutdown SDL */ |
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457 SDL_Quit(); |
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458 |
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459 return 0; |
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460 } |