Mercurial > sdl-ios-xcode
comparison Xcode-iPhoneOS/Demos/src/fireworks.c @ 3277:20326ba2bda2
This name inconsistency has been bugging me for a while...
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 19 Sep 2009 07:32:36 +0000 |
parents | |
children | 64ce267332c6 |
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3276:720d176be107 | 3277:20326ba2bda2 |
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1 /* | |
2 * fireworks.c | |
3 * written by Holmes Futrell | |
4 * use however you want | |
5 */ | |
6 | |
7 #include "SDL.h" | |
8 #include "SDL_opengles.h" | |
9 #include "common.h" | |
10 #include <math.h> | |
11 #include <time.h> | |
12 | |
13 #define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ | |
14 #define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */ | |
15 #define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */ | |
16 #define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */ | |
17 | |
18 static GLuint particleTextureID; /* OpenGL particle texture id */ | |
19 static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */ | |
20 /* | |
21 used to describe what type of particle a given struct particle is. | |
22 emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles. | |
23 trail - shoots off, following emitter particle | |
24 dust - radiates outwards from emitter explosion | |
25 */ | |
26 enum particleType | |
27 { | |
28 emitter = 0, | |
29 trail, | |
30 dust | |
31 }; | |
32 /* | |
33 struct particle is used to describe each particle displayed on screen | |
34 */ | |
35 struct particle | |
36 { | |
37 GLfloat x; /* x position of particle */ | |
38 GLfloat y; /* y position of particle */ | |
39 GLubyte color[4]; /* rgba color of particle */ | |
40 GLfloat size; /* size of particle in pixels */ | |
41 GLfloat xvel; /* x velocity of particle in pixels per milesecond */ | |
42 GLfloat yvel; /* y velocity of particle in pixels per millescond */ | |
43 int isActive; /* if not active, then particle is overwritten */ | |
44 enum particleType type; /* see enum particleType */ | |
45 } particles[MAX_PARTICLES]; /* this array holds all our particles */ | |
46 | |
47 static int num_active_particles; /* how many members of the particle array are actually being drawn / animated? */ | |
48 | |
49 /* function declarations */ | |
50 void spawnTrailFromEmitter(struct particle *emitter); | |
51 void spawnEmitterParticle(GLfloat x, GLfloat y); | |
52 void explodeEmitter(struct particle *emitter); | |
53 void initializeParticles(void); | |
54 void initializeTexture(); | |
55 int nextPowerOfTwo(int x); | |
56 void drawParticles(); | |
57 void stepParticles(void); | |
58 | |
59 /* helper function (used in texture loading) | |
60 returns next power of two greater than or equal to x | |
61 */ | |
62 int | |
63 nextPowerOfTwo(int x) | |
64 { | |
65 int val = 1; | |
66 while (val < x) { | |
67 val *= 2; | |
68 } | |
69 return val; | |
70 } | |
71 | |
72 /* | |
73 steps each active particle by timestep MILLESECONDS_PER_FRAME | |
74 */ | |
75 void | |
76 stepParticles(void) | |
77 { | |
78 int i; | |
79 struct particle *slot = particles; | |
80 struct particle *curr = particles; | |
81 for (i = 0; i < num_active_particles; i++) { | |
82 /* is the particle actually active, or is it marked for deletion? */ | |
83 if (curr->isActive) { | |
84 /* is the particle off the screen? */ | |
85 if (curr->y > SCREEN_HEIGHT) | |
86 curr->isActive = 0; | |
87 else if (curr->y < 0) | |
88 curr->isActive = 0; | |
89 if (curr->x > SCREEN_WIDTH) | |
90 curr->isActive = 0; | |
91 else if (curr->x < 0) | |
92 curr->isActive = 0; | |
93 | |
94 /* step velocity, then step position */ | |
95 curr->yvel += ACCEL * MILLESECONDS_PER_FRAME; | |
96 curr->xvel += 0.0f; | |
97 curr->y += curr->yvel * MILLESECONDS_PER_FRAME; | |
98 curr->x += curr->xvel * MILLESECONDS_PER_FRAME; | |
99 | |
100 /* particle behavior */ | |
101 if (curr->type == emitter) { | |
102 /* if we're an emitter, spawn a trail */ | |
103 spawnTrailFromEmitter(curr); | |
104 /* if we've reached our peak, explode */ | |
105 if (curr->yvel > 0.0) { | |
106 explodeEmitter(curr); | |
107 } | |
108 } else { | |
109 float speed = | |
110 sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel); | |
111 /* if wind resistance is not powerful enough to stop us completely, | |
112 then apply winde resistance, otherwise just stop us completely */ | |
113 if (WIND_RESISTANCE * MILLESECONDS_PER_FRAME < speed) { | |
114 float normx = curr->xvel / speed; | |
115 float normy = curr->yvel / speed; | |
116 curr->xvel -= | |
117 normx * WIND_RESISTANCE * MILLESECONDS_PER_FRAME; | |
118 curr->yvel -= | |
119 normy * WIND_RESISTANCE * MILLESECONDS_PER_FRAME; | |
120 } else { | |
121 curr->xvel = curr->yvel = 0; /* stop particle */ | |
122 } | |
123 | |
124 if (curr->color[3] <= MILLESECONDS_PER_FRAME * 0.1275f) { | |
125 /* if this next step will cause us to fade out completely | |
126 then just mark for deletion */ | |
127 curr->isActive = 0; | |
128 } else { | |
129 /* otherwise, let's fade a bit more */ | |
130 curr->color[3] -= MILLESECONDS_PER_FRAME * 0.1275f; | |
131 } | |
132 | |
133 /* if we're a dust particle, shrink our size */ | |
134 if (curr->type == dust) | |
135 curr->size -= MILLESECONDS_PER_FRAME * 0.010f; | |
136 | |
137 } | |
138 | |
139 /* if we're still active, pack ourselves in the array next | |
140 to the last active guy (pack the array tightly) */ | |
141 if (curr->isActive) | |
142 *(slot++) = *curr; | |
143 } /* endif (curr->isActive) */ | |
144 curr++; | |
145 } | |
146 /* the number of active particles is computed as the difference between | |
147 old number of active particles, where slot points, and the | |
148 new size of the array, where particles points */ | |
149 num_active_particles = slot - particles; | |
150 } | |
151 | |
152 /* | |
153 This draws all the particles shown on screen | |
154 */ | |
155 void | |
156 drawParticles() | |
157 { | |
158 | |
159 /* draw the background */ | |
160 glClear(GL_COLOR_BUFFER_BIT); | |
161 | |
162 /* set up the position and color pointers */ | |
163 glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles); | |
164 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle), | |
165 particles[0].color); | |
166 | |
167 if (pointSizeExtensionSupported) { | |
168 /* pass in our array of point sizes */ | |
169 glPointSizePointerOES(GL_FLOAT, sizeof(struct particle), | |
170 &(particles[0].size)); | |
171 } | |
172 | |
173 /* draw our particles! */ | |
174 glDrawArrays(GL_POINTS, 0, num_active_particles); | |
175 | |
176 /* update screen */ | |
177 SDL_RenderPresent(); | |
178 | |
179 } | |
180 | |
181 /* | |
182 This causes an emitter to explode in a circular bloom of dust particles | |
183 */ | |
184 void | |
185 explodeEmitter(struct particle *emitter) | |
186 { | |
187 /* first off, we're done with this particle, so turn active off */ | |
188 emitter->isActive = 0; | |
189 int i; | |
190 for (i = 0; i < 200; i++) { | |
191 | |
192 if (num_active_particles >= MAX_PARTICLES) | |
193 return; | |
194 | |
195 /* come up with a random angle and speed for new particle */ | |
196 float theta = randomFloat(0, 2.0f * 3.141592); | |
197 float exponent = 3.0f; | |
198 float speed = randomFloat(0.00, powf(0.17, exponent)); | |
199 speed = powf(speed, 1.0f / exponent); | |
200 | |
201 /*select the particle at the end of our array */ | |
202 struct particle *p = &particles[num_active_particles]; | |
203 | |
204 /* set the particles properties */ | |
205 p->xvel = speed * cos(theta); | |
206 p->yvel = speed * sin(theta); | |
207 p->x = emitter->x + emitter->xvel; | |
208 p->y = emitter->y + emitter->yvel; | |
209 p->isActive = 1; | |
210 p->type = dust; | |
211 p->size = 15; | |
212 /* inherit emitter's color */ | |
213 p->color[0] = emitter->color[0]; | |
214 p->color[1] = emitter->color[1]; | |
215 p->color[2] = emitter->color[2]; | |
216 p->color[3] = 255; | |
217 /* our array has expanded at the end */ | |
218 num_active_particles++; | |
219 } | |
220 | |
221 } | |
222 | |
223 /* | |
224 This spawns a trail particle from an emitter | |
225 */ | |
226 void | |
227 spawnTrailFromEmitter(struct particle *emitter) | |
228 { | |
229 | |
230 if (num_active_particles >= MAX_PARTICLES) | |
231 return; | |
232 | |
233 /* select the particle at the slot at the end of our array */ | |
234 struct particle *p = &particles[num_active_particles]; | |
235 | |
236 /* set position and velocity to roughly that of the emitter */ | |
237 p->x = emitter->x + randomFloat(-3.0, 3.0); | |
238 p->y = emitter->y + emitter->size / 2.0f; | |
239 p->xvel = emitter->xvel + randomFloat(-0.005, 0.005); | |
240 p->yvel = emitter->yvel + 0.1; | |
241 | |
242 /* set the color to a random-ish orangy type color */ | |
243 p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255; | |
244 p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255; | |
245 p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255; | |
246 p->color[3] = (0.7f) * 255; | |
247 | |
248 /* set other attributes */ | |
249 p->size = 10; | |
250 p->type = trail; | |
251 p->isActive = 1; | |
252 | |
253 /* our array has expanded at the end */ | |
254 num_active_particles++; | |
255 | |
256 } | |
257 | |
258 /* | |
259 spawns a new emitter particle at the bottom of the screen | |
260 destined for the point (x,y). | |
261 */ | |
262 void | |
263 spawnEmitterParticle(GLfloat x, GLfloat y) | |
264 { | |
265 | |
266 if (num_active_particles >= MAX_PARTICLES) | |
267 return; | |
268 | |
269 /* find particle at endpoint of array */ | |
270 struct particle *p = &particles[num_active_particles]; | |
271 | |
272 /* set the color randomly */ | |
273 switch (rand() % 4) { | |
274 case 0: | |
275 p->color[0] = 255; | |
276 p->color[1] = 100; | |
277 p->color[2] = 100; | |
278 break; | |
279 case 1: | |
280 p->color[0] = 100; | |
281 p->color[1] = 255; | |
282 p->color[2] = 100; | |
283 break; | |
284 case 2: | |
285 p->color[0] = 100; | |
286 p->color[1] = 100; | |
287 p->color[2] = 255; | |
288 break; | |
289 case 3: | |
290 p->color[0] = 255; | |
291 p->color[1] = 150; | |
292 p->color[2] = 50; | |
293 break; | |
294 } | |
295 p->color[3] = 255; | |
296 /* set position to (x, SCREEN_HEIGHT) */ | |
297 p->x = x; | |
298 p->y = SCREEN_HEIGHT; | |
299 /* set velocity so that terminal point is (x,y) */ | |
300 p->xvel = 0; | |
301 p->yvel = -sqrt(2 * ACCEL * (SCREEN_HEIGHT - y)); | |
302 /* set other attributes */ | |
303 p->size = 10; | |
304 p->type = emitter; | |
305 p->isActive = 1; | |
306 /* our array has expanded at the end */ | |
307 num_active_particles++; | |
308 } | |
309 | |
310 /* just sets the endpoint of the particle array to element zero */ | |
311 void | |
312 initializeParticles(void) | |
313 { | |
314 num_active_particles = 0; | |
315 } | |
316 | |
317 /* | |
318 loads the particle texture | |
319 */ | |
320 void | |
321 initializeTexture() | |
322 { | |
323 | |
324 int bpp; /* texture bits per pixel */ | |
325 Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */ | |
326 SDL_Surface *bmp_surface; /* the bmp is loaded here */ | |
327 SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP | |
328 to format passed into OpenGL */ | |
329 | |
330 bmp_surface = SDL_LoadBMP("stroke.bmp"); | |
331 if (bmp_surface == NULL) { | |
332 fatalError("could not load stroke.bmp"); | |
333 } | |
334 | |
335 /* Grab info about format that will be passed into OpenGL */ | |
336 SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask, | |
337 &Bmask, &Amask); | |
338 /* Create surface that will hold pixels passed into OpenGL */ | |
339 bmp_surface_rgba8888 = | |
340 SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, | |
341 Gmask, Bmask, Amask); | |
342 /* Blit to this surface, effectively converting the format */ | |
343 SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL); | |
344 | |
345 glGenTextures(1, &particleTextureID); | |
346 glBindTexture(GL_TEXTURE_2D, particleTextureID); | |
347 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, | |
348 nextPowerOfTwo(bmp_surface->w), | |
349 nextPowerOfTwo(bmp_surface->h), | |
350 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); | |
351 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
353 /* this is where we actually pass in the pixel data */ | |
354 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0, | |
355 GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels); | |
356 | |
357 /* free bmp surface and converted bmp surface */ | |
358 SDL_FreeSurface(bmp_surface); | |
359 SDL_FreeSurface(bmp_surface_rgba8888); | |
360 | |
361 } | |
362 | |
363 int | |
364 main(int argc, char *argv[]) | |
365 { | |
366 | |
367 SDL_WindowID windowID; /* ID of main window */ | |
368 Uint32 startFrame; /* time frame began to process */ | |
369 Uint32 endFrame; /* time frame ended processing */ | |
370 Uint32 delay; /* time to pause waiting to draw next frame */ | |
371 int done; /* should we clean up and exit? */ | |
372 | |
373 /* initialize SDL */ | |
374 if (SDL_Init(SDL_INIT_VIDEO) < 0) { | |
375 fatalError("Could not initialize SDL"); | |
376 } | |
377 /* seed the random number generator */ | |
378 srand(time(NULL)); | |
379 /* | |
380 request some OpenGL parameters | |
381 that may speed drawing | |
382 */ | |
383 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); | |
384 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); | |
385 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); | |
386 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); | |
387 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); | |
388 SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0); | |
389 SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); | |
390 | |
391 /* create main window and renderer */ | |
392 windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, | |
393 SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | | |
394 SDL_WINDOW_BORDERLESS); | |
395 SDL_CreateRenderer(windowID, 0, 0); | |
396 | |
397 /* load the particle texture */ | |
398 initializeTexture(); | |
399 | |
400 /* check if GL_POINT_SIZE_ARRAY_OES is supported | |
401 this is used to give each particle its own size | |
402 */ | |
403 pointSizeExtensionSupported = | |
404 SDL_GL_ExtensionSupported("GL_OES_point_size_array"); | |
405 | |
406 /* set up some OpenGL state */ | |
407 glEnable(GL_TEXTURE_2D); | |
408 glEnable(GL_BLEND); | |
409 glBlendFunc(GL_SRC_ALPHA, GL_ONE); | |
410 glEnableClientState(GL_VERTEX_ARRAY); | |
411 glEnableClientState(GL_COLOR_ARRAY); | |
412 | |
413 glEnable(GL_POINT_SPRITE_OES); | |
414 glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1); | |
415 | |
416 if (pointSizeExtensionSupported) { | |
417 /* we use this to set the sizes of all the particles */ | |
418 glEnableClientState(GL_POINT_SIZE_ARRAY_OES); | |
419 } else { | |
420 /* if extension not available then all particles have size 10 */ | |
421 glPointSize(10); | |
422 } | |
423 | |
424 done = 0; | |
425 /* enter main loop */ | |
426 while (!done) { | |
427 startFrame = SDL_GetTicks(); | |
428 SDL_Event event; | |
429 while (SDL_PollEvent(&event)) { | |
430 if (event.type == SDL_QUIT) { | |
431 done = 1; | |
432 } | |
433 if (event.type == SDL_MOUSEBUTTONDOWN) { | |
434 int which = event.button.which; | |
435 int x, y; | |
436 SDL_SelectMouse(which); | |
437 SDL_GetMouseState(&x, &y); | |
438 spawnEmitterParticle(x, y); | |
439 } | |
440 } | |
441 stepParticles(); | |
442 drawParticles(); | |
443 endFrame = SDL_GetTicks(); | |
444 | |
445 /* figure out how much time we have left, and then sleep */ | |
446 delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); | |
447 if (delay > MILLESECONDS_PER_FRAME) { | |
448 delay = MILLESECONDS_PER_FRAME; | |
449 } | |
450 if (delay > 0) { | |
451 SDL_Delay(delay); | |
452 } | |
453 } | |
454 | |
455 /* delete textures */ | |
456 glDeleteTextures(1, &particleTextureID); | |
457 /* shutdown SDL */ | |
458 SDL_Quit(); | |
459 | |
460 return 0; | |
461 } |