Mercurial > sdl-ios-xcode
diff XCodeiPhoneOS/Demos/src/fireworks.c @ 2765:f55c87ae336b
Final merge of Google Summer of Code 2008 work...
Bring SDL to iPhone and iPod Touch
by Holmes Futrell, mentored by Sam Lantinga
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 04 Oct 2008 06:46:59 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/XCodeiPhoneOS/Demos/src/fireworks.c Sat Oct 04 06:46:59 2008 +0000 @@ -0,0 +1,461 @@ +/* + * fireworks.c + * written by Holmes Futrell + * use however you want + */ + +#include "SDL.h" +#include "SDL_opengles.h" +#include "common.h" +#include <math.h> +#include <time.h> + +#define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ +#define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */ +#define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */ +#define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */ + +static GLuint particleTextureID; /* OpenGL particle texture id */ +static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */ +/* + used to describe what type of particle a given struct particle is. + emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles. + trail - shoots off, following emitter particle + dust - radiates outwards from emitter explosion +*/ +enum particleType +{ + emitter = 0, + trail, + dust +}; +/* + struct particle is used to describe each particle displayed on screen +*/ +struct particle +{ + GLfloat x; /* x position of particle */ + GLfloat y; /* y position of particle */ + GLubyte color[4]; /* rgba color of particle */ + GLfloat size; /* size of particle in pixels */ + GLfloat xvel; /* x velocity of particle in pixels per milesecond */ + GLfloat yvel; /* y velocity of particle in pixels per millescond */ + int isActive; /* if not active, then particle is overwritten */ + enum particleType type; /* see enum particleType */ +} particles[MAX_PARTICLES]; /* this array holds all our particles */ + +static int num_active_particles; /* how many members of the particle array are actually being drawn / animated? */ + +/* function declarations */ +void spawnTrailFromEmitter(struct particle *emitter); +void spawnEmitterParticle(GLfloat x, GLfloat y); +void explodeEmitter(struct particle *emitter); +void initializeParticles(void); +void initializeTexture(); +int nextPowerOfTwo(int x); +void drawParticles(); +void stepParticles(void); + +/* helper function (used in texture loading) + returns next power of two greater than or equal to x +*/ +int +nextPowerOfTwo(int x) +{ + int val = 1; + while (val < x) { + val *= 2; + } + return val; +} + +/* + steps each active particle by timestep MILLESECONDS_PER_FRAME +*/ +void +stepParticles(void) +{ + int i; + struct particle *slot = particles; + struct particle *curr = particles; + for (i = 0; i < num_active_particles; i++) { + /* is the particle actually active, or is it marked for deletion? */ + if (curr->isActive) { + /* is the particle off the screen? */ + if (curr->y > SCREEN_HEIGHT) + curr->isActive = 0; + else if (curr->y < 0) + curr->isActive = 0; + if (curr->x > SCREEN_WIDTH) + curr->isActive = 0; + else if (curr->x < 0) + curr->isActive = 0; + + /* step velocity, then step position */ + curr->yvel += ACCEL * MILLESECONDS_PER_FRAME; + curr->xvel += 0.0f; + curr->y += curr->yvel * MILLESECONDS_PER_FRAME; + curr->x += curr->xvel * MILLESECONDS_PER_FRAME; + + /* particle behavior */ + if (curr->type == emitter) { + /* if we're an emitter, spawn a trail */ + spawnTrailFromEmitter(curr); + /* if we've reached our peak, explode */ + if (curr->yvel > 0.0) { + explodeEmitter(curr); + } + } else { + float speed = + sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel); + /* if wind resistance is not powerful enough to stop us completely, + then apply winde resistance, otherwise just stop us completely */ + if (WIND_RESISTANCE * MILLESECONDS_PER_FRAME < speed) { + float normx = curr->xvel / speed; + float normy = curr->yvel / speed; + curr->xvel -= + normx * WIND_RESISTANCE * MILLESECONDS_PER_FRAME; + curr->yvel -= + normy * WIND_RESISTANCE * MILLESECONDS_PER_FRAME; + } else { + curr->xvel = curr->yvel = 0; /* stop particle */ + } + + if (curr->color[3] <= MILLESECONDS_PER_FRAME * 0.1275f) { + /* if this next step will cause us to fade out completely + then just mark for deletion */ + curr->isActive = 0; + } else { + /* otherwise, let's fade a bit more */ + curr->color[3] -= MILLESECONDS_PER_FRAME * 0.1275f; + } + + /* if we're a dust particle, shrink our size */ + if (curr->type == dust) + curr->size -= MILLESECONDS_PER_FRAME * 0.010f; + + } + + /* if we're still active, pack ourselves in the array next + to the last active guy (pack the array tightly) */ + if (curr->isActive) + *(slot++) = *curr; + } /* endif (curr->isActive) */ + curr++; + } + /* the number of active particles is computed as the difference between + old number of active particles, where slot points, and the + new size of the array, where particles points */ + num_active_particles = slot - particles; +} + +/* + This draws all the particles shown on screen +*/ +void +drawParticles() +{ + + /* draw the background */ + glClear(GL_COLOR_BUFFER_BIT); + + /* set up the position and color pointers */ + glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle), + particles[0].color); + + if (pointSizeExtensionSupported) { + /* pass in our array of point sizes */ + glPointSizePointerOES(GL_FLOAT, sizeof(struct particle), + &(particles[0].size)); + } + + /* draw our particles! */ + glDrawArrays(GL_POINTS, 0, num_active_particles); + + /* update screen */ + SDL_RenderPresent(); + +} + +/* + This causes an emitter to explode in a circular bloom of dust particles +*/ +void +explodeEmitter(struct particle *emitter) +{ + /* first off, we're done with this particle, so turn active off */ + emitter->isActive = 0; + int i; + for (i = 0; i < 200; i++) { + + if (num_active_particles >= MAX_PARTICLES) + return; + + /* come up with a random angle and speed for new particle */ + float theta = randomFloat(0, 2.0f * 3.141592); + float exponent = 3.0f; + float speed = randomFloat(0.00, powf(0.17, exponent)); + speed = powf(speed, 1.0f / exponent); + + /*select the particle at the end of our array */ + struct particle *p = &particles[num_active_particles]; + + /* set the particles properties */ + p->xvel = speed * cos(theta); + p->yvel = speed * sin(theta); + p->x = emitter->x + emitter->xvel; + p->y = emitter->y + emitter->yvel; + p->isActive = 1; + p->type = dust; + p->size = 15; + /* inherit emitter's color */ + p->color[0] = emitter->color[0]; + p->color[1] = emitter->color[1]; + p->color[2] = emitter->color[2]; + p->color[3] = 255; + /* our array has expanded at the end */ + num_active_particles++; + } + +} + +/* + This spawns a trail particle from an emitter +*/ +void +spawnTrailFromEmitter(struct particle *emitter) +{ + + if (num_active_particles >= MAX_PARTICLES) + return; + + /* select the particle at the slot at the end of our array */ + struct particle *p = &particles[num_active_particles]; + + /* set position and velocity to roughly that of the emitter */ + p->x = emitter->x + randomFloat(-3.0, 3.0); + p->y = emitter->y + emitter->size / 2.0f; + p->xvel = emitter->xvel + randomFloat(-0.005, 0.005); + p->yvel = emitter->yvel + 0.1; + + /* set the color to a random-ish orangy type color */ + p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255; + p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255; + p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255; + p->color[3] = (0.7f) * 255; + + /* set other attributes */ + p->size = 10; + p->type = trail; + p->isActive = 1; + + /* our array has expanded at the end */ + num_active_particles++; + +} + +/* + spawns a new emitter particle at the bottom of the screen + destined for the point (x,y). +*/ +void +spawnEmitterParticle(GLfloat x, GLfloat y) +{ + + if (num_active_particles >= MAX_PARTICLES) + return; + + /* find particle at endpoint of array */ + struct particle *p = &particles[num_active_particles]; + + /* set the color randomly */ + switch (rand() % 4) { + case 0: + p->color[0] = 255; + p->color[1] = 100; + p->color[2] = 100; + break; + case 1: + p->color[0] = 100; + p->color[1] = 255; + p->color[2] = 100; + break; + case 2: + p->color[0] = 100; + p->color[1] = 100; + p->color[2] = 255; + break; + case 3: + p->color[0] = 255; + p->color[1] = 150; + p->color[2] = 50; + break; + } + p->color[3] = 255; + /* set position to (x, SCREEN_HEIGHT) */ + p->x = x; + p->y = SCREEN_HEIGHT; + /* set velocity so that terminal point is (x,y) */ + p->xvel = 0; + p->yvel = -sqrt(2 * ACCEL * (SCREEN_HEIGHT - y)); + /* set other attributes */ + p->size = 10; + p->type = emitter; + p->isActive = 1; + /* our array has expanded at the end */ + num_active_particles++; +} + +/* just sets the endpoint of the particle array to element zero */ +void +initializeParticles(void) +{ + num_active_particles = 0; +} + +/* + loads the particle texture + */ +void +initializeTexture() +{ + + int bpp; /* texture bits per pixel */ + Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */ + SDL_Surface *bmp_surface; /* the bmp is loaded here */ + SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP + to format passed into OpenGL */ + + bmp_surface = SDL_LoadBMP("stroke.bmp"); + if (bmp_surface == NULL) { + fatalError("could not load stroke.bmp"); + } + + /* Grab info about format that will be passed into OpenGL */ + SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask, + &Bmask, &Amask); + /* Create surface that will hold pixels passed into OpenGL */ + bmp_surface_rgba8888 = + SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, + Gmask, Bmask, Amask); + /* Blit to this surface, effectively converting the format */ + SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL); + + glGenTextures(1, &particleTextureID); + glBindTexture(GL_TEXTURE_2D, particleTextureID); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, + nextPowerOfTwo(bmp_surface->w), + nextPowerOfTwo(bmp_surface->h), + 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + /* this is where we actually pass in the pixel data */ + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0, + GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels); + + /* free bmp surface and converted bmp surface */ + SDL_FreeSurface(bmp_surface); + SDL_FreeSurface(bmp_surface_rgba8888); + +} + +int +main(int argc, char *argv[]) +{ + + SDL_WindowID windowID; /* ID of main window */ + Uint32 startFrame; /* time frame began to process */ + Uint32 endFrame; /* time frame ended processing */ + Uint32 delay; /* time to pause waiting to draw next frame */ + int done; /* should we clean up and exit? */ + + /* initialize SDL */ + if (SDL_Init(SDL_INIT_VIDEO) < 0) { + fatalError("Could not initialize SDL"); + } + /* seed the random number generator */ + srand(time(NULL)); + /* + request some OpenGL parameters + that may speed drawing + */ + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); + SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0); + SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); + + /* create main window and renderer */ + windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, + SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | + SDL_WINDOW_BORDERLESS); + SDL_CreateRenderer(windowID, 0, 0); + + /* load the particle texture */ + initializeTexture(); + + /* check if GL_POINT_SIZE_ARRAY_OES is supported + this is used to give each particle its own size + */ + pointSizeExtensionSupported = + SDL_GL_ExtensionSupported("GL_OES_point_size_array"); + + /* set up some OpenGL state */ + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + + glEnable(GL_POINT_SPRITE_OES); + glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1); + + if (pointSizeExtensionSupported) { + /* we use this to set the sizes of all the particles */ + glEnableClientState(GL_POINT_SIZE_ARRAY_OES); + } else { + /* if extension not available then all particles have size 10 */ + glPointSize(10); + } + + done = 0; + /* enter main loop */ + while (!done) { + startFrame = SDL_GetTicks(); + SDL_Event event; + while (SDL_PollEvent(&event)) { + if (event.type == SDL_QUIT) { + done = 1; + } + if (event.type == SDL_MOUSEBUTTONDOWN) { + int which = event.button.which; + int x, y; + SDL_SelectMouse(which); + SDL_GetMouseState(&x, &y); + spawnEmitterParticle(x, y); + } + } + stepParticles(); + drawParticles(); + endFrame = SDL_GetTicks(); + + /* figure out how much time we have left, and then sleep */ + delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); + if (delay > MILLESECONDS_PER_FRAME) { + delay = MILLESECONDS_PER_FRAME; + } + if (delay > 0) { + SDL_Delay(delay); + } + } + + /* delete textures */ + glDeleteTextures(1, &particleTextureID); + /* shutdown SDL */ + SDL_Quit(); + + return 0; +}