Mercurial > sdl-ios-xcode
view XCodeiPhoneOS/Demos/src/fireworks.c @ 3197:434ce3242e1c
Alexei Tereschenko
Why not to use hardware vertex processing instead of software one if
it is available in D3D render driver? With hardware processing
testsprite2 runs three times faster on all videocards which I could
test.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 16 Jun 2009 14:34:15 +0000 |
parents | f55c87ae336b |
children |
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/* * 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; }