/* Copyright (C) 2007, 2010 - Bit-Blot This file is part of Aquaria. Aquaria is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "Particles.h" Emitter::Emitter(ParticleEffect *pe) : Quad(), pe(pe) { //HACK: cull = false; hasRot = false; } void Emitter::destroy() { BBGE_PROF(Emitter_destroy); for (Particles::iterator i = particles.begin(); i != particles.end(); i++) { (*i)->active = false; (*i)->emitter = 0; } particles.clear(); Quad::destroy(); } void Emitter::spawnParticle(float perc) { BBGE_PROF(Emitter_spawnParticle); Particle *p = particleManager->getFreeParticle(this); p->active = true; p->life = data.life; setBlendType(data.blendType); width = data.width; height = data.height; p->color = data.color; p->alpha = data.alpha; p->vel += data.initialVelocity; p->gvy = data.gravity; p->scale = data.scale; p->rot = data.rotation; p->pos = lastSpawn + ((currentSpawn - lastSpawn) * perc); int finalRadius = data.randomSpawnRadius; if (data.randomSpawnRadiusRange > 0) finalRadius += rand()%data.randomSpawnRadiusRange; switch (data.spawnArea) { case SpawnParticleData::SPAWN_CIRCLE: { float a = rand()%360; p->pos += Vector(sinf(a)*finalRadius * data.randomSpawnMod.x, cosf(a)*finalRadius * data.randomSpawnMod.y); } break; case SpawnParticleData::SPAWN_LINE: { if (rand()%2 == 0) p->pos.x += finalRadius; else p->pos.x -= finalRadius; } break; } if (data.randomScale1 == 1 && data.randomScale1 == data.randomScale2) { } else { int r = rand()%(int(data.randomScale2*100) - int(data.randomScale1*100)); float sz = data.randomScale1 + float(r)/100.0f; p->scale = Vector(sz,sz); } if (data.randomRotationRange > 0) { p->rot.z = rand()%int(data.randomRotationRange); p->rot.ensureData(); p->rot.data->target.z += p->rot.z; } if (data.randomVelocityMagnitude > 0) { float a = rand()%data.randomVelocityRange; Vector v = Vector(sinf(a)*data.randomVelocityMagnitude, cosf(a)*data.randomVelocityMagnitude); p->vel += v; } if (data.copyParentRotation) { p->rot.z = getAbsoluteRotation().z; } } Vector Emitter::getSpawnPosition() { if (!data.spawnLocal) return pe->getWorldPosition(); return Vector(0,0); } void Emitter::onUpdate(float dt) { Quad::onUpdate(dt); if (pe->isRunning() && core->particlesPaused <= data.pauseLevel) { if (data.spawnTimeOffset > 0) { data.spawnTimeOffset -= dt; if (data.spawnTimeOffset > 0) return; } int spawnCount; float spawnPerc; if (data.justOne) { if (data.didOne) spawnCount = 0; else spawnCount = data.justOne; spawnPerc = 1; data.didOne = 1; } else if (data.useSpawnRate) { spawnCount = 0; spawnPerc = 1; data.counter += dt; while (data.counter > data.spawnRate.x) // Faster than division { data.counter -= data.spawnRate.x; spawnCount++; } } else { float num = data.number.x * dt; num += data.lastDTDifference; spawnCount = int(num); data.lastDTDifference = num - float(spawnCount); if (spawnCount > 0) spawnPerc = 1.0f / float(spawnCount); } if (spawnCount > 0) { // Avoid calling this until we know we actually need it for // generating a particle (it has to apply the matrix chain, // which is slow). currentSpawn = getSpawnPosition(); if (lastSpawn.isZero()) lastSpawn = currentSpawn; for (; spawnCount > 0; spawnCount--) { spawnParticle(spawnPerc); } lastSpawn = currentSpawn; } data.number.update(dt); data.velocityMagnitude.update(dt); data.spawnOffset.update(dt); } } void Emitter::start() { data.didOne = 0; lastSpawn = getSpawnPosition(); } void Emitter::stop() { } void Emitter::addParticle(Particle *p) { particles.push_front(p); } void Emitter::removeParticle(Particle *p) { if (particles.back() == p) { particles.pop_back(); } else particles.remove(p); } void Emitter::render() { Quad::render(); } void Emitter::onRender() { BBGE_PROF(Emitter_onRender); if (particles.empty()) return; if (!data.spawnLocal) { glLoadIdentity(); core->setupRenderPositionAndScale(); } float w2 = width*0.5f; float h2 = height*0.5f; if (texture) texture->apply(); if (hasRot) { Vector colorMult = data.inheritColor ? pe->color : Vector(1, 1, 1); float alphaMult = data.inheritAlpha ? pe->alpha.x : 1; for (Particles::iterator i = particles.begin(); i != particles.end(); i++) { Particle *p = *i; if (p->active) { const float dx = w2 * p->scale.x; const float dy = h2 * p->scale.y; Vector col = p->color * colorMult; glColor4f(col.x, col.y, col.z, p->alpha.x * alphaMult); if (p->rot.z != 0 || p->rot.isInterpolating()) { glPushMatrix(); glTranslatef(p->pos.x, p->pos.y,0); glRotatef(p->rot.z, 0, 0, 1); if (data.flipH || (data.copyParentFlip && (pe->isfh() || (pe->getParent() && pe->getParent()->isfh())))) { glRotatef(180, 0, 1, 0); } glBegin(GL_QUADS); glTexCoord2f(0,1); glVertex2f(-dx, +dy); glTexCoord2f(1,1); glVertex2f(+dx, +dy); glTexCoord2f(1,0); glVertex2f(+dx, -dy); glTexCoord2f(0,0); glVertex2f(-dx, -dy); glEnd(); glPopMatrix(); } else { const float x = p->pos.x; const float y = p->pos.y; glBegin(GL_QUADS); glTexCoord2f(0,1); glVertex2f(x-dx, y+dy); glTexCoord2f(1,1); glVertex2f(x+dx, y+dy); glTexCoord2f(1,0); glVertex2f(x+dx, y-dy); glTexCoord2f(0,0); glVertex2f(x-dx, y-dy); glEnd(); } } } } else { glBegin(GL_QUADS); for (Particles::iterator i = particles.begin(); i != particles.end(); i++) { Particle *p = *i; if (p->active) { const float x = p->pos.x; const float y = p->pos.y; const float dx = w2 * p->scale.x; const float dy = h2 * p->scale.y; glColor4f(p->color.x, p->color.y, p->color.z, p->alpha.x); glTexCoord2f(0,1); glVertex2f(x-dx, y+dy); glTexCoord2f(1,1); glVertex2f(x+dx, y+dy); glTexCoord2f(1,0); glVertex2f(x+dx, y-dy); glTexCoord2f(0,0); glVertex2f(x-dx, y-dy); } } glEnd(); } }