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Aquaria/BBGE/Emitter.cpp
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

356 lines
6.7 KiB
C++

/*
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"
#include "RenderBase.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();
}
}