particles improve

master
Henrique Santiago 13 years ago
parent eb3ff0950a
commit a679f258ee

@ -180,7 +180,8 @@ namespace Fw
enum BlendFunc {
BlendDefault,
BlendColorzing
BlendColorzing,
BlendParticles
};
enum AspectRatioMode {

@ -317,6 +317,9 @@ void Graphics::bindBlendFunc(Fw::BlendFunc blendType)
case Fw::BlendColorzing:
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
break;
case Fw::BlendParticles:
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_ONE);
break;
}
}

@ -1,6 +1,8 @@
#include "particlessystem.h"
#include "graphics.h"
#include <framework/core/clock.h>
#include <framework/graphics/texturemanager.h>
#include <framework/util/tools.h>
Particle::Particle(const Rect& rect, float vx, float vy, float ax, float ay, float duration, const Color& color, TexturePtr texture)
{
@ -17,7 +19,7 @@ Particle::Particle(const Rect& rect, float vx, float vy, float ax, float ay, flo
Particle::~Particle()
{
//dump << "deleted";
dump << "deleted";
}
void Particle::render()
@ -26,8 +28,11 @@ void Particle::render()
if(!m_texture)
g_graphics.drawFilledRect(m_rect);
else
else {
g_graphics.bindBlendFunc(Fw::BlendParticles);
g_graphics.drawTexturedRect(m_rect, m_texture);
g_graphics.bindBlendFunc(Fw::BlendDefault);
}
}
void Particle::update()
@ -35,17 +40,17 @@ void Particle::update()
ticks_t t = g_clock.ticks() - m_startTicks;
// check if finished
if(m_duration > 0 && t > m_duration * 1000) {
if(m_duration >= 0 && t > m_duration * 1000) {
m_finished = true;
return;
}
//update position
m_rect.moveTo(m_ix + (m_vx * t / 1000.0) + (m_ax * t*t / 2000.0),
m_iy + (m_vy * t / 1000.0) + (m_ay * t*t / 2000.0));
m_rect.moveTo(m_ix + (m_vx * t / 1000.0) + (m_ax * t*t / (2.0 * 1000 * 1000)),
m_iy + (m_vy * t / 1000.0) + (m_ay * t*t / (2.0 * 1000 * 1000)));
}
Emitter::Emitter(const Point& position, float duration, int particlesPerSecond)
ParticleEmitter::ParticleEmitter(const Point& position, float duration, int particlesPerSecond)
{
m_position = position;
m_duration = duration;
@ -53,44 +58,67 @@ Emitter::Emitter(const Point& position, float duration, int particlesPerSecond)
m_createdParticles = 0;
m_startTicks = g_clock.ticks();
m_finished = false;
// particles default configuration. (make them reasonable detect missing properties on scripts)
m_pPositionMinRadius = 0; m_pPositionMaxRadius = 3;
m_pPositionMinAngle = 0; m_pPositionMaxAngle = 90;
m_pMinSize = Size(32, 32); m_pMaxSize = Size(32, 32);
m_pMinDuration = 0; m_pMaxDuration = 10;
}
void Emitter::render()
void ParticleEmitter::render()
{
// testing
//g_graphics.bindColor(Color(255, 255, 255));
//g_graphics.drawFilledRect(Rect(0, 0, 400, 400));
for(auto it = m_particles.begin(), end = m_particles.end(); it != end; ++it)
(*it).render();
(*it)->render();
}
void Emitter::update()
void ParticleEmitter::update()
{
ticks_t elapsedTicks = g_clock.ticks() - m_startTicks;
// check if finished
if(m_duration > 0 && elapsedTicks > m_duration * 1000) {
if(m_duration >= 0 && elapsedTicks > m_duration * 1000) {
m_finished = true;
return;
}
// update particles
for(auto it = m_particles.begin(), end = m_particles.end(); it != end;) {
if((*it).hasFinished()) {
const ParticlePtr& particle = *it;
if(particle->hasFinished()) {
it = m_particles.erase(it);
continue;
}
(*it).update();
particle->update();
++it;
}
// create some particles
TexturePtr tex = g_textures.getTexture("circle2.png");
int currentParticles = 1 + elapsedTicks / 1000.0 * m_particlesPerSecond;
for(int i = m_createdParticles; i < currentParticles; ++i) {
// \/ not working properly
float pRadius = Fw::randomRange(m_pPositionMinRadius, m_pPositionMaxRadius);
float pAngle = Fw::randomRange(m_pPositionMinAngle, m_pPositionMaxAngle) * 3.141592 / 180.0;
Point pPosition = Point(cos(pAngle * pRadius), sin(pAngle * pRadius));
Size pSize = Size(Fw::randomRange(m_pMinSize.width(), m_pMaxSize.width()), Fw::randomRange(m_pMinSize.height(), m_pMaxSize.height()));
float pDuration = Fw::randomRange(m_pMinDuration, m_pMaxDuration);
// todo: add random data generation
m_particles.push_back(Particle(Rect(100, 100, 16, 16), 16, 8, 0, 0, 1.5));
m_particles.push_back(ParticlePtr(new Particle(Rect(m_position + pPosition, pSize), 16, 8, 0, 0, pDuration, Color(255, 0, 0, 32), tex)));
}
m_createdParticles = currentParticles;
}
void ParticlesSystem::add(Emitter emitter)
void ParticlesSystem::add(const ParticleEmitterPtr& emitter)
{
m_emitters.push_back(emitter);
}
@ -98,17 +126,18 @@ void ParticlesSystem::add(Emitter emitter)
void ParticlesSystem::render()
{
for(auto it = m_emitters.begin(), end = m_emitters.end(); it != end; ++it)
(*it).render();
(*it)->render();
}
void ParticlesSystem::update()
{
for(auto it = m_emitters.begin(), end = m_emitters.end(); it != end;) {
if((*it).hasFinished()) {
const ParticleEmitterPtr& emitter = *it;
if(emitter->hasFinished()) {
it = m_emitters.erase(it);
continue;
}
(*it).update();
emitter->update();
++it;
}
}

@ -1,7 +1,7 @@
#include <framework/global.h>
#include <framework/graphics/texture.h>
struct Particle {
class Particle {
public:
Particle(const Rect& rect, float vx, float vy, float ax, float ay, float duration, const Color& color = Color(255, 255, 255), TexturePtr texture = nullptr);
@ -14,23 +14,24 @@ public:
private:
Rect m_rect;
Color m_color;
TexturePtr m_texture;
int m_ix, m_iy;
PointF m_s0, m_v, m_a;
float m_vx, m_vy;
float m_ax, m_ay;
Color m_color;
TexturePtr m_texture;
float m_duration;
ticks_t m_startTicks;
bool m_finished;
};
typedef std::shared_ptr<Particle> ParticlePtr;
class Emitter {
class ParticleEmitter {
public:
Emitter(const Point& position, float duration, int particlesPerSecond);
ParticleEmitter(const Point& position, float duration, int particlesPerSecond);
void render();
void update();
@ -44,11 +45,14 @@ private:
ticks_t m_startTicks;
bool m_finished;
int m_particlesPerSecond, m_createdParticles;
std::list<Particle> m_particles;
std::list<ParticlePtr> m_particles;
// particles size
Size m_pMinSize, m_pMaxSize;
// particles initial position related to emitter position
float positionMinRadius, positionMaxRadius;
float positionMinAngle, positionMaxAngle;
float m_pPositionMinRadius, m_pPositionMaxRadius;
float m_pPositionMinAngle, m_pPositionMaxAngle;
// particles initial velocity
float minVelocity, maxVelocity;
@ -58,16 +62,20 @@ private:
float minAcceleration, maxAcceleration;
float minAccelerationAngle, maxAccelerationAngle;
// particles duration
float m_pMinDuration, m_pMaxDuration;
// color ralated
Color color;
// texture related
};
typedef std::shared_ptr<ParticleEmitter> ParticleEmitterPtr;
class Affector {
public:
virtual void update() {};
virtual void update() {}
};
class Gravity270Affector : public Affector {
@ -79,12 +87,12 @@ public:
class ParticlesSystem {
public:
void add(Emitter emitter);
void add(const ParticleEmitterPtr& emitter);
void render();
void update();
private:
std::list<Emitter> m_emitters;
std::list<ParticleEmitterPtr> m_emitters;
std::list<Affector> m_affectors;
};

@ -532,8 +532,7 @@ void ProtocolGame::parseMagicEffect(InputMessage& msg)
// test particles
ParticlesSystem particlesSystem;
Emitter emitter = Emitter(Point(100, 100), 5, 1);
particlesSystem.add(emitter);
particlesSystem.add(ParticleEmitterPtr(new ParticleEmitter(Point(100, 100), -1, 40)));
g_particlesManager.add(particlesSystem);
}

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