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forked from mirrors/0ad

Delete non-working particle system code

This was SVN commit r9147.
This commit is contained in:
Ykkrosh
2011-04-03 18:49:48 +00:00
parent 09413d940c
commit 253efdad57
6 changed files with 0 additions and 1265 deletions
-72
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/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Default particle emitter implementation.
*/
#include "precompiled.h"
#include "maths/MathUtil.h"
#include "DefaultEmitter.h"
CDefaultEmitter::CDefaultEmitter(const int MAX_PARTICLES, const int lifetime) : CEmitter(MAX_PARTICLES, lifetime)
{
Setup();
}
CDefaultEmitter::~CDefaultEmitter(void)
{
}
bool CDefaultEmitter::Setup()
{
// XYZ Position
m_pos.X = 0.0f;
m_pos.Y = 20.0f;
m_pos.Z = 0.0f;
m_yaw = DEGTORAD(0.0f);
m_yawVar = DEGTORAD(360.0f);
m_pitch = DEGTORAD(90.0f);
m_pitchVar = DEGTORAD(45.0f);
m_speed = 0.05f;
m_speedVar = 0.001f;
m_blendMode = 1;
m_particleCount = 0;
m_emitsPerFrame = 100;
m_emitsVar = 15;
m_life = 90;
m_lifeVar = 65;
m_startColor.r = 100;
m_startColor.g = 100;
m_startColor.b = 100;
m_startColorVar.r = 15;
m_startColorVar.g = 15;
m_startColorVar.b = 15;
m_endColor.r = 0;
m_endColor.g = 0;
m_endColor.b = 0;
m_endColorVar.r = 15;
m_endColorVar.g = 15;
m_endColorVar.b = 15;
m_force.X = 0.000f;
m_force.Y = 0.001f;
m_force.Z = 0.0f;
return true;
}
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/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Default particle emitter implementation.
*/
#ifndef INCLUDED_DEFAULTEMITTER
#define INCLUDED_DEFAULTEMITTER
#include "ParticleEmitter.h"
class CDefaultEmitter : public CEmitter
{
public:
CDefaultEmitter(const int MAX_PARTICLES = 4000, const int lifetime = -1);
virtual ~CDefaultEmitter(void);
// Sets up emitter to the default particle effect.
virtual bool Setup();
};
#endif
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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Particle and Emitter base classes.
*/
#include "precompiled.h"
#include "ParticleEmitter.h"
#include "ParticleEngine.h"
#include "graphics/TextureManager.h"
#include "ps/Filesystem.h"
#include "ps/CLogger.h"
#include "ps/XML/Xeromyces.h"
//forward declaration
void GetValueAndVariation(CXeromyces XeroFile, XMBElement parent, CStr& value, CStr& variation);
CEmitter::CEmitter(const int MAX_PARTICLES, const int lifetime, int UNUSED(textureID))
{
m_particleCount = 0;
// declare the pool of nodes
m_maxParticles = MAX_PARTICLES;
m_heap = new tParticle[m_maxParticles];
m_emitterLife = lifetime;
m_decrementLife = true;
m_decrementAlpha = true;
m_renderParticles = true;
isFinished = false;
// init the used/open list
m_usedList = NULL;
m_openList = NULL;
// link all the particles in the heap
// into one large open list
for(int i = 0; i < m_maxParticles - 1; i++)
{
m_heap[i].next = &(m_heap[i + 1]);
}
m_openList = m_heap;
}
CEmitter::~CEmitter(void)
{
delete [] m_heap;
}
bool CEmitter::LoadXml(const VfsPath& pathname)
{
CXeromyces XeroFile;
if (XeroFile.Load(g_VFS, pathname) != PSRETURN_OK)
// Fail
return false;
// Define all the elements and attributes used in the XML file
#define EL(x) int el_##x = XeroFile.GetElementID(#x)
#define AT(x) int at_##x = XeroFile.GetAttributeID(#x)
// Only the ones we can't load using normal methods.
EL(Emitter);
AT(Type);
EL(Lifetime);
EL(Particles);
AT(MaxNumber);
EL(EmitsPerFrame);
EL(Texture);
EL(Size);
EL(Value);
EL(Variation);
EL(Color);
EL(Start);
EL(End);
AT(r);
AT(g);
AT(b);
EL(Alpha);
AT(BlendMode);
AT(Decrement);
EL(Direction);
EL(Yaw);
EL(Pitch);
EL(Speed);
EL(Life);
EL(Force);
EL(X);
EL(Y);
EL(Z);
#undef AT
#undef EL
XMBElement root = XeroFile.GetRoot();
if( root.GetNodeName() != el_Emitter )
{
LOGERROR(L"CEmitter::LoadXml: XML root was not \"Emitter\" in file %ls. Load failed.", pathname.string().c_str() );
return( false );
}
m_tag = pathname.Basename().string();
//TODO figure out if we need to use Type attribute to construct different emitter types,
// probably have to move some of this code into a static factory method or out into ParticleEngine class
XMBAttributeList attributes = root.GetAttributes();
CStr type = attributes.GetNamedItem(at_Type);
CStr stringValue;
XMBElementList children = root.GetChildNodes();
for (int i = 0; i < children.Count; ++i)
{
XMBElement child = children.Item(i);
int childName = child.GetNodeName();
if( childName == el_Lifetime )
{
stringValue = child.GetText();
m_emitterLife = stringValue.ToInt();
if( m_emitterLife < 0 )
m_emitterLife = -1;
}
else if( childName == el_Particles )
{
attributes = child.GetAttributes();
stringValue = attributes.GetNamedItem(at_MaxNumber);
m_maxParticles = stringValue.ToInt();
XMBElementList particleSettings = child.GetChildNodes();
for (int j = 0; j < particleSettings.Count; ++j)
{
XMBElement settingElement = particleSettings.Item(j);
int settingName = settingElement.GetNodeName();
if( settingName == el_EmitsPerFrame )
{
CStr value, variation;
GetValueAndVariation(XeroFile, settingElement, value, variation);
m_emitsPerFrame = value.ToInt();
m_emitsVar = variation.ToInt();
}
else if( settingName == el_Texture )
{
CTextureProperties textureProps(settingElement.GetText().FromUTF8());
m_texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
}
else if( settingName == el_Size )
{
stringValue = settingElement.GetText();
m_size = stringValue.ToFloat();
}
else if( settingName == el_Color )
{
XMBElementList colorElementList = settingElement.GetChildNodes();
for (int k = 0; k < colorElementList.Count; ++k)
{
XMBElement colorElement = colorElementList.Item(k);
int colorName = colorElement.GetNodeName();
if( colorName == el_Start )
{
XMBElementList startColorElementList = colorElement.GetChildNodes();
for (int m = 0; m < startColorElementList.Count; ++m)
{
XMBElement startColorElement = startColorElementList.Item(m);
int startColorElementName = startColorElement.GetNodeName();
if( startColorElementName == el_Value )
{
attributes = startColorElement.GetAttributes();
stringValue = attributes.GetNamedItem(at_r);
m_startColor.r = stringValue.ToInt();
stringValue = attributes.GetNamedItem(at_g);
m_startColor.g = stringValue.ToInt();
stringValue = attributes.GetNamedItem(at_b);
m_startColor.b = stringValue.ToInt();
}
else if( startColorElementName == el_Variation )
{
attributes = startColorElement.GetAttributes();
stringValue = attributes.GetNamedItem(at_r);
m_startColorVar.r = stringValue.ToInt();
stringValue = attributes.GetNamedItem(at_g);
m_startColorVar.g = stringValue.ToInt();
stringValue = attributes.GetNamedItem(at_b);
m_startColorVar.b = stringValue.ToInt();
}
}
}
else if( colorName == el_End )
{
XMBElementList endColorElementList = colorElement.GetChildNodes();
for (int m = 0; m < endColorElementList.Count; ++m)
{
XMBElement endColorElement = endColorElementList.Item(m);
int endColorElementName = endColorElement.GetNodeName();
if( endColorElementName == el_Value )
{
attributes = endColorElement.GetAttributes();
stringValue = attributes.GetNamedItem(at_r);
m_endColor.r = stringValue.ToInt();
stringValue = attributes.GetNamedItem(at_g);
m_endColor.g = stringValue.ToInt();
stringValue = attributes.GetNamedItem(at_b);
m_endColor.b = stringValue.ToInt();
}
else if( endColorElementName == el_Variation )
{
attributes = endColorElement.GetAttributes();
stringValue = attributes.GetNamedItem(at_r);
m_endColorVar.r = stringValue.ToInt();
stringValue = attributes.GetNamedItem(at_g);
m_endColorVar.g = stringValue.ToInt();
stringValue = attributes.GetNamedItem(at_b);
m_endColorVar.b = stringValue.ToInt();
}
}
}
}
}
else if( settingName == el_Alpha )
{
attributes = settingElement.GetAttributes();
stringValue = attributes.GetNamedItem(at_BlendMode);
m_blendMode = stringValue.ToInt();
stringValue = attributes.GetNamedItem(at_Decrement);
if (stringValue == "True" || stringValue == "true")
m_decrementAlpha = true;
else
m_decrementAlpha = false;
CStr value, variation;
GetValueAndVariation(XeroFile, settingElement, value, variation);
m_alpha = value.ToInt();
m_alphaVar = value.ToInt();
}
else if( settingName == el_Direction )
{
XMBElementList directionElementList = settingElement.GetChildNodes();
for (int k = 0; k < directionElementList.Count; ++k)
{
XMBElement directionElement = directionElementList.Item(k);
int directionElementName = directionElement.GetNodeName();
if( directionElementName == el_Yaw )
{
CStr value, variation;
GetValueAndVariation(XeroFile, directionElement, value, variation);
m_yaw = value.ToInt();
m_yawVar = variation.ToInt();
}
else if( directionElementName == el_Pitch )
{
CStr value, variation;
GetValueAndVariation(XeroFile, directionElement, value, variation);
m_pitch = value.ToInt();
m_pitchVar = variation.ToInt();
}
else if( directionElementName == el_Speed )
{
CStr value, variation;
GetValueAndVariation(XeroFile, directionElement, value, variation);
m_speed = value.ToFloat();
m_speedVar = variation.ToFloat();
}
}
}
else if( settingName == el_Life )
{
attributes = settingElement.GetAttributes();
stringValue = attributes.GetNamedItem(at_Decrement);
if (stringValue == "True" || stringValue == "true")
m_decrementLife = true;
else
m_decrementLife = false;
CStr value, variation;
GetValueAndVariation(XeroFile, settingElement, value, variation);
m_life = value.ToInt();
m_lifeVar = variation.ToInt();
}
else if( settingName == el_Force )
{
XMBElementList forceElementList = settingElement.GetChildNodes();
for (int k = 0; k < forceElementList.Count; ++k)
{
XMBElement forceElement = forceElementList.Item(k);
int forceElementName = forceElement.GetNodeName();
if( forceElementName == el_X )
{
stringValue = forceElement.GetText();
m_force.X = stringValue.ToFloat();
}
else if( forceElementName == el_Y )
{
stringValue = forceElement.GetText();
m_force.Y = stringValue.ToFloat();
}
else if( forceElementName == el_Z )
{
stringValue = forceElement.GetText();
m_force.Z = stringValue.ToFloat();
}
}
}
}
}
}
return true;
}
bool CEmitter::AddParticle()
{
tColor start, end;
float fYaw, fPitch, fSpeed;
if(!m_openList)
return false;
if(m_particleCount < m_maxParticles)
{
// get a particle from the open list
tParticle *particle = m_openList;
// set it's initial position to the emitter's position
particle->pos.X = m_pos.X;
particle->pos.Y = m_pos.Y;
particle->pos.Z = m_pos.Z;
// Calculate the starting direction vector
fYaw = m_yaw + (m_yawVar * RandomNum());
fPitch = m_pitch + (m_pitchVar * RandomNum());
// Convert the rotations to a vector
RotationToDirection(fPitch,fYaw,&particle->dir);
// Multiply in the speed factor
fSpeed = m_speed + (m_speedVar * RandomNum());
particle->dir.X *= fSpeed;
particle->dir.Y *= fSpeed;
particle->dir.Z *= fSpeed;
// Calculate the life span
particle->life = m_life + (int)((float)m_lifeVar * RandomNum());
// Calculate the colors
start.r = m_startColor.r + (m_startColorVar.r * RandomChar());
start.g = m_startColor.g + (m_startColorVar.g * RandomChar());
start.b = m_startColor.b + (m_startColorVar.b * RandomChar());
end.r = m_endColor.r + (m_endColorVar.r * RandomChar());
end.g = m_endColor.g + (m_endColorVar.g * RandomChar());
end.b = m_endColor.b + (m_endColorVar.b * RandomChar());
// set the initial color of the particle
particle->color.r = start.r;
particle->color.g = start.g;
particle->color.b = start.b;
// Create the color delta
particle->deltaColor.r = (end.r - start.r) / particle->life;
particle->deltaColor.g = (end.g - start.g) / particle->life;
particle->deltaColor.b = (end.b - start.b) / particle->life;
//TODO: make this settable
particle->alpha = 255.0f;
particle->alphaDelta = particle->alpha / particle->life;
particle->inPos = false;
// Now, we pop a node from the open list and put it into the used list
m_openList = particle->next;
particle->next = m_usedList;
m_usedList = particle;
// update the length of the used list (particle Count)
m_particleCount++;
return true;
}
return false;
}
bool CEmitter::Render()
{
if(m_renderParticles)
{
switch(m_blendMode)
{
case 1:
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Fire
break;
case 2:
glBlendFunc(GL_SRC_COLOR, GL_ONE); // Crappy Fire
break;
case 3:
glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR); // Plain Particles
break;
case 4:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR); // Nice fade out effect
break;
}
m_texture->Bind();
glBegin(GL_QUADS);
{
tParticle *tempParticle = m_usedList;
while(tempParticle)
{
tColor *pColor = &(tempParticle->color);
glColor4ub(pColor->r,pColor->g, pColor->b, (GLubyte)tempParticle->alpha);
glTexCoord2d(0.0, 0.0);
CVector3D *pPos = &(tempParticle->pos);
glVertex3f(pPos->X - m_size, pPos->Y + m_size, pPos->Z);
glTexCoord2d(0.0, 1.0);
glVertex3f(pPos->X - m_size, pPos->Y - m_size, pPos->Z);
glTexCoord2d(1.0, 1.0);
glVertex3f(pPos->X + m_size, pPos->Y - m_size, pPos->Z);
glTexCoord2d(1.0, 0.0);
glVertex3f(pPos->X + m_size, pPos->Y + m_size, pPos->Z);
tempParticle = tempParticle->next;
}
}
glEnd();
return true;
}
return false;
}
bool CEmitter::Update()
{
int emits;
// walk through the used list, and update each of the particles
tParticle *tempParticle = m_usedList; // start at the beginning of the used list
tParticle *prev = m_usedList;
while(tempParticle) // loop on a valid particle
{
// don't update if the particle is supposed to be dead
if(tempParticle->life > 0)
{
// update the particle
// Calculate the new pos
tempParticle->pos.X += tempParticle->dir.X;
tempParticle->pos.Y += tempParticle->dir.Y;
tempParticle->pos.Z += tempParticle->dir.Z;
// Add global force to direction
tempParticle->dir.X += m_force.X;
tempParticle->dir.Y += m_force.Y;
tempParticle->dir.Z += m_force.Z;
// Get the new color
tempParticle->color.r += tempParticle->deltaColor.r;
tempParticle->color.g += tempParticle->deltaColor.g;
tempParticle->color.b += tempParticle->deltaColor.b;
// fade it out
if(m_decrementAlpha)
tempParticle->alpha -= tempParticle->alphaDelta;
// gets a little older
if(m_decrementLife)
tempParticle->life--;
// move to the next particle in the list
prev = tempParticle;
tempParticle = tempParticle->next;
}
else // this means the particle lifetime is over
{
// if this is the first particle in usedList
// then set the pointers to the next in the usedList
// and open up the tempParticle
if(tempParticle == m_usedList)
{
m_usedList = tempParticle->next;
tempParticle->next = m_openList;
// set the open list head to the particle
m_openList = tempParticle;
prev = m_usedList;
tempParticle = m_usedList;
}
else
{
//// We need to pull the particle out of the
//// used list and insert it into the open list
// fix the previous node in the list to skip over the one we are pulling out
prev->next = tempParticle->next;
// set the particle to point to the head of the open list
tempParticle->next = m_openList;
// set the open list head to the particle
m_openList = tempParticle;
// move on to the next iteration
tempParticle = prev->next;
}
// and there is one less
m_particleCount--;
}
} // end of while
if(m_emitterLife > 0 || m_emitterLife == -1)
{
// Emit particles for this frame
emits = m_emitsPerFrame + (int)((float)m_emitsVar * RandomNum());
// if the emitter life is -1 that means it's infinite
if(m_emitterLife != -1)
m_emitterLife--;
for(int i = 0; i < emits; i++)
AddParticle();
return true;
}
else
{
if(m_particleCount > 0)
{
return true;
}
else
{
isFinished = true;
return false; // this will be checked for and then it will be deleted
}
}
}
void GetValueAndVariation(CXeromyces XeroFile, XMBElement parent, CStr& value, CStr& variation)
{
int el_Value = XeroFile.GetElementID("value");
int el_Variation = XeroFile.GetElementID("variation");
XMBElementList elementList = parent.GetChildNodes();
for (int i = 0; i < elementList.Count; ++i)
{
XMBElement child = elementList.Item(i);
int childName = child.GetNodeName();
if( childName == el_Value )
{
value = child.GetText();
}
else if( childName == el_Variation )
{
variation = child.GetText();
}
}
}
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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Particle and Emitter base classes.
*/
#ifndef INCLUDED_PARTICLEEMITTER
#define INCLUDED_PARTICLEEMITTER
#include "graphics/Texture.h"
#include "lib/file/vfs/vfs_path.h"
#include "maths/Vector3D.h"
#include "ps/CStr.h"
class CEmitter
{
static const int HALF_RAND = (RAND_MAX / 2);
public:
struct tColor
{
unsigned char r, g, b;
};
struct tParticle
{
// base stuff
CVector3D pos; // Current position 12
CVector3D dir; // Current direction with speed 12
float alpha; // Fade value 4
float alphaDelta; // Change of fade 4
tColor color; // Current color of particle 3
tColor deltaColor; // Change of color 3
short life; // How long it will last 2
// particle text stuff
CVector3D endPos; // For particle texture 12
bool inPos; // 1
tParticle* next; // pointer for link lists 4
tParticle()
{
next = 0;
}
};
//struct tParticleNode
//{
// tParticle* pParticle;
// tParticleNode* next;
//};
protected:
CStrW m_tag;
int m_maxParticles; // Maximum particles emitter can put out
int m_particleCount; // Total emitted right now
int m_emitsPerFrame, m_emitsVar; // Emits per frame and variation
int m_emitterLife; // Life of the emitter
bool isFinished; // tells the engine it's ready to be deleted
// Transformation Info
CVector3D m_pos; // XYZ Position of emitter
float m_yaw, m_yawVar; // Yaw of emitted particles
float m_pitch, m_pitchVar; // Pitch of emitted particles
float m_speed, m_speedVar; // Speed of emitted particles
// Particle linked lists
tParticle* m_heap; // Pointer to beginning of array
tParticle* m_openList; // linked list of unused particles
tParticle* m_usedList; // linked list of used particles
//Particle appearence
CTexturePtr m_texture; // Texture
float m_size; // size of the particles (if point sprites is not enabled)
tColor m_startColor, m_startColorVar; // Current color of particle
tColor m_endColor, m_endColorVar; // End color of particle
int m_blendMode; // Method used to blend particles
int m_alpha, m_alphaVar; // Alpha value for particles
int m_life, m_lifeVar; // Life count and variation (in Frames)
bool m_decrementLife; // Controls whether or not the particles life is decremented every update.
bool m_decrementAlpha; // Controls whether or not the particles alpha is decremented every update.
bool m_renderParticles; // Controls the rendering of the particles.
// Physics
CVector3D m_force; // Forces that affect the particles
public:
CEmitter(const int MAX_PARTICLES = 4000, const int lifetime = -1, int textureID = 0);
virtual ~CEmitter(void);
// note: methods are virtual and overridable so as to suit the
// specific particle needs.
virtual bool LoadXml(const VfsPath& pathname);
virtual bool Setup() { return false; }
virtual bool AddParticle();
virtual bool Update();
virtual bool Render();
// Helper functions
inline float RandomNum()
{
int rn;
rn = rand();
return ((float)(rn - HALF_RAND) / (float)HALF_RAND);
}
inline char RandomChar()
{
return (unsigned char)(rand() >> 24);
}
inline void RotationToDirection(float pitch, float yaw, CVector3D* direction)
{
direction->X = (float)(-sin(yaw)* cos(pitch));
direction->Y = (float)sin(pitch);
direction->Z = (float)(cos(pitch)* cos(yaw));
}
///////////////////////////////////////////////////////////////////
//
// Accessors
//
///////////////////////////////////////////////////////////////////
CStrW GetTag() { return m_tag; }
float GetPosX() { return m_pos.X; }
float GetPosY() { return m_pos.Y; }
float GetPosZ() { return m_pos.Z; }
CVector3D GetPosVec() { return m_pos; }
bool IsFinished(void) { return isFinished; }
int GetEmitterLife() { return m_emitterLife; }
int GetParticleCount() { return m_particleCount; }
int GetMaxParticles(void) { return m_maxParticles; }
tColor GetStartColor(void) { return m_startColor; }
tColor GetStartColorVar(void) { return m_startColorVar; }
tColor GetEndColor(void) { return m_endColor; }
tColor GetEndColorVar(void) { return m_endColorVar; }
int GetBlendMode(void) { return m_blendMode; }
float GetSize(void) { return m_size; }
float GetYaw(void) { return m_yaw; }
float GetYawVar(void) { return m_yawVar; }
float GetPitch(void) { return m_pitch; }
float GetPitchVar(void) { return m_pitchVar; }
float GetSpeed(void) { return m_speed; }
float GetSpeedVar(void) { return m_speedVar; }
int GetEmitsPerFrame(void) { return m_emitsPerFrame; }
int GetEmitVar(void) { return m_emitsVar; }
int GetLife(void) { return m_life; }
int GetLifeVar(void) { return m_lifeVar; }
float GetForceX(void) { return m_force.X; }
float GetForceY(void) { return m_force.Y; }
float GetForceZ(void) { return m_force.Z; }
///////////////////////////////////////////////////////////////////
//
// Mutators
//
///////////////////////////////////////////////////////////////////
void SetTag(CStrW tag) { m_tag = tag; }
void SetPosX(float posX) { m_pos.X = posX; }
void SetPosY(float posY) { m_pos.Y = posY; }
void SetPosZ(float posZ) { m_pos.Z = posZ; }
inline void SetPosVec(const CVector3D& newPos)
{
m_pos = newPos;
}
void SetTexture(CTexturePtr id) { m_texture = id; }
void SetIsFinished(bool finished) { isFinished = finished; }
void SetEmitterLife(int life) { m_emitterLife = life; }
void SetLife(int newlife) { m_life = newlife; }
void SetLifeVar(int newlifevar) { m_lifeVar = newlifevar; }
void SetSpeed(float newspeed) { m_speed = newspeed; }
void SetSpeedVar(float newspeedvar) { m_speedVar = newspeedvar; }
void SetYaw(float newyaw) { m_yaw = newyaw; }
void SetYawVar(float newyawvar) { m_yawVar = newyawvar; }
void SetPitch(float newpitch) { m_pitch = newpitch; }
void SetPitchVar(float newpitchvar) { m_pitchVar = newpitchvar; }
void SetStartColor(tColor newColor) { m_startColor = newColor; }
void SetStartColorVar(tColor newColorVar) { m_startColorVar = newColorVar; }
void SetEndColor(tColor newColor) { m_endColor = newColor; }
void SetEndColorVar(tColor newColorVar) { m_endColorVar = newColorVar; }
void SetStartColorR(int newColorR) { m_startColor.r = newColorR; }
void SetStartColorG(int newColorG) { m_startColor.g = newColorG; }
void SetStartColorB(int newColorB) { m_startColor.b = newColorB; }
void SetStartColorVarR(int newColorVarR) { m_startColorVar.r = newColorVarR; }
void SetStartColorVarG(int newColorVarG) { m_startColorVar.g = newColorVarG; }
void SetStartColorVarB(int newColorVarB) { m_startColorVar.b = newColorVarB; }
void SetEndColorR(int newColorR) { m_endColor.r = newColorR; }
void SetEndColorG(int newColorG) { m_endColor.g = newColorG; }
void SetEndColorB(int newColorB) { m_endColor.b = newColorB; }
void SetEndColorVarR(int newColorVarR) { m_endColorVar.r = newColorVarR; }
void SetEndColorVarG(int newColorVarG) { m_endColorVar.g = newColorVarG; }
void SetEndColorVarB(int newColorVarB) { m_endColorVar.b = newColorVarB; }
inline void SetBlendMode(int blendmode)
{
if(blendmode >= 1 && blendmode <= 4)
m_blendMode = blendmode;
else
m_blendMode = 1;
}
void SetEmitsPerFrame(int emitsperframe) { m_emitsPerFrame = emitsperframe; }
void SetEmitVar(int emitvar) { m_emitsVar = emitvar; }
void SetForceX(float forceX) { m_force.X = forceX; }
void SetForceY(float forceY) { m_force.Y = forceY; }
void SetForceZ(float forceZ) { m_force.Z = forceZ; }
void SetSize(float newSize) { m_size = newSize; }
void SetRenderParticles(bool render) { m_renderParticles = render; }
};
#endif
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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Particle engine implementation
*/
#include "precompiled.h"
#include "ParticleEngine.h"
#include "graphics/TextureManager.h"
#include "ps/Profile.h"
CParticleEngine *CParticleEngine::m_pInstance = 0;
CParticleEngine::CParticleEngine(void)
{
m_pHead = NULL;
totalParticles = 0;
}
CParticleEngine::~CParticleEngine(void)
{
}
void CParticleEngine::Cleanup()
{
tEmitterNode *temp = m_pHead;
totalParticles = 0;
while(temp)
{
tEmitterNode *pTemp = temp->next;
if(!temp->prev)
m_pHead = temp->next;
else
temp->prev->next = temp->next;
if(pTemp)
temp->next->prev = temp->prev;
delete temp->pEmitter;
delete temp;
temp = pTemp;
}
DeleteInstance();
}
CParticleEngine *CParticleEngine::GetInstance(void)
{
// Check to see if one hasn't been made yet.
if (m_pInstance == 0)
m_pInstance = new CParticleEngine;
// Return the address of the instance.
return m_pInstance;
}
void CParticleEngine::DeleteInstance()
{
if (m_pInstance)
delete m_pInstance;
m_pInstance = 0;
}
bool CParticleEngine::InitParticleSystem()
{
// Texture Loading
CTextureProperties textureProps(L"art/textures/particles/sprite.tga");
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
idTexture[DEFAULTTEXT] = texture;
return true;
}
bool CParticleEngine::AddEmitter(CEmitter *emitter, int type, int ID)
{
emitter->SetTexture(idTexture[type]);
if(m_pHead == NULL)
{
tEmitterNode *temp = new tEmitterNode;
temp->pEmitter = emitter;
temp->prev = NULL;
temp->next = NULL;
temp->ID = ID;
m_pHead = temp;
return true;
}
else
{
tEmitterNode *temp = new tEmitterNode;
temp->pEmitter = emitter;
temp->next = m_pHead;
temp->prev = NULL;
temp->ID = ID;
m_pHead->prev = temp;
m_pHead = temp;
return true;
}
}
CEmitter* CParticleEngine::FindEmitter(int ID)
{
tEmitterNode *temp = m_pHead;
while(temp)
{
if(temp->ID < 0 || temp->ID > MAX_EMIT)
continue;
// NOTE: In the event that there are two different
// emitters with the same ID, this will only
// return the first one that it finds. So
// make sure your emitter has a unique ID
// if you want to use this function.
if(temp->ID == ID)
return temp->pEmitter;
temp = temp->next;
}
// NOTE: Just in case this happens, it's VERY important
// that you wrap this function in a if statement
// to check for this condition because you could
// end up with a crash if you try to change an
// emitter when you couldn't find it and returned
// NULL instead.
return NULL;
}
void CParticleEngine::UpdateEmitters()
{
PROFILE("update particles");
tEmitterNode *temp = m_pHead;
totalParticles = 0;
while(temp)
{
// are we ready for deletion?
if(temp->pEmitter->IsFinished())
{
// store a pointer to the next node
tEmitterNode *pTemp = temp->next;
// check for the head
if(!temp->prev)
m_pHead = pTemp;
else
// forward the previous's pointer
temp->prev->next = pTemp;
// if there is any next one,
if(pTemp)
// fix the backwards pointer
pTemp->prev = temp->prev;
delete temp->pEmitter;
delete temp;
temp = pTemp;
}
else
{
temp->pEmitter->Update();
// Add current emitter to particle count
totalParticles += temp->pEmitter->GetParticleCount();
temp = temp->next;
}
}
}
void CParticleEngine::RenderParticles()
{
PROFILE("render particles");
EnterParticleContext();
tEmitterNode *temp = m_pHead;
while(temp)
{
temp->pEmitter->Render();
temp = temp->next;
}
LeaveParticleContext();
}
void CParticleEngine::DestroyAllEmitters(bool fade)
{
tEmitterNode *temp = m_pHead;
while(temp)
{
if(fade)
{
temp->pEmitter->SetEmitterLife(0);
temp = temp->next;
}
else
{
// store a pointer to the next node
tEmitterNode *pTemp = temp->next;
// check for the head
if(!temp->prev)
m_pHead = pTemp;
else
// forward the previous's pointer
temp->prev->next = pTemp;
// if there is any next one,
if(pTemp)
// fix the backwards pointer
pTemp->prev = temp->prev;
delete temp->pEmitter;
delete temp;
temp = pTemp;
}
}
m_pHead = NULL;
UpdateEmitters();
}
void CParticleEngine::EnterParticleContext(void)
{
//glEnable(GL_DEPTH_TEST); // Enable depth testing for hidden surface removal.
glDepthMask(false);
//glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D); // Enable texture mapping.
glPushMatrix();
glEnable(GL_BLEND);
}
void CParticleEngine::LeaveParticleContext(void)
{
//glDisable(GL_DEPTH_TEST);
glDepthMask(true);
//glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
glDisable(GL_BLEND);
}
-110
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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Particle engine implementation
*/
#ifndef INCLUDED_PARTICLEENGINE
#define INCLUDED_PARTICLEENGINE
#include "ParticleEmitter.h"
#include "lib/tex/tex.h"
#include "lib/res/graphics/ogl_tex.h"
#include "graphics/Texture.h"
#include "ps/CLogger.h"
#include "ps/Loader.h"
#include "lib/ogl.h"
#include "renderer/Renderer.h"
// Different textures
enum PText { DEFAULTTEXT, MAX_TEXTURES };
// Different emitters
enum PEmit { DEFAULTEMIT, MAX_EMIT };
class CParticleEngine
{
public:
virtual ~CParticleEngine(void);
/// @return instance of the singleton class
static CParticleEngine* GetInstance();
/// delete the instance of the singleton class
static void DeleteInstance();
/// @return true on success, false on failure
bool InitParticleSystem(void);
/**
* add the emitter to the engine's list.
* @return indicator of success.
**/
bool AddEmitter(CEmitter *emitter, int type = DEFAULTTEXT, int ID = DEFAULTEMIT);
/// @return emitter with the given ID or 0 if not found.
CEmitter* FindEmitter(int ID);
/**
* Check if the emitters are ready to be deleted and removed.
* If not, call Update() on them.
**/
void UpdateEmitters();
/// render each emitter and their particles
void RenderParticles();
/**
* destroy all active emitters on screen.
* @param fade if true, allows emitters to fade out. if false,
* they disappear instantly.
**/
void DestroyAllEmitters(bool fade = true);
/// do cleanup that's not done in the destructor.
void Cleanup();
void EnterParticleContext(void);
void LeaveParticleContext(void);
int GetTotalParticles() { return totalParticles; }
void SetTotalParticles(int particles) { totalParticles = particles; }
void AddToTotalParticles(int addAmount) { totalParticles += addAmount; }
void SubToTotalParticles(int subAmount) { totalParticles -= subAmount; }
private:
CParticleEngine(void);
static CParticleEngine* m_pInstance; // The singleton instance
CTexturePtr idTexture[MAX_TEXTURES];
int totalParticles; // Total Amount of particles of all emitters.
struct tEmitterNode
{
CEmitter *pEmitter;
tEmitterNode *prev, *next;
int ID;
};
tEmitterNode *m_pHead;
friend class CEmitter;
};
#endif