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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? */
- static int screen_w, screen_h;
- /* 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_h)
- curr->isActive = 0;
- else if (curr->y < 0)
- curr->isActive = 0;
- if (curr->x > screen_w)
- 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);
- }
- /*
- 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_h) */
- p->x = x;
- p->y = screen_h;
- /* set velocity so that terminal point is (x,y) */
- p->xvel = 0;
- p->yvel = -sqrt(2 * ACCEL * (screen_h - 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_Window *window; /* main window */
- SDL_GLContext context;
- int w, h;
- 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 */
- window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
- SDL_WINDOW_OPENGL |
- SDL_WINDOW_BORDERLESS);
- context = SDL_GL_CreateContext(window);
- /* 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 */
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- SDL_GetWindowSize(window, &screen_w, &screen_h);
- glViewport(0, 0, screen_w, screen_h);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrthof((GLfloat) 0,
- (GLfloat) screen_w,
- (GLfloat) screen_h,
- (GLfloat) 0, 0.0, 1.0);
- 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 x, y;
- SDL_GetMouseState(&x, &y);
- spawnEmitterParticle(x, y);
- }
- }
- stepParticles();
- drawParticles();
- SDL_GL_SwapWindow(window);
- 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;
- }
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