/** * Copyright (c) 2006-2015 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #ifndef LOVE_GRAPHICS_OPENGL_PARTICLE_SYSTEM_H #define LOVE_GRAPHICS_OPENGL_PARTICLE_SYSTEM_H // LOVE #include "common/int.h" #include "common/math.h" #include "common/Vector.h" #include "graphics/Drawable.h" #include "graphics/Color.h" #include "graphics/Quad.h" #include "Texture.h" #include "VertexBuffer.h" // STL #include namespace love { namespace graphics { namespace opengl { /** * A class for creating, moving and drawing particles. * A big thanks to bobthebloke.org **/ class ParticleSystem : public Drawable { public: /** * Type of distribution new particles are drawn from: None, uniform, normal. */ enum AreaSpreadDistribution { DISTRIBUTION_NONE, DISTRIBUTION_UNIFORM, DISTRIBUTION_NORMAL, DISTRIBUTION_MAX_ENUM }; /** * Insertion modes of new particles in the list: top, bottom, random. */ enum InsertMode { INSERT_MODE_TOP, INSERT_MODE_BOTTOM, INSERT_MODE_RANDOM, INSERT_MODE_MAX_ENUM }; /** * Maximum numbers of particles in a ParticleSystem. * This limit comes from the fact that a quad requires four vertices and the * OpenGL API where GLsizei is a signed int. **/ static const uint32 MAX_PARTICLES = LOVE_INT32_MAX / 4; /** * Creates a particle system with the specified buffer size and texture. **/ ParticleSystem(Texture *texture, uint32 buffer); ParticleSystem(const ParticleSystem &p); /** * Deletes any allocated memory. **/ virtual ~ParticleSystem(); /** * Creates an identical copy of this ParticleSystem. The clone does not * duplicate any existing particles from this ParticleSystem, just the * settable parameters. **/ ParticleSystem *clone(); /** * Sets the texture used in the particle system. * @param texture The new texture. **/ void setTexture(Texture *texture); /** * Returns the texture used when drawing the particle system. **/ Texture *getTexture() const; /** * Clears the current buffer and allocates the appropriate amount of space for the buffer. * @param size The new buffer size. **/ void setBufferSize(uint32 size); /** * Returns the total amount of particles this ParticleSystem can have active * at any given point in time. **/ uint32 getBufferSize() const; /** * Sets the insert mode for new particles. * @param mode The new insert mode. */ void setInsertMode(InsertMode mode); /** * Returns the current insert mode. */ InsertMode getInsertMode() const; /** * Sets the emission rate. * @param rate The amount of particles per second. **/ void setEmissionRate(float rate); /** * Returns the number of particles created per second. **/ float getEmissionRate() const; /** * Sets the lifetime of the particle emitter (-1 means eternal) * @param life The lifetime (in seconds). **/ void setEmitterLifetime(float life); /** * Returns the lifetime of the particle emitter. **/ float getEmitterLifetime() const; /** * Sets the life range of the particles. * @param min The minimum life. * @param max The maximum life (if 0, then becomes the same as minimum life). **/ void setParticleLifetime(float min, float max = 0); /** * Gets the lifetime of a particle. * @param[out] min The minimum life. * @param[out] max The maximum life. **/ void getParticleLifetime(float &min, float &max) const; /** * Sets the position of the center of the emitter. * Used to move the emitter without changing the position of already existing particles. * @param x The x-coordinate. * @param y The y-coordinate. **/ void setPosition(float x, float y); /** * Returns the position of the emitter. **/ const love::Vector &getPosition() const; /** * Moves the position of the center of the emitter. * When update is called, newly spawned particles will appear in a line * between the old emitter position and where the emitter was moved to, * resulting in a smoother-feeling particle system if moveTo is called * repeatedly. **/ void moveTo(float x, float y); /** * Sets the emission area spread parameters and distribution type. The interpretation of * the parameters depends on the distribution type: * * * None: Parameters are ignored. No area spread. * * Uniform: Parameters denote maximal (symmetric) displacement from emitter position. * * Normal: Parameters denote the standard deviation in x and y direction. x and y are assumed to be uncorrelated. * @param x First parameter. Interpretation depends on distribution type. * @param y Second parameter. Interpretation depends on distribution type. * @param distribution Distribution type **/ void setAreaSpread(AreaSpreadDistribution distribution, float x, float y); /** * Returns area spread distribution type. **/ AreaSpreadDistribution getAreaSpreadDistribution() const; /** * Returns area spread parameters. **/ const love::Vector &getAreaSpreadParameters() const; /** * Sets the direction of the particle emitter. * @param direction The direction (in degrees). **/ void setDirection(float direction); /** * Returns the direction of the particle emitter (in radians). **/ float getDirection() const; /** * Sets the spread of the particle emitter. * @param spread The spread (in radians). **/ void setSpread(float spread); /** * Returns the directional spread of the emitter (in radians). **/ float getSpread() const; /** * Sets the speed of the particles. * @param speed The speed. **/ void setSpeed(float speed); /** * Sets the speed of the particles. * @param min The minimum speed. * @param max The maximum speed. **/ void setSpeed(float min, float max); /** * Gets the speed of the particles. * @param[out] min The minimum speed. * @param[out] max The maximum speed. **/ void getSpeed(float &min, float &max) const; /** * Sets the linear acceleration (the acceleration along the x and y axes). * @param x The acceleration along the x-axis. * @param y The acceleration along the y-axis. **/ void setLinearAcceleration(float x, float y); /** * Sets the linear acceleration (the acceleration along the x and y axes). * @param xmin The minimum amount of acceleration along the x-axis. * @param ymin The minimum amount of acceleration along the y-axis. * @param xmax The maximum amount of acceleration along the x-axis. * @param ymax The maximum amount of acceleration along the y-axis. **/ void setLinearAcceleration(float xmin, float ymin, float xmax, float ymax); /** * Gets the linear acceleration of the particles. * @param[out] min The minimum acceleration. * @param[out] max The maximum acceleration. **/ void getLinearAcceleration(love::Vector &min, love::Vector &max) const; /** * Sets the radial acceleration (the acceleration towards the particle emitter). * @param acceleration The amount of acceleration. **/ void setRadialAcceleration(float acceleration); /** * Sets the radial acceleration (the acceleration towards the particle emitter). * @param min The minimum acceleration. * @param max The maximum acceleration. **/ void setRadialAcceleration(float min, float max); /** * Gets the radial acceleration. * @param[out] min The minimum amount of radial acceleration. * @param[out] max The maximum amount of radial acceleration. **/ void getRadialAcceleration(float &min, float &max) const; /** * Sets the tangential acceleration (the acceleration perpendicular to the particle's direction). * @param acceleration The amount of acceleration. **/ void setTangentialAcceleration(float acceleration); /** * Sets the tangential acceleration (the acceleration perpendicular to the particle's direction). * @param min The minimum acceleration. * @param max The maximum acceleration. **/ void setTangentialAcceleration(float min, float max); /** * Gets the tangential acceleration. * @param[out] min The minimum tangential acceleration. * @param[out] max The maximum tangential acceleration. **/ void getTangentialAcceleration(float &min, float &max) const; /** * Sets the amount of linear damping. Damping reduces the velocity of * particles over time. A value of 0 corresponds to no damping. **/ void setLinearDamping(float min, float max); /** * Gets the current amount of linear damping. **/ void getLinearDamping(float &min, float &max) const; /** * Sets the size of the sprite (1.0 being the default size). * @param size The size of the sprite. **/ void setSize(float size); /** * Sets the sizes of the sprite upon creation and upon death (1.0 being the default size). * @param newSizes Array of sizes **/ void setSizes(const std::vector &newSizes); /** * Returns the sizes of the particle sprites. **/ const std::vector &getSizes() const; /** * Sets the amount of variation to the sprite's beginning size (0 being no variation and 1.0 a random size between start and end). * @param variation The amount of variation. **/ void setSizeVariation(float variation); /** * Returns the amount of initial size variation between particles. **/ float getSizeVariation() const; /** * Sets the amount of rotation a sprite starts out with. * @param rotation The amount of rotation. **/ void setRotation(float rotation); /** * Sets the amount of rotation a sprite starts out with (a random value between min and max). * @param min The minimum amount of rotation. * @param max The maximum amount of rotation. **/ void setRotation(float min, float max); /** * Gets the initial amount of rotation of a particle, in radians. * @param[out] min The minimum initial rotation. * @param[out] max The maximum initial rotation. **/ void getRotation(float &min, float &max) const; /** * Sets the spin of the sprite. * @param spin The spin of the sprite (in degrees). **/ void setSpin(float spin); /** * Sets the spin of the sprite upon particle creation and death. * @param start The spin of the sprite upon creation (in radians / second). * @param end The spin of the sprite upon death (in radians / second). **/ void setSpin(float start, float end); /** * Gets the amount of spin of a particle during its lifetime. * @param[out] start The initial spin, in radians / s. * @param[out] end The final spin, in radians / s. **/ void getSpin(float &start, float &end) const; /** * Sets the variation of the start spin (0 being no variation and 1 being a random spin between start and end). * @param variation The variation. **/ void setSpinVariation(float variation); /** * Returns the amount of variation of the start spin of a particle. **/ float getSpinVariation() const; /** * Sets the particles' offsets for rotation. * @param x The x offset. * @param y The y offset. **/ void setOffset(float x, float y); /** * Returns of the particle offset. **/ love::Vector getOffset() const; /** * Sets the color of the particles. * @param color The color. **/ void setColor(const Color &color); /** * Sets the color of the particles. * @param newColors Array of colors **/ void setColor(const std::vector &newColors); /** * Returns the color of the particles. **/ std::vector getColor() const; /** * Sets a list of Quads to use for particles over their lifetime. **/ void setQuads(const std::vector &newQuads); void setQuads(); /** * Gets the Quads used when drawing the particles. **/ std::vector getQuads() const; /** * sets whether particle angles & rotations are relative to their velocities. **/ void setRelativeRotation(bool enable); bool hasRelativeRotation() const; /** * Returns the amount of particles that are currently active in the system. **/ uint32 getCount() const; /** * Starts/resumes the particle emitter. **/ void start(); /** * Stops the particle emitter and resets. **/ void stop(); /** * Pauses the particle emitter. **/ void pause(); /** * Resets the particle emitter. **/ void reset(); /** * Instantly emits a number of particles. * @param num The number of particles to emit. **/ void emit(uint32 num); /** * Returns whether the particle emitter is active. **/ bool isActive() const; /** * Returns whether the particle emitter is paused. **/ bool isPaused() const; bool isStopped() const; /** * Returns whether the particle system is empty of particles or not. **/ bool isEmpty() const; /** * Returns whether the amount of particles has reached the buffer limit or not. **/ bool isFull() const; /** * Draws the particle emitter at the specified position. * @param x The x-coordinate. * @param y The y-coordinate. **/ virtual void draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky); /** * Updates the particle system. * @param dt Time since last update. **/ void update(float dt); static bool getConstant(const char *in, AreaSpreadDistribution &out); static bool getConstant(AreaSpreadDistribution in, const char *&out); static bool getConstant(const char *in, InsertMode &out); static bool getConstant(InsertMode in, const char *&out); protected: // Represents a single particle. struct Particle { Particle *prev; Particle *next; float lifetime; float life; float position[2]; float direction; // Particles gravitate towards this point. love::Vector origin; love::Vector velocity; love::Vector linearAcceleration; float radialAcceleration; float tangentialAcceleration; float linearDamping; float size; float sizeOffset; float sizeIntervalSize; float rotation; // Amount of rotation applied to the final angle. float angle; float spinStart; float spinEnd; Colorf color; int quadIndex; }; // Pointer to the beginning of the allocated memory. Particle *pMem; // Pointer to a free particle. Particle *pFree; // Pointer to the start of the linked list. Particle *pHead; // Pointer to the end of the linked list. Particle *pTail; // array of transformed vertex data for all particles, for drawing Vertex *particleVerts; // Vertex index buffer. VertexIndex ibo; // The texture to be drawn. StrongRef texture; // Whether the particle emitter is active. bool active; // Insert mode of new particles. InsertMode insertMode; // The maximum number of particles. uint32 maxParticles; // The number of active particles. uint32 activeParticles; // The emission rate (particles/sec). float emissionRate; // Used to determine when a particle should be emitted. float emitCounter; // The relative position of the particle emitter. love::Vector position; love::Vector prevPosition; // Emission area spread. AreaSpreadDistribution areaSpreadDistribution; love::Vector areaSpread; // The lifetime of the particle emitter (-1 means infinite) and the life it has left. float lifetime; float life; // The particle life. float particleLifeMin; float particleLifeMax; // The direction (and spread) the particles will be emitted in. Measured in radians. float direction; float spread; // The speed. float speedMin; float speedMax; // Acceleration along the x and y axes. love::Vector linearAccelerationMin; love::Vector linearAccelerationMax; // Acceleration towards the emitter's center float radialAccelerationMin; float radialAccelerationMax; // Acceleration perpendicular to the particle's direction. float tangentialAccelerationMin; float tangentialAccelerationMax; float linearDampingMin; float linearDampingMax; // Size. std::vector sizes; float sizeVariation; // Rotation float rotationMin; float rotationMax; // Spin. float spinStart; float spinEnd; float spinVariation; // Offsets float offsetX; float offsetY; // Color. std::vector colors; // Quads. std::vector> quads; bool relativeRotation; void createBuffers(size_t size); void deleteBuffers(); void addParticle(float t); Particle *removeParticle(Particle *p); // Called by addParticle. void initParticle(Particle *p, float t); void insertTop(Particle *p); void insertBottom(Particle *p); void insertRandom(Particle *p); static StringMap::Entry distributionsEntries[]; static StringMap distributions; static StringMap::Entry insertModesEntries[]; static StringMap insertModes; }; } // opengl } // graphics } // love #endif // LOVE_GRAPHICS_OPENGL_PARTICLE_SYSTEM_H