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Copy pathparticles.lua
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537 lines (510 loc) · 15.8 KB
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local particles2d_shader
local
function get_particles2d_shader()
if particles2d_shader then
return particles2d_shader
end
local v = [[
precision highp float;
uniform mat4 P;
uniform mat4 MV;
attribute vec3 vert;
attribute vec4 color;
attribute vec2 offset;
varying vec4 v_color;
void main() {
v_color = color;
gl_Position = P * MV * vec4(vert.xy + offset * vert.z, 0.0, 1.0);
}
]]
local f = [[
precision mediump float;
varying vec4 v_color;
void main() {
gl_FragColor = clamp(v_color, 0.0, 1.0);
}
]]
particles2d_shader = am.program(v, f)
return particles2d_shader
end
local particles2d_shader_tex
local
function get_particles2d_shader_tex()
if particles2d_shader_tex then
return particles2d_shader_tex
end
local v = [[
precision highp float;
uniform mat4 P;
uniform mat4 MV;
uniform vec2 uv_offset;
uniform vec2 uv_scale;
attribute vec3 vert;
attribute vec4 color;
attribute vec2 offset;
varying vec4 v_color;
varying vec2 v_uv;
void main() {
v_color = color;
v_uv = uv_scale * (offset * 0.5 + 0.5) + uv_offset;
gl_Position = P * MV * vec4(vert.xy + offset * vert.z, 0.0, 1.0);
}
]]
local f = [[
precision mediump float;
uniform sampler2D tex;
varying vec4 v_color;
varying vec2 v_uv;
void main() {
gl_FragColor = clamp(texture2D(tex, v_uv) * v_color, 0.0, 1.0);
}
]]
particles2d_shader_tex = am.program(v, f)
return particles2d_shader_tex
end
-- settings:
-- source_pos
-- source_pos_var
-- start_size
-- start_size_var
-- end_size
-- end_size_var
-- angle
-- angle_var
-- speed
-- speed_var
-- life
-- life_var
-- start_color
-- start_color_var
-- end_color
-- end_color_var
-- emission_rate
-- start_particles
-- max_particles
-- gravity
-- sprite_source
-- warmup_time
-- damping
function am.particles2d(opts)
local max_particles = opts.max_particles or 100
local start_particles = opts.start_particles or 0
if start_particles > max_particles then
error("start_particles is larger than max_particles", 2)
end
local source_pos_x = opts.source_pos and opts.source_pos.x or 0
local source_pos_y = opts.source_pos and opts.source_pos.y or 0
local source_pos_x_var = opts.source_pos_var and opts.source_pos_var.x or 0
local source_pos_y_var = opts.source_pos_var and opts.source_pos_var.y or 0
local start_size = (opts.start_size or 20) / 2
local start_size_var = (opts.start_size_var or 0) / 2
local size_changes = not not opts.end_size
local end_size = opts.end_size and opts.end_size / 2
local end_size_var = (opts.end_size_var or 0) / 2
local angle = opts.angle or 0
local angle_var = opts.angle_var or 0
local speed = opts.speed or 100
local speed_var = opts.speed_var or 0
local life = opts.life or 1
local life_var = opts.life_var or 0
if life_var >= life then
life_var = life - 0.001 -- prevent zero time-to-live
end
local start_r = opts.start_color and opts.start_color.r or 1
local start_g = opts.start_color and opts.start_color.g or 1
local start_b = opts.start_color and opts.start_color.b or 1
local start_a = opts.start_color and opts.start_color.a or 1
local start_r_var = opts.start_color_var and opts.start_color_var.r or 0
local start_g_var = opts.start_color_var and opts.start_color_var.g or 0
local start_b_var = opts.start_color_var and opts.start_color_var.b or 0
local start_a_var = opts.start_color_var and opts.start_color_var.a or 0
local color_changes = not not opts.end_color
local end_r = opts.end_color and opts.end_color.r
local end_g = opts.end_color and opts.end_color.g
local end_b = opts.end_color and opts.end_color.b
local end_a = opts.end_color and opts.end_color.a
local end_r_var = opts.end_color_var and opts.end_color_var.r or 0
local end_g_var = opts.end_color_var and opts.end_color_var.g or 0
local end_b_var = opts.end_color_var and opts.end_color_var.b or 0
local end_a_var = opts.end_color_var and opts.end_color_var.a or 0
local emission_rate = opts.emission_rate or 50
local gravity_x = opts.gravity and opts.gravity.x or 0
local gravity_y = opts.gravity and opts.gravity.y or 0
local gravity_x_2 = gravity_x / 2
local gravity_y_2 = gravity_y / 2
local damping = opts.damping or 0
local sprite
if opts.sprite_source then
sprite = am._convert_sprite_source(opts.sprite_source)
end
local warmup_time = opts.warmup_time or 0
local n = 0 -- num active particles
local emit_counter = 0
local x = {}
local y = {}
local z = {} -- size
local dz = {}
local r = {}
local g = {}
local b = {}
local a = {}
local dr = {}
local dg = {}
local db = {}
local da = {}
local time_to_live = {}
local speed_x = {}
local speed_y = {}
local i = 0
local k = 0
local indices = {}
for j = 1, max_particles do
indices[i + 1] = k + 1
indices[i + 2] = k + 2
indices[i + 3] = k + 3
indices[i + 4] = k + 1
indices[i + 5] = k + 3
indices[i + 6] = k + 4
i = i + 6
k = k + 4
end
local elemsview
if max_particles * 4 < 2 ^ 16 then
elemsview = am.ushort_elem_array(indices)
else
elemsview = am.uint_elem_array(indices)
end
local offsets = {}
i = 0
for j = 1, max_particles do
offsets[i + 1] = vec2(-1, 1)
offsets[i + 2] = vec2(-1, -1)
offsets[i + 3] = vec2(1, -1)
offsets[i + 4] = vec2(1, 1)
i = i + 4
end
local offsetview = am.vec2_array(offsets)
local uv_offset
local uv_scale
if sprite then
uv_offset = vec2(sprite.s1, sprite.t1)
uv_scale = vec2(sprite.s2 - sprite.s1, sprite.t2 - sprite.t1)
end
local num_verts = max_particles * 4
local stride = 12 + 16
local vertbuf = am.buffer(num_verts * stride)
vertbuf.usage = "dynamic"
local vertview = vertbuf:view("vec3", 0, stride)
local x1_view = vertbuf:view("float", 0, stride * 4)
local y1_view = vertbuf:view("float", 4, stride * 4)
local z1_view = vertbuf:view("float", 8, stride * 4) -- z stores size
local xyz1_view = vertbuf:view("vec3", 0, stride * 4)
local xyz2_view = vertbuf:view("vec3", 1*stride, stride * 4)
local xyz3_view = vertbuf:view("vec3", 2*stride, stride * 4)
local xyz4_view = vertbuf:view("vec3", 3*stride, stride * 4)
local r1_view = vertbuf:view("float", 12, stride * 4)
local g1_view = vertbuf:view("float", 16, stride * 4)
local b1_view = vertbuf:view("float", 20, stride * 4)
local a1_view = vertbuf:view("float", 24, stride * 4)
local rgba1_view = vertbuf:view("vec4", 12, stride * 4)
local rgba2_view = vertbuf:view("vec4", 12+stride*1, stride * 4)
local rgba3_view = vertbuf:view("vec4", 12+stride*2, stride * 4)
local rgba4_view = vertbuf:view("vec4", 12+stride*3, stride * 4)
local colorview = vertbuf:view("vec4", 12, stride)
local shader
local node
if sprite then
shader = get_particles2d_shader_tex()
else
shader = get_particles2d_shader()
end
local node = am.use_program(shader)
^ am.bind{
vert = vertview,
offset = offsetview,
color = colorview,
tex = sprite and sprite.texture or nil,
uv_offset = uv_offset,
uv_scale = uv_scale,
}
^ am.draw("triangles", elemsview)
local
function set_verts()
x1_view:set(x, 1, n)
y1_view:set(y, 1, n)
z1_view:set(z, 1, n)
xyz2_view:set(xyz1_view, 1, n)
xyz3_view:set(xyz1_view, 1, n)
xyz4_view:set(xyz1_view, 1, n)
r1_view:set(r, 1, n)
g1_view:set(g, 1, n)
b1_view:set(b, 1, n)
a1_view:set(a, 1, n)
rgba2_view:set(rgba1_view, 1, n)
rgba3_view:set(rgba1_view, 1, n)
rgba4_view:set(rgba1_view, 1, n)
node"draw".count = n * 6
end
local rnd = math.random
local cos = math.cos
local sin = math.sin
local
function add_particle()
n = n + 1
time_to_live[n] = life + (rnd() * 2 - 1) * life_var
x[n] = source_pos_x + (rnd() * 2 - 1) * source_pos_x_var
y[n] = source_pos_y + (rnd() * 2 - 1) * source_pos_y_var
z[n] = start_size + (rnd() * 2 - 1) * start_size_var
if size_changes then
dz[n] = (end_size + (rnd() * 2 - 1) * end_size_var - z[n]) / time_to_live[n]
else
dz[n] = 0
end
r[n] = start_r + (rnd() * 2 - 1) * start_r_var
g[n] = start_g + (rnd() * 2 - 1) * start_g_var
b[n] = start_b + (rnd() * 2 - 1) * start_b_var
a[n] = start_a + (rnd() * 2 - 1) * start_a_var
if color_changes then
dr[n] = (end_r + (rnd() * 2 - 1) * end_r_var - r[n]) / time_to_live[n]
dg[n] = (end_g + (rnd() * 2 - 1) * end_g_var - g[n]) / time_to_live[n]
db[n] = (end_b + (rnd() * 2 - 1) * end_b_var - b[n]) / time_to_live[n]
da[n] = (end_a + (rnd() * 2 - 1) * end_a_var - a[n]) / time_to_live[n]
else
dr[n] = 0
dg[n] = 0
db[n] = 0
da[n] = 0
end
local speed = speed + (rnd() * 2 - 1) * speed_var
local angle = angle + (rnd() * 2 - 1) * angle_var
speed_x[n] = cos(angle) * speed
speed_y[n] = sin(angle) * speed
end
local
function update(dt)
-- update existing particles
local i = 1
local damp_factor = (1 - damping * dt)
while i <= n do
time_to_live[i] = time_to_live[i] - dt
if time_to_live[i] >= 0 then
x[i] = x[i] + dt * (speed_x[i] + dt * gravity_x_2)
y[i] = y[i] + dt * (speed_y[i] + dt * gravity_y_2)
speed_x[i] = (speed_x[i] + gravity_x * dt) * damp_factor
speed_y[i] = (speed_y[i] + gravity_y * dt) * damp_factor
z[i] = z[i] + dz[i] * dt
r[i] = r[i] + dr[i] * dt
g[i] = g[i] + dg[i] * dt
b[i] = b[i] + db[i] * dt
a[i] = a[i] + da[i] * dt
i = i + 1
else
if i ~= n then
x[i] = x[n];
y[i] = y[n];
z[i] = z[n];
dz[i] = dz[n];
r[i] = r[n];
g[i] = g[n];
b[i] = b[n];
a[i] = a[n];
dr[i] = dr[n];
dg[i] = dg[n];
db[i] = db[n];
da[i] = da[n];
time_to_live[i] = time_to_live[n];
speed_x[i] = speed_x[n];
speed_y[i] = speed_y[n];
end
n = n - 1
end
end
-- generate new particles
if emission_rate > 0 then
local delay = 1 / emission_rate
emit_counter = emit_counter + dt
while n < max_particles and emit_counter >= delay do
add_particle()
emit_counter = emit_counter - delay
end
end
set_verts()
end
node:action(function() update(am.delta_time) end)
local
function init()
n = 0
for i = 1, start_particles do
add_particle()
end
set_verts()
local dt = 1/60
warmup_time = opts.warmup_time or 0
while warmup_time > 0 do
update(dt)
warmup_time = warmup_time - dt
end
end
init()
function node:get_source_pos()
return vec2(source_pos_x, source_pos_y)
end
function node:set_source_pos(p)
source_pos_x = p.x
source_pos_y = p.y
end
function node:get_source_pos_var()
return vec2(source_pos_x_var, source_pos_y_var)
end
function node:set_source_pos_var(v)
source_pos_x_var = v.x
source_pos_y_var = v.y
end
function node:get_start_size()
return start_size
end
function node:set_start_size(v)
start_size = v
end
function node:get_start_size_var()
return start_size_var
end
function node:set_start_size_var(v)
start_size_var = v
end
function node:get_end_size()
return end_size
end
function node:set_end_size(v)
size_changes = true
end_size = v
end
function node:get_end_size_var()
return end_size_var
end
function node:set_end_size_var(v)
end_size_var = v
end
function node:get_angle()
return angle
end
function node:set_angle(v)
angle = v
end
function node:get_angle_var()
return angle_var
end
function node:set_angle_var(v)
angle_var = v
end
function node:get_speed()
return speed
end
function node:set_speed(v)
speed = v
end
function node:get_speed_var()
return speed_var
end
function node:set_speed_var(v)
speed_var = v
end
function node:get_life()
return life
end
function node:set_life(v)
life = v
end
function node:get_life_var()
return life_var
end
function node:set_life_var(v)
life_var = v
end
function node:get_start_color()
return vec4(start_r, start_g, start_b, start_a)
end
function node:set_start_color(v)
start_r = v.r
start_g = v.g
start_b = v.b
start_a = v.a
end
function node:get_start_color_var()
return vec4(start_r_var, start_g_var, start_b_var, start_a_var)
end
function node:set_start_color_var(v)
start_r_var = v.r
start_g_var = v.g
start_b_var = v.b
start_a_var = v.a
end
function node:get_end_color()
return vec4(end_r, end_g, end_b, end_a)
end
function node:set_end_color(v)
color_changes = true
end_r = v.r
end_g = v.g
end_b = v.b
end_a = v.a
end
function node:get_end_color_var()
return vec4(end_r_var, end_g_var, end_b_var, end_a_var)
end
function node:set_end_color_var(v)
end_r_var = v.r
end_g_var = v.g
end_b_var = v.b
end_a_var = v.a
end
function node:get_emission_rate()
return emission_rate
end
function node:set_emission_rate(v)
emission_rate = v
end
function node:get_start_particles()
return start_particles
end
function node:get_max_particles()
return max_particles
end
function node:get_gravity()
return vec2(gravity_x, gravity_y)
end
function node:set_gravity(v)
gravity_x = v.x
gravity_y = v.y
gravity_x_2 = gravity_x / 2
gravity_y_2 = gravity_y / 2
end
function node:get_damping()
return damping
end
function node:set_damping(v)
damping = v
end
function node:get_sprite()
return sprite
end
function node:set_sprite(s)
if not sprite then
error("cannot set particle system sprite if it was not initialized with a sprite")
end
sprite = s
uv_offset = vec2(sprite.s1, sprite.t1)
uv_scale = vec2(sprite.s2 - sprite.s1, sprite.t2 - sprite.t1)
node"bind".tex = sprite.texture
node"bind".uv_offset = uv_offset
node"bind".uv_scale = uv_scale
end
function node:get_active_particles()
return n
end
function node:reset()
init()
end
node:tag"particles2d"
return node
end