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particles.cpp
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particles.cpp
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ParticleSource *
new_particle_source(Particles *particles, WorldSpace pos, ParticleType type, u64 time_us)
{
ParticleSource *result = 0;
result = particles->sources + particles->next_free_particle_source++;
particles->next_free_particle_source %= MAX_PARTICLE_SOURCES;
*result = (ParticleSource){};
result->pos = pos;
result->t0 = time_us;
result->last_spawn = time_us;
result->particle_prototype.type = type;
// NOTE: Default values for source and particles, can be customised
// by calling code after return from function.
switch (type)
{
case (PS_CIRCLE):
{
result->spawn_rate = 10;
result->ttl = -1;
result->particle_prototype.ttl = 1000000;
} break;
case (PS_GROW):
{
result->spawn_rate = 10;
result->ttl = -1;
result->particle_prototype.ttl = 2000000;
result->particle_prototype.fade_out = true;
result->particle_prototype.speed = 40000;
result->particle_prototype.grow.initial_radius = 0;
} break;
}
log(L_Particles, u8("New particle system"));
return result;
}
Particle *
create_particle(Particles *particles)
{
Particle *result = particles->particles + particles->next_particle_to_use++;
particles->next_particle_to_use %= MAX_PARTICLES;
return result;
}
void
step_particles(Particles *particles, u64 time_us)
{
for (u32 particle_source_index = 0;
particle_source_index < MAX_PARTICLE_SOURCES;
++particle_source_index)
{
ParticleSource *source = particles->sources + particle_source_index;
if (source->t0 != 0)
{
if (time_us >= source->t0 + source->ttl)
{
source->t0 = 0;
}
else
{
u32 n_spawn = (time_us - source->last_spawn) * (source->spawn_rate / 1000000.0);
if (n_spawn)
{
source->last_spawn = time_us;
for (u32 i = 0;
i < n_spawn;
++i)
{
Particle *new_particle = create_particle(particles);
*new_particle = source->particle_prototype;
new_particle->t0 = time_us;
new_particle->source_pos = source->pos;
new_particle->offset = (vec2){0};
// NOTE: Initial setup of particles
switch (new_particle->type)
{
case PS_CIRCLE:
{
new_particle->color = get_color(new_particle - particles->particles);
new_particle->speed = 1000000 + ((rand() % 500000) - 25000);
new_particle->circle.radius = 30000 + ((rand() % 15000) - 7500);
} break;
case PS_GROW:
{
new_particle->color = (vec4){1, 1, 1, 1};
new_particle->hue = rand() % 360;
new_particle->grow.direction = 2 * M_PI * ((r32)(rand() % 360) / 360.0);
} break;
}
}
}
}
}
}
for (u32 particle_index = 0;
particle_index < MAX_PARTICLES;
++particle_index)
{
Particle *particle = particles->particles + particle_index;
if (particle->t0)
{
if (time_us >= particle->t0 + particle->ttl)
{
particle->t0 = 0;
}
else
{
u32 age = time_us - particle->t0;
if (particle->fade_out)
{
particle->color.a = 1.0 - ((r32)age / (r32)particle->ttl);
}
switch (particle->type)
{
case PS_CIRCLE:
{
particle->offset.x = sin((2.0*M_PI) * (age / particle->speed)) * particle->circle.radius;
particle->offset.y = cos((2.0*M_PI) * (age / particle->speed)) * particle->circle.radius;
} break;
case PS_GROW:
{
// NOTE: Speed is in world per second here
particle->offset.x = (particle->grow.initial_radius + ((r32)age / 1000000) * (r32)particle->speed) * cos(particle->grow.direction);
particle->offset.y = (particle->grow.initial_radius + ((r32)age / 1000000) * (r32)particle->speed) * sin(particle->grow.direction);
} break;
}
}
}
}
}
void
render_particles(Particles *particles, RenderWindow *render_window)
{
for (u32 particle_index = 0;
particle_index < MAX_PARTICLES;
++particle_index)
{
Particle *particle = particles->particles + particle_index;
if (particle->t0)
{
WorldSpace particle_pos = particle->source_pos;
particle_pos.offset += particle->offset;
re_form_world_coord(&particle_pos);
vec2 normalised_pos = world_coord_to_render_window_coord(render_window, particle_pos);
switch (particle->type)
{
case PS_CIRCLE:
{
glPushMatrix();
glColor3f(particle->color.r, particle->color.g, particle->color.b);
glTranslatef(normalised_pos.x, normalised_pos.y, 0);
glScalef(0.1, 0.1, 0.1);
draw_circle();
glPopMatrix();
} break;
case PS_GROW:
{
vec2 bitmap_size = Vec2(particle->bitmap->file->width,
particle->bitmap->file->height);
// BlitBitmapOptions blit_opts;
// get_default_blit_bitmap_options(&blit_opts);
// blit_opts.color_multiplier = particle->color;
// blit_opts.hue_shift = particle->hue;
// blit_opts.interpolation = true;
// draw_bitmap(particle->bitmap, normalised_pos - (bitmap_size * .5f), &blit_opts);
} break;
}
}
}
}