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https://github.com/love2d/love.git
synced 2026-08-15 07:41:11 +02:00
Apply slime73's ParticleSystem patch.
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@@ -62,6 +62,7 @@ ParticleSystem::ParticleSystem(Image *sprite, unsigned int buffer)
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: pStart(0)
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, pLast(0)
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, pEnd(0)
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, particleVerts(0)
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, active(true)
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, emissionRate(0)
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, emitCounter(0)
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@@ -104,6 +105,9 @@ ParticleSystem::~ParticleSystem()
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if (pStart != 0)
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delete [] pStart;
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if (particleVerts != 0)
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delete [] particleVerts;
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}
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void ParticleSystem::add()
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@@ -197,11 +201,18 @@ void ParticleSystem::setSprite(Image *image)
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void ParticleSystem::setBufferSize(unsigned int size)
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{
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// delete previous data
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delete [] pStart;
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if (pStart != 0)
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delete [] pStart;
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pLast = pStart = new particle[size];
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pEnd = pStart + size;
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if (particleVerts != 0)
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delete [] particleVerts;
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// each particle has 4 vertices
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particleVerts = new vertex[size*4];
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}
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void ParticleSystem::setEmissionRate(int rate)
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@@ -457,25 +468,58 @@ bool ParticleSystem::isFull() const
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void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
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{
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if (sprite == 0) return; // just in case of failure
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int numParticles = count();
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if (numParticles == 0) return; // don't bother if there's nothing to do
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glPushMatrix();
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glPushAttrib(GL_CURRENT_BIT);
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Matrix t;
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static Matrix t;
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t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
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glMultMatrixf((const GLfloat *)t.getElements());
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particle *p = pStart;
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while (p != pLast)
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const vertex * imageVerts = sprite->getVertices();
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// set the vertex data for each particle (transformation, texcoords, color)
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for (int i = 0; i < numParticles; i++)
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{
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glPushMatrix();
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glColor4f(p->color.r, p->color.g, p->color.b, p->color.a);
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sprite->draw(p->position[0], p->position[1], p->rotation, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
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glPopMatrix();
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p++;
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particle * p = pStart + i;
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// particle vertices are sprite vertices transformed by particle information
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t.setTransformation(p->position[0], p->position[1], p->rotation, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
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t.transform(&particleVerts[i*4], &imageVerts[0], 4);
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// set the texture coordinate and color data for particle vertices
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for (int v = 0; v < 4; v++) {
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int vi = (i * 4) + v; // current vertex index for particle
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particleVerts[vi].s = imageVerts[v].s;
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particleVerts[vi].t = imageVerts[v].t;
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// particle colors are stored as floats (0-1) but vertex colors are stored as unsigned bytes (0-255)
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particleVerts[vi].r = p->color.r*255;
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particleVerts[vi].g = p->color.g*255;
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particleVerts[vi].b = p->color.b*255;
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particleVerts[vi].a = p->color.a*255;
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}
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}
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sprite->bind();
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), (GLvoid *)&particleVerts[0].r);
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glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&particleVerts[0].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&particleVerts[0].s);
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glDrawArrays(GL_QUADS, 0, numParticles*4);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glPopAttrib();
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glPopMatrix();
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