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https://github.com/love2d/love.git
synced 2026-08-14 01:20:56 +02:00
Added ParticleSystem:setQuads(q1, q2, ...), quads are chosen based on current particle lifetime in a similar style to ParticleSystem:setColors
--HG-- branch : particlesystem-quads
This commit is contained in:
@@ -204,7 +204,7 @@ void ParticleSystem::setBufferSize(unsigned int size)
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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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pLast = pStart = new particle[size]();
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pEnd = pStart + size;
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@@ -370,6 +370,40 @@ void ParticleSystem::setColor(const std::vector<Color> &newColors)
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colors[i] = colorToFloat(newColors[i]);
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}
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void ParticleSystem::setQuad(love::graphics::Quad *quad)
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{
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for (size_t i = 0; i < quads.size(); i++)
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quads[i]->release();
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quads.resize(1);
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quads[0] = quad;
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quad->retain();
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}
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void ParticleSystem::setQuad(const std::vector<love::graphics::Quad *> &newQuads)
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{
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for (size_t i = 0; i < quads.size(); i++)
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quads[i]->release();
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quads.resize(newQuads.size());
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for (size_t i = 0; i < newQuads.size(); i++)
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{
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quads[i] = newQuads[i];
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quads[i]->retain();
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}
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}
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void ParticleSystem::setQuad()
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{
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for (size_t i = 0; i < quads.size(); i++)
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quads[i]->release();
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quads.resize(0);
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}
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void ParticleSystem::setOffset(float x, float y)
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{
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offsetX = x;
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@@ -479,24 +513,36 @@ void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, flo
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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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const vertex * imageVerts = sprite->getVertices();
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const vertex *imageVerts = sprite->getVertices();
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const vertex *tVerts;
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size_t numQuads = quads.size();
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size_t quadIndex = 0;
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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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particle * p = pStart + i;
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particle *p = pStart + i;
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if (numQuads > 0)
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{
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// Make sure the quad index is valid
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quadIndex = (p->quadIndex >= numQuads) ? numQuads - 1 : p->quadIndex;
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tVerts = quads[quadIndex]->getVertices();
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}
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else
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tVerts = imageVerts;
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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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t.transform(&particleVerts[i*4], &tVerts[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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{
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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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particleVerts[vi].s = tVerts[v].s;
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particleVerts[vi].t = tVerts[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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@@ -616,6 +662,17 @@ void ParticleSystem::update(float dt)
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s -= (float)i; // 0 <= s <= 1
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p->color = colors[i] * (1.0f - s) + colors[k] * s;
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// Update quad index
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if (quads.size() > 0)
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{
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k = quads.size() - 1;
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s = t * (float) k;
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i = (s > 0) ? (size_t) s : 0;
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p->quadIndex = (i <= k) ? i : k;
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}
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else
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p->quadIndex = 0;
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// Next particle.
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p++;
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}
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@@ -27,6 +27,7 @@
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#include "common/Vector.h"
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#include "graphics/Drawable.h"
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#include "graphics/Color.h"
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#include "graphics/Quad.h"
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#include "Image.h"
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#include <vector>
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@@ -63,6 +64,8 @@ struct particle
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float spinEnd;
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Colorf color;
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size_t quadIndex;
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};
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/**
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@@ -293,6 +296,21 @@ public:
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**/
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void setColor(const std::vector<Color> &newColors);
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/**
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*
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**/
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void setQuad(love::graphics::Quad *quad);
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/**
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*
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**/
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void setQuad(const std::vector<love::graphics::Quad *> &newQuads);
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/**
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*
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**/
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void setQuad();
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/**
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* Returns the x-coordinate of the emitter's position.
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**/
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@@ -480,6 +498,8 @@ protected:
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// Color.
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std::vector<Colorf> colors;
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std::vector<love::graphics::Quad *> quads;
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void add();
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void remove(particle *p);
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@@ -19,6 +19,7 @@
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**/
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#include "wrap_ParticleSystem.h"
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#include "wrap_Quad.h"
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#include "common/Vector.h"
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@@ -262,6 +263,32 @@ int w_ParticleSystem_setColors(lua_State *L)
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return 0;
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}
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int w_ParticleSystem_setQuads(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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int nQuads = lua_gettop(L) - 1;
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if (nQuads == 0)
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t->setQuad();
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else if (nQuads == 1)
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{
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love::graphics::Quad *q = luax_checkframe(L, 2);
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t->setQuad(q);
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}
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else
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{
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std::vector<love::graphics::Quad *> quads(nQuads);
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for (size_t i = 0; i < nQuads; i++)
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{
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love::graphics::Quad *q = luax_checkframe(L, i + 2);
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quads[i] = q;
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}
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t->setQuad(quads);
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}
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return 0;
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}
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int w_ParticleSystem_setOffset(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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@@ -423,6 +450,7 @@ static const luaL_Reg functions[] =
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{ "setSpin", w_ParticleSystem_setSpin },
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{ "setSpinVariation", w_ParticleSystem_setSpinVariation },
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{ "setColors", w_ParticleSystem_setColors },
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{ "setQuads", w_ParticleSystem_setQuads },
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{ "setOffset", w_ParticleSystem_setOffset },
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{ "getX", w_ParticleSystem_getX },
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{ "getY", w_ParticleSystem_getY },
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@@ -53,6 +53,7 @@ int w_ParticleSystem_setRotation(lua_State *L);
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int w_ParticleSystem_setSpin(lua_State *L);
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int w_ParticleSystem_setSpinVariation(lua_State *L);
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int w_ParticleSystem_setColors(lua_State *L);
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int w_ParticleSystem_setQuads(lua_State *L);
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int w_ParticleSystem_setOffset(lua_State *L);
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int w_ParticleSystem_getX(lua_State *L);
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int w_ParticleSystem_getY(lua_State *L);
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