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:
Alex Szpakowski
2013-03-10 03:40:25 -03:00
parent 738f471978
commit d30809ebff
4 changed files with 112 additions and 6 deletions
+63 -6
View File
@@ -204,7 +204,7 @@ void ParticleSystem::setBufferSize(unsigned int size)
if (pStart != 0)
delete [] pStart;
pLast = pStart = new particle[size];
pLast = pStart = new particle[size]();
pEnd = pStart + size;
@@ -370,6 +370,40 @@ void ParticleSystem::setColor(const std::vector<Color> &newColors)
colors[i] = colorToFloat(newColors[i]);
}
void ParticleSystem::setQuad(love::graphics::Quad *quad)
{
for (size_t i = 0; i < quads.size(); i++)
quads[i]->release();
quads.resize(1);
quads[0] = quad;
quad->retain();
}
void ParticleSystem::setQuad(const std::vector<love::graphics::Quad *> &newQuads)
{
for (size_t i = 0; i < quads.size(); i++)
quads[i]->release();
quads.resize(newQuads.size());
for (size_t i = 0; i < newQuads.size(); i++)
{
quads[i] = newQuads[i];
quads[i]->retain();
}
}
void ParticleSystem::setQuad()
{
for (size_t i = 0; i < quads.size(); i++)
quads[i]->release();
quads.resize(0);
}
void ParticleSystem::setOffset(float x, float y)
{
offsetX = x;
@@ -479,24 +513,36 @@ void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, flo
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
glMultMatrixf((const GLfloat *)t.getElements());
const vertex * imageVerts = sprite->getVertices();
const vertex *imageVerts = sprite->getVertices();
const vertex *tVerts;
size_t numQuads = quads.size();
size_t quadIndex = 0;
// set the vertex data for each particle (transformation, texcoords, color)
for (int i = 0; i < numParticles; i++)
{
particle * p = pStart + i;
particle *p = pStart + i;
if (numQuads > 0)
{
// Make sure the quad index is valid
quadIndex = (p->quadIndex >= numQuads) ? numQuads - 1 : p->quadIndex;
tVerts = quads[quadIndex]->getVertices();
}
else
tVerts = imageVerts;
// particle vertices are sprite vertices transformed by particle information
t.setTransformation(p->position[0], p->position[1], p->rotation, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
t.transform(&particleVerts[i*4], &imageVerts[0], 4);
t.transform(&particleVerts[i*4], &tVerts[0], 4);
// set the texture coordinate and color data for particle vertices
for (int v = 0; v < 4; v++)
{
int vi = (i * 4) + v; // current vertex index for particle
particleVerts[vi].s = imageVerts[v].s;
particleVerts[vi].t = imageVerts[v].t;
particleVerts[vi].s = tVerts[v].s;
particleVerts[vi].t = tVerts[v].t;
// particle colors are stored as floats (0-1) but vertex colors are stored as unsigned bytes (0-255)
particleVerts[vi].r = p->color.r*255;
@@ -616,6 +662,17 @@ void ParticleSystem::update(float dt)
s -= (float)i; // 0 <= s <= 1
p->color = colors[i] * (1.0f - s) + colors[k] * s;
// Update quad index
if (quads.size() > 0)
{
k = quads.size() - 1;
s = t * (float) k;
i = (s > 0) ? (size_t) s : 0;
p->quadIndex = (i <= k) ? i : k;
}
else
p->quadIndex = 0;
// Next particle.
p++;
}