mirror of
https://github.com/love2d/love.git
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14f1afa446
--HG-- branch : minor
159 lines
4.3 KiB
C++
159 lines
4.3 KiB
C++
/**
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* Copyright (c) 2006-2016 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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//LOVE
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#include "common/config.h"
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#include "ParticleSystem.h"
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#include "OpenGL.h"
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// STD
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
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: love::graphics::ParticleSystem(texture, size)
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, particleVerts(nullptr)
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, quadIndices(size)
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{
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createVertices(size);
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}
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ParticleSystem::ParticleSystem(const ParticleSystem &p)
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: love::graphics::ParticleSystem(p)
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, particleVerts(nullptr)
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, quadIndices(p.quadIndices)
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{
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createVertices(maxParticles);
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}
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ParticleSystem::~ParticleSystem()
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{
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delete[] particleVerts;
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}
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void ParticleSystem::createVertices(size_t numparticles)
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{
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try
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{
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love::Vertex *pverts = new love::Vertex[numparticles * 4];
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delete[] particleVerts;
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particleVerts = pverts;
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}
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catch (std::exception &)
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{
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throw love::Exception("Out of memory.");
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}
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}
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ParticleSystem *ParticleSystem::clone()
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{
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return new ParticleSystem(*this);
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}
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void ParticleSystem::setBufferSize(uint32 size)
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{
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love::graphics::ParticleSystem::setBufferSize(size);
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quadIndices = QuadIndices(size);
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createVertices(size);
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}
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void ParticleSystem::draw(const Matrix4 &m)
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{
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uint32 pCount = getCount();
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if (pCount == 0 || texture.get() == nullptr || pMem == nullptr || particleVerts == nullptr)
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return;
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OpenGL::TempDebugGroup debuggroup("ParticleSystem draw");
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OpenGL::TempTransform transform(gl);
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transform.get() *= m;
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const Vertex *textureVerts = texture->getVertices();
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Vertex *pVerts = particleVerts;
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Particle *p = pHead;
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bool useQuads = !quads.empty();
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Matrix3 t;
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// set the vertex data for each particle (transformation, texcoords, color)
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while (p)
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{
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if (useQuads)
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textureVerts = quads[p->quadIndex]->getVertices();
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// particle vertices are image vertices transformed by particle info
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t.setTransformation(p->position.x, p->position.y, p->angle, p->size, p->size, offset.x, offset.y, 0.0f, 0.0f);
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t.transform(pVerts, textureVerts, 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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pVerts[v].s = textureVerts[v].s;
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pVerts[v].t = textureVerts[v].t;
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// Particle colors are stored as floats (0-1) but vertex colors are
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// unsigned bytes (0-255).
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pVerts[v].r = (unsigned char) (p->color.r*255);
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pVerts[v].g = (unsigned char) (p->color.g*255);
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pVerts[v].b = (unsigned char) (p->color.b*255);
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pVerts[v].a = (unsigned char) (p->color.a*255);
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}
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pVerts += 4;
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p = p->next;
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}
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gl.bindTextureToUnit(*(GLuint *) texture->getHandle(), 0, false);
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gl.prepareDraw();
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gl.useVertexAttribArrays(ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD | ATTRIBFLAG_COLOR);
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gl.bindBuffer(BUFFER_VERTEX, 0);
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), &particleVerts[0].r);
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glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &particleVerts[0].x);
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glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &particleVerts[0].s);
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GLsizei count = (GLsizei) quadIndices.getIndexCount(pCount);
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GLenum gltype = quadIndices.getType();
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// We use a client-side index array instead of an Index Buffers, because
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// at least one graphics driver (the one for Kepler nvidia GPUs in OS X
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// 10.11) fails to render geometry if an index buffer is used with
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// client-side vertex arrays.
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gl.bindBuffer(BUFFER_INDEX, 0);
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gl.drawElements(GL_TRIANGLES, count, gltype, quadIndices.getIndices(0));
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}
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} // opengl
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} // graphics
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} // love
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