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#include <cstdio>
#include <math.h>
#include <vector>

#include "weather_particle_system.hpp"
#include "variant_utils.hpp"

weather_particle_system_factory::weather_particle_system_factory (variant node)
 : info(node)
{
	
}

particle_system_ptr weather_particle_system_factory::create(const entity& e) const
{
	return particle_system_ptr(new weather_particle_system(e, *this));
}


weather_particle_system::weather_particle_system(const entity& e, const weather_particle_system_factory& factory)
 : factory_(factory), info_(factory.info), cycle_(0)
{
	base_velocity = sqrtf(info_.velocity_x*info_.velocity_x + info_.velocity_y*info_.velocity_y);
	direction[0] = info_.velocity_x / base_velocity;
	direction[1] = info_.velocity_y / base_velocity;
	particles_.reserve(info_.number_of_particles);
	for (int i = 0; i < info_.number_of_particles; i++)
	{
		particle new_p;
		new_p.pos[0] = rand()%info_.repeat_period;
		new_p.pos[1] = rand()%info_.repeat_period;
		new_p.velocity = base_velocity + (info_.velocity_rand ? (rand() % info_.velocity_rand) : 0);
		particles_.push_back(new_p);
	}
}

void weather_particle_system::process(const entity& e)
{
	++cycle_;
	
	foreach(particle& p, particles_)
	{
		p.pos[0] = static_cast<int>(p.pos[0]+direction[0] * p.velocity) % info_.repeat_period;
		p.pos[1] = static_cast<int>(p.pos[1]+direction[1] * p.velocity) % info_.repeat_period;
	}
	
	//while (particles_.size() > 1500) particles_.pop_front();
}

void weather_particle_system::draw(const rect& area, const entity& e) const
{
#if !defined(USE_GLES2)
	glDisable(GL_TEXTURE_2D);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
	glLineWidth(info_.line_width);
	glColor4f(info_.rgba[0]/255.0, info_.rgba[1]/255.0, info_.rgba[2]/255.0, info_.rgba[3]/255.0);
	int offset_x = area.x() - area.x()%info_.repeat_period;
	if (area.x() < 0) offset_x -= info_.repeat_period;
	int offset_y = area.y() - area.y()%info_.repeat_period;
	if (area.y() < 0) offset_y -= info_.repeat_period;
	static std::vector<GLfloat> vertices;
	vertices.clear();
	foreach(const particle& p, particles_)
	{
		float my_y = p.pos[1]+offset_y;
		do
		{
			float my_x = p.pos[0]+offset_x;
			do
			{
				vertices.push_back(my_x);
				vertices.push_back(my_y);
				vertices.push_back(my_x+direction[0]*info_.line_length);
				vertices.push_back(my_y+direction[1]*info_.line_length);
				my_x += info_.repeat_period;
				//printf("my_x: %f, area.x: %i, area.w: %i\n", my_x, area.x(), area.w());
			} while (my_x < area.x()+area.w());
			my_y += info_.repeat_period;
		} while (my_y < area.y()+area.h());
	}
#if defined(USE_GLES2)
	gles2::manager gles2_manager(gles2::get_simple_shader());
	gles2::active_shader()->shader()->vertex_array(2, GL_FLOAT, 0, 0, &vertices.front());
#else
	glVertexPointer(2, GL_FLOAT, 0, &vertices.front());
#endif
	glDrawArrays(GL_LINES, 0, vertices.size()/2);
#if !defined(USE_GLES2)
	//glDisable(GL_SMOOTH);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glEnable(GL_TEXTURE_2D);
#endif
	glColor4f(1.0, 1.0, 1.0, 1.0);
}

variant weather_particle_system::get_value(const std::string& key) const
{
	if(key == "velocity_x") {
		return variant(decimal(direction[0]));
	} else if(key == "velocity_y") {
		return variant(decimal(direction[1]));
	} else {
		return variant();
	}
}

void weather_particle_system::set_value(const std::string& key, const variant& value)
{
	if(key == "velocity_x") {
		direction[0] = value.as_decimal().as_float();
	} else if(key == "velocity_y") {
		direction[1] = value.as_decimal().as_float();
	}
}