initial draft of particle engine

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Sebastian Krzyszkowiak 2018-11-26 09:18:28 +01:00
parent 9ecd29a7c3
commit e5937537df
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GPG key ID: E8F235CF3BDBC3FF
5 changed files with 316 additions and 3 deletions

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@ -6,6 +6,7 @@ SET(SRC_LIST
libsuperderpy.c
mainloop.c
maths.c
particle.c
shader.c
timeline.c
tween.c

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@ -64,6 +64,7 @@ struct GamestateResources;
#include "gamestate.h"
#include "mainloop.h"
#include "maths.h"
#include "particle.h"
#include "shader.h"
#include "timeline.h"
#include "tween.h"
@ -74,8 +75,6 @@ struct GamestateResources;
#define LIBSUPERDERPY_BITMAP_HASHMAP_BUCKETS 16
struct Gamestate;
struct Viewport {
int width; /*!< Width of the drawing canvas. */
int height; /*!< Height of the drawing canvas. */

221
src/particle.c Normal file
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@ -0,0 +1,221 @@
/*! \file particle.c
* \brief Particle engine.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "internal.h"
// TODO: think about pre-allocating particle data
struct GravityParticleData* GravityParticleData(double dx, double dy, double gravity, double friction) {
struct GravityParticleData* data = calloc(1, sizeof(struct GravityParticleData));
data->dx = dx;
data->dy = dy;
data->gravity = gravity;
data->friction = friction;
return data;
}
bool GravityParticle(struct Game* game, struct ParticleState* particle, double delta, void* d) {
struct GravityParticleData* data = d;
if (!particle) {
free(data);
return false;
}
data->dx *= (1.0 - (data->friction * delta / (1 / 60.0)));
data->dy += data->gravity * delta / (1 / 60.0);
particle->x += data->dx * delta / (1 / 60.0);
particle->y += data->dy * delta / (1 / 60.0);
return true;
}
struct LinearParticleData* LinearParticleData(double dx, double dy) {
struct LinearParticleData* data = calloc(1, sizeof(struct LinearParticleData));
data->dx = dx;
data->dy = dy;
return data;
}
bool LinearParticle(struct Game* game, struct ParticleState* particle, double delta, void* d) {
struct LinearParticleData* data = d;
if (!particle) {
free(data);
return false;
}
particle->x += data->dx * delta / (1 / 60.0);
particle->y += data->dy * delta / (1 / 60.0);
return true;
}
struct FaderParticleData* FaderParticleData(double delay, double speed, ParticleFunc* func, void* d, void (*destructor)(void*)) {
struct FaderParticleData* data = calloc(1, sizeof(struct FaderParticleData));
data->delay = delay;
data->data = d;
data->destructor = destructor;
data->fade = 0.0;
data->func = func;
data->speed = speed;
data->time = 0.0;
return data;
}
void FaderParticleDestructor(void* data) {
struct FaderParticleData* d = data;
if (d->destructor) {
d->destructor(d->data);
}
free(d);
}
bool FaderParticle(struct Game* game, struct ParticleState* particle, double delta, void* d) {
struct FaderParticleData* data = d;
if (!particle) {
FaderParticleDestructor(data);
return false;
}
data->time += delta;
float r, g, b, a;
al_unmap_rgba_f(particle->tint, &r, &g, &b, &a);
r /= 1.0 - data->fade;
g /= 1.0 - data->fade;
b /= 1.0 - data->fade;
a /= 1.0 - data->fade;
particle->tint = al_map_rgba_f(r, g, b, a);
if (!data->func(game, particle, delta, data->data)) {
data->fade = 1.0;
}
if (data->time > data->delay) {
data->fade += data->speed * delta / (1 / 60.0);
}
r *= 1.0 - data->fade;
g *= 1.0 - data->fade;
b *= 1.0 - data->fade;
a *= 1.0 - data->fade;
particle->tint = al_map_rgba_f(r, g, b, a);
if (data->fade >= 1.0) {
FaderParticleDestructor(data);
return false;
}
return true;
}
struct ParticleState SpawnParticleIn(float x, float y) {
return (struct ParticleState){.x = x, .y = y, .scaleX = 1.0, .scaleY = 1.0, .angle = 0.0, .tint = al_map_rgba(255, 255, 255, 255)};
}
struct ParticleState SpawnParticleBetween(float x1, float y1, float x2, float y2) {
float x = x1 + (x2 - x1) * rand() / RAND_MAX, y = y1 + (y2 - y1) * rand() / RAND_MAX;
return SpawnParticleIn(x, y);
}
struct ParticleBucket* CreateParticleBucket(struct Game* game, int size, bool growing) {
struct ParticleBucket* bucket = calloc(1, sizeof(struct ParticleBucket));
bucket->growing = growing;
bucket->size = size;
bucket->particles = calloc(size, sizeof(struct Particle));
for (int i = 0; i < size; i++) {
bucket->particles[i].character = CreateCharacter(game, NULL);
bucket->particles[i].character->shared = true;
}
return bucket;
}
void UpdateParticles(struct Game* game, struct ParticleBucket* bucket, double delta) {
int actives = 0;
for (int i = 0; i < bucket->size; i++) {
if (bucket->particles[i].active) {
if (bucket->particles[i].func(game, &bucket->particles[i].state, delta, bucket->particles[i].data)) {
actives++;
SetCharacterPositionF(game, bucket->particles[i].character, bucket->particles[i].state.x, bucket->particles[i].state.y, bucket->particles[i].state.angle);
AnimateCharacter(game, bucket->particles[i].character, delta, 1.0);
bucket->particles[i].character->scaleX = bucket->particles[i].state.scaleX;
bucket->particles[i].character->scaleY = bucket->particles[i].state.scaleY;
bucket->particles[i].character->tint = bucket->particles[i].state.tint;
} else {
bucket->particles[i].active = false;
bucket->active--;
}
}
if (actives >= bucket->active) {
return;
}
}
}
void DrawParticles(struct Game* game, struct ParticleBucket* bucket) {
bool was_held = al_is_bitmap_drawing_held();
al_hold_bitmap_drawing(true);
for (int i = 0; i < bucket->size; i++) {
if (bucket->particles[i].active) {
DrawCharacter(game, bucket->particles[i].character);
}
}
al_hold_bitmap_drawing(was_held);
}
void EmitParticle(struct Game* game, struct ParticleBucket* bucket, struct Character* archetype, ParticleFunc* func, struct ParticleState state, void* data) {
if (bucket->size == bucket->active) {
if (bucket->growing) {
PrintConsole(game, "ERROR: Growing ParticleBucket is not implemented yet! Increase its size (current: %d)", bucket->size);
} else {
PrintConsole(game, "ERROR: ParticleBucket is full, increase its size (current: %d)", bucket->size);
}
return;
}
while (bucket->particles[bucket->last].active) {
bucket->last++;
if (bucket->last == bucket->size) {
bucket->last = 0;
}
}
bucket->particles[bucket->last].active = true;
bucket->particles[bucket->last].func = func;
bucket->particles[bucket->last].state = state;
bucket->particles[bucket->last].data = data;
bucket->particles[bucket->last].character->spritesheets = archetype->spritesheets;
bucket->particles[bucket->last].character->spritesheet = archetype->spritesheet;
// TODO: move more state and avoid SelectSpritesheet; maybe add a function like CopyCharacter?
SelectSpritesheet(game, bucket->particles[bucket->last].character, bucket->particles[bucket->last].character->spritesheet->name);
bucket->active++;
bucket->last++;
if (bucket->last == bucket->size) {
bucket->last = 0;
}
}
void DestroyParticleBucket(struct Game* game, struct ParticleBucket* bucket) {
for (int i = 0; i < bucket->size; i++) {
if (bucket->particles[i].active) {
bucket->particles[i].func(game, NULL, 0.0, bucket->particles[i].data);
}
DestroyCharacter(game, bucket->particles[i].character);
}
free(bucket->particles);
free(bucket);
}

92
src/particle.h Normal file
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@ -0,0 +1,92 @@
/*! \file particle.h
* \brief Particle engine.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LIBSUPERDERPY_PARTICLE_H
#define LIBSUPERDERPY_PARTICLE_H
#include "libsuperderpy.h"
struct Particle;
struct ParticleState {
double x, y;
double scaleX, scaleY;
double angle;
ALLEGRO_COLOR tint;
};
typedef bool ParticleFunc(struct Game* game, struct ParticleState* particle, double delta, void* data);
struct Particle {
struct Character* character;
bool active;
ParticleFunc* func;
struct ParticleState state;
void* data;
};
struct ParticleBucket {
int size;
int last;
int active;
bool growing;
struct Particle* particles;
};
struct GravityParticleData {
double dx, dy;
double gravity;
double friction;
};
struct GravityParticleData* GravityParticleData(double dx, double dy, double gravity, double friction);
bool GravityParticle(struct Game* game, struct ParticleState* particle, double delta, void* d);
struct LinearParticleData {
double dx, dy;
};
struct LinearParticleData* LinearParticleData(double dx, double dy);
bool LinearParticle(struct Game* game, struct ParticleState* particle, double delta, void* d);
struct FaderParticleData {
ParticleFunc* func;
void* data;
void (*destructor)(void* data);
double delay;
double speed;
double time;
double fade;
};
void FaderParticleDestructor(void* data);
struct FaderParticleData* FaderParticleData(double delay, double speed, ParticleFunc* func, void* d, void (*destructor)(void*));
bool FaderParticle(struct Game* game, struct ParticleState* particle, double delta, void* d);
struct ParticleState SpawnParticleIn(float x, float y);
struct ParticleState SpawnParticleBetween(float x1, float y1, float x2, float y2);
struct ParticleBucket* CreateParticleBucket(struct Game* game, int size, bool growing);
void UpdateParticles(struct Game* game, struct ParticleBucket* bucket, double delta);
void DrawParticles(struct Game* game, struct ParticleBucket* bucket);
void EmitParticle(struct Game* game, struct ParticleBucket* bucket, struct Character* archetype, ParticleFunc* func, struct ParticleState state, void* data);
void DestroyParticleBucket(struct Game* game, struct ParticleBucket* bucket);
#endif

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@ -25,7 +25,7 @@
struct TM_Action;
typedef bool TM_ActionCallback(struct Game*, struct GamestateResources*, struct TM_Action*);
#define TM_NUMARGS(...) (sizeof((void* []){__VA_ARGS__}) / sizeof(void*))
#define TM_NUMARGS(...) (sizeof((void*[]){__VA_ARGS__}) / sizeof(void*))
/*! \brief State of the TM_Action. */
enum TM_ActionState {