/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#include "particle_generator.h"
ParticleGenerator::ParticleGenerator(Shader shader, Texture2D texture, unsigned int amount)
: shader(shader), texture(texture), amount(amount)
{
this->init();
}
void ParticleGenerator::Update(float dt, GameObject &object, unsigned int newParticles, glm::vec2 offset)
{
// add new particles
for (unsigned int i = 0; i < newParticles; ++i)
{
int unusedParticle = this->firstUnusedParticle();
this->respawnParticle(this->particles[unusedParticle], object, offset);
}
// update all particles
for (unsigned int i = 0; i < this->amount; ++i)
{
Particle &p = this->particles[i];
p.Life -= dt; // reduce life
if (p.Life > 0.0f)
{ // particle is alive, thus update
p.Position -= p.Velocity * dt;
p.Color.a -= dt * 2.5f;
}
}
}
// render all particles
void ParticleGenerator::Draw()
{
// use additive blending to give it a 'glow' effect
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
this->shader.Use();
for (Particle particle : this->particles)
{
if (particle.Life > 0.0f)
{
this->shader.SetVector2f("offset", particle.Position);
this->shader.SetVector4f("color", particle.Color);
this->texture.Bind();
glBindVertexArray(this->VAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
}
// don't forget to reset to default blending mode
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void ParticleGenerator::init()
{
// set up mesh and attribute properties
unsigned int VBO;
float particle_quad[] = {
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(this->VAO);
// fill mesh buffer
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(particle_quad), particle_quad, GL_STATIC_DRAW);
// set mesh attributes
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
glBindVertexArray(0);
// create this->amount default particle instances
for (unsigned int i = 0; i < this->amount; ++i)
this->particles.push_back(Particle());
}
// stores the index of the last particle used (for quick access to next dead particle)
unsigned int lastUsedParticle = 0;
unsigned int ParticleGenerator::firstUnusedParticle()
{
// first search from last used particle, this will usually return almost instantly
for (unsigned int i = lastUsedParticle; i < this->amount; ++i){
if (this->particles[i].Life <= 0.0f){
lastUsedParticle = i;
return i;
}
}
// otherwise, do a linear search
for (unsigned int i = 0; i < lastUsedParticle; ++i){
if (this->particles[i].Life <= 0.0f){
lastUsedParticle = i;
return i;
}
}
// all particles are taken, override the first one (note that if it repeatedly hits this case, more particles should be reserved)
lastUsedParticle = 0;
return 0;
}
void ParticleGenerator::respawnParticle(Particle &particle, GameObject &object, glm::vec2 offset)
{
float random = ((rand() % 100) - 50) / 10.0f;
float rColor = 0.5f + ((rand() % 100) / 100.0f);
particle.Position = object.Position + random + offset;
particle.Color = glm::vec4(rColor, rColor, rColor, 1.0f);
particle.Life = 1.0f;
particle.Velocity = object.Velocity * 0.1f;
}
HI