186 lines
5.6 KiB
C++
186 lines
5.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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/*#include "hpl1/engine/graphics/ParticleSystem2D.h"
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#include "hpl1/engine/graphics/Graphics.h"
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#include "hpl1/engine/graphics/Renderer2D.h"
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#include "hpl1/engine/resources/ResourceImage.h"
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#include "hpl1/engine/resources/Resources.h"
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#include "hpl1/engine/system/LowLevelSystem.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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iParticleSystem2D::iParticleSystem2D(tString asName,tMaterialVec *avMaterials,
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unsigned int alMaxParticles, cVector3f avSize,cGraphics *apGraphics)
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: iEntity2D(asName), iParticleSystem(avMaterials, alMaxParticles,avSize,apGraphics)
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{
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//have this in data perhaps?
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tVertexVec vVtx;
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mpVtx = hplNewArray( cVertex, 4 * avMaterials->size() );
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for(int i=0;i<(int)avMaterials->size();i++)
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{
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vVtx = (*avMaterials)[i]->GetImage(eMaterialTexture_Diffuse)->GetVertexVecCopy(0,1);
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for(int j=0;j<4;j++){
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mpVtx[i*4 + j] = vVtx[j];
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}
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}
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}
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//-----------------------------------------------------------------------
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iParticleSystem2D::~iParticleSystem2D()
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{
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hplDeleteArray(mpVtx);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void iParticleSystem2D::UpdateLogic(float afTimeStep)
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{
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Update(afTimeStep);
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}
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//-----------------------------------------------------------------------
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void iParticleSystem2D::Render()
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{
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int lFrame =0;
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if(mvMaterials->size()>1){
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lFrame = (int)mfFrame;//So far no support for sepperate animations for particles.
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}
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mpGraphics->GetRenderer2D()->AddObject(cRenderObject2D((*mvMaterials)[lFrame], this,
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ePrimitiveType_Tri,
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GetWorldPosition().z));
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}
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//-----------------------------------------------------------------------
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const cRect2f& iParticleSystem2D::GetBoundingBox()
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{
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return mBoundingBox;
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}
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//-----------------------------------------------------------------------
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bool iParticleSystem2D::UpdateBoundingBox()
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{
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cVector3f vPos = GetWorldPosition();
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mBoundingBox.w = mvBBSize.x;
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mBoundingBox.h = mvBBSize.y;
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mBoundingBox.x = vPos.x - mvBBSize.x/2;
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mBoundingBox.y = vPos.y - mvBBSize.y/2;
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return true;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PROTECTED METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void iParticleSystem2D::RenderToBatch(eMaterialRenderType aRenderType, unsigned int &aIdxAdd)
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{
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RenderParticles(aRenderType, aIdxAdd);
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}
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//-----------------------------------------------------------------------
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void iParticleSystem2D::RenderParticles(eMaterialRenderType aRenderType, unsigned int &aIdxAdd)
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{
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unsigned int lFrame =0;
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if(mvMaterials->size()>1){
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lFrame = (int)mfFrame;
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if(lFrame>=mvMaterials->size())lFrame = (unsigned int)mvMaterials->size()-1;
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}
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cVertex* pVtx = &mpVtx[lFrame*4];
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for(int i=0;i<(int)mlNumOfParticles;i++)
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{
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cParticle *pParticle = mvParticles[i];
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pVtx[0].pos = pParticle->mvPos;
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pVtx[0].pos.x -= mvDrawSize.x;
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pVtx[0].pos.y -= mvDrawSize.y;
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pVtx[0].col = pParticle->mColor;
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mpGraphics->GetLowLevel()->AddVertexToBatch(&pVtx[0]);
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pVtx[1].pos = pParticle->mvPos;
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pVtx[1].pos.x += mvDrawSize.x;
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pVtx[1].pos.y -= mvDrawSize.y;
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pVtx[1].col = pParticle->mColor;
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mpGraphics->GetLowLevel()->AddVertexToBatch(&pVtx[1]);
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pVtx[2].pos = pParticle->mvPos;
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pVtx[2].pos.x += mvDrawSize.x;
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pVtx[2].pos.y += mvDrawSize.y;
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pVtx[2].col = pParticle->mColor;
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mpGraphics->GetLowLevel()->AddVertexToBatch(&pVtx[2]);
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pVtx[3].pos = pParticle->mvPos;
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pVtx[3].pos.x -= mvDrawSize.x;
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pVtx[3].pos.y += mvDrawSize.y;
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pVtx[3].col = pParticle->mColor;
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mpGraphics->GetLowLevel()->AddVertexToBatch(&pVtx[3]);
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mpGraphics->GetLowLevel()->AddIndexToBatch(aIdxAdd + 0);
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mpGraphics->GetLowLevel()->AddIndexToBatch(aIdxAdd + 1);
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mpGraphics->GetLowLevel()->AddIndexToBatch(aIdxAdd + 2);
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mpGraphics->GetLowLevel()->AddIndexToBatch(aIdxAdd + 2);
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mpGraphics->GetLowLevel()->AddIndexToBatch(aIdxAdd + 3);
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mpGraphics->GetLowLevel()->AddIndexToBatch(aIdxAdd + 0);
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aIdxAdd +=4;
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}
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}
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//-----------------------------------------------------------------------
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}*/
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