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LibN2L-4 Library Code Reference

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cParticleSystem.cpp

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00001 /************************************************************************
00002 Nova-2 Library (libN2L, or simply n2l) Game development C++ Library
00003 Copyright (C) 2003  Aaron Cameron
00004 
00005 This library is free software; you can redistribute it and/or
00006 modify it under the terms of the GNU Lesser General Public
00007 License as published by the Free Software Foundation; either
00008 version 2.1 of the License, or (at your option) any later version.
00009 
00010 This library is distributed in the hope that it will be useful,
00011 but WITHOUT ANY WARRANTY; without even the implied warranty of
00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00013 Lesser General Public License for more details.
00014 
00015 You should have received a copy of the GNU Lesser General Public
00016 License along with this library; if not, write to the Free Software
00017 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307 USA
00018 
00019 A copy of the GNU Lesser General Public License has been provided with
00020 this library in the file 'COPYING'.
00021 
00022 Contact information for the author of this library has been provided
00023 with this library in the file 'AUTHOR'.
00024 ************************************************************************/
00025 #include "particles/cParticleSystem.h"
00026 #include "n2l/renderObjects.h"
00027 #include "n2l/timing.h"
00028 
00029 namespace n2l
00030 {
00031     tUint cParticleSystem::mBMDrawTime( 0 );
00032     tUint cParticleSystem::mBMUpdateTime( 0 );
00033     tUint cParticleSystem::mBMNoCullDrawTime( 0 );
00034 
00035 
00036     /* ************************************************************ */
00037     cParticleSystem::cParticleSystem()
00038     {
00039     }
00040 
00041 
00042     /* ************************************************************ */
00043     void cParticleSystem::addEmitter( const cAutoPtr<cEmitterInterface> & i_ioEmitter )
00044     {
00045         if (i_ioEmitter->parentSystem())
00046             throw cBadDataUseException( "cParticleSystem::addEmitter",
00047                                         "Emitter already in a particle system" );
00048         i_ioEmitter->parentSystem( this );
00049         mEmitters.push_back(i_ioEmitter);
00050     }
00051 
00052     /* ************************************************************ */
00053     void cParticleSystem::addParticle( const cParticle & iParticle )
00054     {
00055         mParticles[iParticle.textureID()].push_back( iParticle );
00056     }
00057 
00058     /* ************************************************************ */
00059     void cParticleSystem::ownParticle( cParticle *const ioParticle )
00060     {
00061         // Fairly obviously, this has to change
00062         mParticles[ioParticle->textureID()].push_back( *ioParticle );
00063         delete ioParticle;
00064     }
00065 
00066     /* ************************************************************ */
00067     void cParticleSystem::addForce( const cAutoPtr<cForce> & i_ioForce )
00068     {
00069         mForces.push_back(i_ioForce);
00070     }
00071 
00072     /* ************************************************************ */
00073     void cParticleSystem::update( const tUint iTimePassed )
00074     {
00075         const tUint STime = n2lGetTicks();
00076         // Update emissions
00077         for (tEmitterContainer::iterator it = mEmitters.begin();
00078             it!=mEmitters.end(); ++it)
00079             (*it)->update(iTimePassed);
00080 
00081         // Apply forces & update particles
00082         tFloat Seconds( iTimePassed/1000.0f );
00083         for (tTextureGroups::iterator texIt = mParticles.begin();
00084             texIt!=mParticles.end(); )
00085         {
00086             tParticleContainer::iterator it = texIt->second.begin();
00087             while (it!=texIt->second.end()) {
00088                 for (tForceContainer::const_iterator fIT = mForces.begin();
00089                     fIT!=mForces.end(); ++fIT)
00090                     (*fIT)->applyOn( iTimePassed, *it );
00091                 it->update(Seconds);
00092                 if (!it->alive()) it = texIt->second.erase(it);
00093                 else ++it;
00094             }
00095 
00096             if (texIt->second.empty()) {
00097                 tTextureGroups::iterator eIt = texIt++;
00098                 mParticles.erase( eIt );
00099             } else ++texIt;
00100         }
00101         mBMUpdateTime += n2lGetTicks()-STime;
00102     }
00103 
00104     /* ************************************************************ */
00105     void cParticleSystem::draw( const cRFrustum &iFrustum ) const
00106     {
00107         const tUint STime = n2lGetTicks();
00108         tFloat matrix[16];
00109         glGetFloatv( GL_MODELVIEW_MATRIX, matrix );
00110 
00111         tVector3f upVector( matrix[1],matrix[5],matrix[9] );
00112         tVector3f rightVector( matrix[0],matrix[4],matrix[8] );
00113 
00114         upVector *= 0.5f;
00115         rightVector *= 0.5f;
00116 
00117         // Set up the display as we know we'll need it.
00118         glPushAttrib( GL_ALL_ATTRIB_BITS );
00119 
00120         glEnable( GL_TEXTURE_2D );
00121         glEnable( GL_DEPTH_TEST );
00122         glDepthMask( GL_FALSE );
00123         glDepthFunc( GL_LESS );
00124         glEnable( GL_BLEND );
00125         glShadeModel(GL_SMOOTH);
00126         glCullFace(GL_BACK);
00127         glEnable(GL_CULL_FACE);
00128         glBlendFunc(GL_SRC_ALPHA,GL_ONE);
00129         glDisable( GL_LIGHTING );
00130 
00131         for (tTextureGroups::const_iterator texIt = mParticles.begin();
00132             texIt!=mParticles.end(); ++texIt)
00133         {
00134             texIt->second.front().texture()->bind();
00135             for (tParticleContainer::const_iterator it = texIt->second.begin();
00136                 it!=texIt->second.end(); ++it)
00137             {
00138                 if (iFrustum.testSphere(it->pos(),it->boundRadius()))
00139                     it->draw( upVector, rightVector );
00140             }
00141         }
00142 
00143         glPopAttrib();
00144         mBMDrawTime += n2lGetTicks()-STime;
00145     }
00146 
00147     /* ************************************************************ */
00148     void cParticleSystem::draw() const
00149     {
00150         const tUint STime = n2lGetTicks();
00151         tFloat matrix[16];
00152         glGetFloatv( GL_MODELVIEW_MATRIX, matrix );
00153 
00154         tVector3f upVector( matrix[1],matrix[5],matrix[9] );
00155         tVector3f rightVector( matrix[0],matrix[4],matrix[8] );
00156 
00157         upVector *= 0.5f;
00158         rightVector *= 0.5f;
00159 
00160         // Set up the display as we know we'll need it.
00161         glPushAttrib( GL_ALL_ATTRIB_BITS );
00162 
00163         glEnable( GL_TEXTURE_2D );
00164         glEnable( GL_DEPTH_TEST );
00165         glDepthMask( GL_FALSE );
00166         glDepthFunc( GL_LESS );
00167         glEnable( GL_BLEND );
00168         glShadeModel(GL_SMOOTH);
00169         glCullFace(GL_BACK);
00170         glEnable(GL_CULL_FACE);
00171         glBlendFunc(GL_SRC_ALPHA,GL_ONE);
00172         glDisable( GL_LIGHTING );
00173 
00174         for (tTextureGroups::const_iterator texIt = mParticles.begin();
00175             texIt!=mParticles.end(); ++texIt)
00176         {
00177             for (tParticleContainer::const_iterator it = texIt->second.begin();
00178                 it!=texIt->second.end(); ++it)
00179             {
00180                 it->draw( upVector, rightVector );
00181             }
00182         }
00183 
00184         glPopAttrib();
00185         mBMNoCullDrawTime += n2lGetTicks()-STime;
00186     }
00187 
00188     /* ************************************************************ */
00189     void cParticleSystem::clear()
00190     {
00191         mParticles.clear();
00192     }
00193 
00194 } // namespace
©2012 Aaron Cameron