/**************************************************************************** * Copyright (C) 2015 Dimok * * 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 . ****************************************************************************/ #include "GuiParticleImage.h" #include "video/CVideo.h" #include "video/shaders/ColorShader.h" #define CIRCLE_VERTEX_COUNT 36 static inline f32 getRandZeroToOneF32() { return (rand() % 10000) * 0.0001f; } static inline f32 getRandMinusOneToOneF32() { return getRandZeroToOneF32() * 2.0f - 1.0f; } GuiParticleImage::GuiParticleImage(int w, int h, u32 particleCount) : GuiImage(NULL) { width = w; height = h; imgType = IMAGE_COLOR; posVertexs = (f32 *) memalign(GX2_VERTEX_BUFFER_ALIGNMENT, ColorShader::cuVertexAttrSize * CIRCLE_VERTEX_COUNT); colorVertexs = (u8 *) memalign(GX2_VERTEX_BUFFER_ALIGNMENT, ColorShader::cuColorAttrSize * CIRCLE_VERTEX_COUNT); for(u32 i = 0; i < CIRCLE_VERTEX_COUNT; i++) { posVertexs[i * 3 + 0] = cosf(DegToRad(i * 360.0f / CIRCLE_VERTEX_COUNT)); posVertexs[i * 3 + 1] = sinf(DegToRad(i * 360.0f / CIRCLE_VERTEX_COUNT)); posVertexs[i * 3 + 2] = 0.0f; colorVertexs[i * 4 + 0] = 0xff; colorVertexs[i * 4 + 1] = 0xff; colorVertexs[i * 4 + 2] = 0xff; colorVertexs[i * 4 + 3] = 0xff; } GX2Invalidate(GX2_INVALIDATE_MODE_CPU_ATTRIBUTE_BUFFER, posVertexs, ColorShader::cuVertexAttrSize * CIRCLE_VERTEX_COUNT); GX2Invalidate(GX2_INVALIDATE_MODE_CPU_ATTRIBUTE_BUFFER, colorVertexs, ColorShader::cuColorAttrSize * CIRCLE_VERTEX_COUNT); particles.resize(particleCount); for(u32 i = 0; i < particleCount; i++) { particles[i].position.x = getRandMinusOneToOneF32() * getWidth() * 0.5f; particles[i].position.y = getRandMinusOneToOneF32() * getHeight() * 0.5f; particles[i].position.z = 0.0f; particles[i].colors = glm::vec4(1.0f, 1.0f, 1.0f, (getRandZeroToOneF32() * 0.6f) + 0.05f); particles[i].radius = getRandZeroToOneF32() * 30.0f; particles[i].speed = (getRandZeroToOneF32() * 0.6f) + 0.2f; particles[i].direction = getRandMinusOneToOneF32(); } } GuiParticleImage::~GuiParticleImage() { free(posVertexs); free(colorVertexs); } void GuiParticleImage::draw(CVideo *pVideo) { if(!this->isVisible()) return; f32 currScaleX = getScaleX(); f32 currScaleY = getScaleY(); positionOffsets[2] = getDepth() * pVideo->getDepthScaleFactor() * 2.0f; scaleFactor[2] = getScaleZ(); //! add other colors intensities parameters colorIntensity[3] = getAlpha(); for(u32 i = 0; i < particles.size(); ++i) { if(particles[i].position.y > (getHeight() * 0.5f + 30.0f)) { particles[i].position.x = getRandMinusOneToOneF32() * getWidth() * 0.5f; particles[i].position.y = -getHeight() * 0.5f - 30.0f; particles[i].colors = glm::vec4(1.0f, 1.0f, 1.0f, (getRandZeroToOneF32() * 0.6f) + 0.05f); particles[i].radius = getRandZeroToOneF32() * 30.0f; particles[i].speed = (getRandZeroToOneF32() * 0.6f) + 0.2f; particles[i].direction = getRandMinusOneToOneF32(); } if(particles[i].position.x < (-getWidth() * 0.5f - 50.0f)) { particles[i].position.x = -particles[i].position.x; } particles[i].direction += getRandMinusOneToOneF32() * 0.03f; particles[i].position.x += particles[i].speed * particles[i].direction; particles[i].position.y += particles[i].speed; positionOffsets[0] = (getCenterX() + particles[i].position.x) * pVideo->getWidthScaleFactor() * 2.0f; positionOffsets[1] = (getCenterY() + particles[i].position.y) * pVideo->getHeightScaleFactor() * 2.0f; scaleFactor[0] = currScaleX * particles[i].radius * pVideo->getWidthScaleFactor(); scaleFactor[1] = currScaleY * particles[i].radius * pVideo->getHeightScaleFactor(); ColorShader::instance()->setShaders(); ColorShader::instance()->setAttributeBuffer(colorVertexs, posVertexs, CIRCLE_VERTEX_COUNT); ColorShader::instance()->setAngle(0.0f); ColorShader::instance()->setOffset(positionOffsets); ColorShader::instance()->setScale(scaleFactor); ColorShader::instance()->setColorIntensity(colorIntensity * particles[i].colors); ColorShader::instance()->draw(GX2_PRIMITIVE_MODE_TRIANGLE_FAN, CIRCLE_VERTEX_COUNT); } }