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ParticleSystem.pde
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/***********************************************************************
Copyright (c) 2008, 2009, Memo Akten, www.memo.tv
*** The Mega Super Awesome Visuals Company ***
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of MSA Visuals nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
* OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*
* ***********************************************************************/
import java.nio.FloatBuffer;
import com.sun.opengl.util.*;
boolean renderUsingVA = true;
void fadeToColor(GL gl, float r, float g, float b, float speed) {
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
gl.glColor4f(r, g, b, speed);
gl.glBegin(GL.GL_QUADS);
gl.glVertex2f(0, 0);
gl.glVertex2f(width, 0);
gl.glVertex2f(width, height);
gl.glVertex2f(0, height);
gl.glEnd();
}
class ParticleSystem {
FloatBuffer posArray;
FloatBuffer colArray;
final static int maxParticles = 5000;
int curIndex;
Particle[] particles;
ParticleSystem() {
particles = new Particle[maxParticles];
for(int i=0; i<maxParticles; i++) particles[i] = new Particle();
curIndex = 0;
posArray = BufferUtil.newFloatBuffer(maxParticles * 2 * 2);// 2 coordinates per point, 2 points per particle (current and previous)
colArray = BufferUtil.newFloatBuffer(maxParticles * 3 * 2);
}
void updateAndDraw(){
PGraphicsOpenGL pgl = (PGraphicsOpenGL) g; // processings opengl graphics object
GL gl = pgl.beginGL(); // JOGL's GL object
gl.glEnable( GL.GL_BLEND ); // enable blending
if(!drawFluid) fadeToColor(gl, 0, 0, 0, 0.05);
gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE); // additive blending (ignore alpha)
gl.glEnable(GL.GL_LINE_SMOOTH); // make points round
gl.glLineWidth(1);
if(renderUsingVA) {
for(int i=0; i<maxParticles; i++) {
if(particles[i].alpha > 0) {
particles[i].update();
particles[i].updateVertexArrays(i, posArray, colArray);
}
}
gl.glEnableClientState(GL.GL_VERTEX_ARRAY);
gl.glVertexPointer(2, GL.GL_FLOAT, 0, posArray);
gl.glEnableClientState(GL.GL_COLOR_ARRAY);
gl.glColorPointer(3, GL.GL_FLOAT, 0, colArray);
gl.glDrawArrays(GL.GL_LINES, 0, maxParticles * 2);
}
else {
gl.glBegin(GL.GL_LINES); // start drawing points
for(int i=0; i<maxParticles; i++) {
if(particles[i].alpha > 0) {
particles[i].update();
particles[i].drawOldSchool(gl); // use oldschool renderng
}
}
gl.glEnd();
}
gl.glDisable(GL.GL_BLEND);
pgl.endGL();
}
void addParticles(float x, float y, int count ){
for(int i=0; i<count; i++) addParticle(x + random(-15, 15), y + random(-15, 15));
}
void addParticle(float x, float y) {
particles[curIndex].init(x, y);
curIndex++;
if(curIndex >= maxParticles) curIndex = 0;
}
}