475 lines
15 KiB
C
475 lines
15 KiB
C
/*
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* fireworks.c
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* written by Holmes Futrell
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* use however you want
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*/
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#include "SDL.h"
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#include "SDL_opengles.h"
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#include "common.h"
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#include <math.h>
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#include <time.h>
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#define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */
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#define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */
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#define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */
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static GLuint particleTextureID; /* OpenGL particle texture id */
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static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */
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static float pointSizeScale;
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/*
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used to describe what type of particle a given struct particle is.
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emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles.
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trail - shoots off, following emitter particle
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dust - radiates outwards from emitter explosion
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*/
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enum particleType
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{
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emitter = 0,
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trail,
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dust
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};
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/*
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struct particle is used to describe each particle displayed on screen
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*/
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struct particle
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{
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GLfloat x; /* x position of particle */
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GLfloat y; /* y position of particle */
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GLubyte color[4]; /* rgba color of particle */
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GLfloat size; /* size of particle in pixels */
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GLfloat xvel; /* x velocity of particle in pixels per milesecond */
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GLfloat yvel; /* y velocity of particle in pixels per millescond */
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int isActive; /* if not active, then particle is overwritten */
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enum particleType type; /* see enum particleType */
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} particles[MAX_PARTICLES]; /* this array holds all our particles */
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static int num_active_particles; /* how many members of the particle array are actually being drawn / animated? */
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static int screen_w, screen_h;
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/* function declarations */
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void spawnTrailFromEmitter(struct particle *emitter);
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void spawnEmitterParticle(GLfloat x, GLfloat y);
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void explodeEmitter(struct particle *emitter);
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void initializeParticles(void);
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void initializeTexture();
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int nextPowerOfTwo(int x);
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void drawParticles();
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void stepParticles(double deltaTime);
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/* helper function (used in texture loading)
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returns next power of two greater than or equal to x
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*/
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int
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nextPowerOfTwo(int x)
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{
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int val = 1;
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while (val < x) {
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val *= 2;
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}
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return val;
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}
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/*
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steps each active particle by timestep deltaTime
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*/
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void
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stepParticles(double deltaTime)
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{
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float deltaMilliseconds = deltaTime * 1000;
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int i;
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struct particle *slot = particles;
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struct particle *curr = particles;
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for (i = 0; i < num_active_particles; i++) {
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/* is the particle actually active, or is it marked for deletion? */
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if (curr->isActive) {
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/* is the particle off the screen? */
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if (curr->y > screen_h)
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curr->isActive = 0;
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else if (curr->y < 0)
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curr->isActive = 0;
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if (curr->x > screen_w)
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curr->isActive = 0;
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else if (curr->x < 0)
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curr->isActive = 0;
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/* step velocity, then step position */
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curr->yvel += ACCEL * deltaMilliseconds;
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curr->xvel += 0.0f;
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curr->y += curr->yvel * deltaMilliseconds;
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curr->x += curr->xvel * deltaMilliseconds;
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/* particle behavior */
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if (curr->type == emitter) {
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/* if we're an emitter, spawn a trail */
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spawnTrailFromEmitter(curr);
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/* if we've reached our peak, explode */
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if (curr->yvel > 0.0) {
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explodeEmitter(curr);
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}
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} else {
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float speed =
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sqrt(curr->xvel * curr->xvel + curr->yvel * curr->yvel);
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/* if wind resistance is not powerful enough to stop us completely,
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then apply winde resistance, otherwise just stop us completely */
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if (WIND_RESISTANCE * deltaMilliseconds < speed) {
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float normx = curr->xvel / speed;
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float normy = curr->yvel / speed;
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curr->xvel -=
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normx * WIND_RESISTANCE * deltaMilliseconds;
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curr->yvel -=
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normy * WIND_RESISTANCE * deltaMilliseconds;
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} else {
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curr->xvel = curr->yvel = 0; /* stop particle */
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}
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if (curr->color[3] <= deltaMilliseconds * 0.1275f) {
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/* if this next step will cause us to fade out completely
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then just mark for deletion */
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curr->isActive = 0;
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} else {
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/* otherwise, let's fade a bit more */
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curr->color[3] -= deltaMilliseconds * 0.1275f;
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}
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/* if we're a dust particle, shrink our size */
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if (curr->type == dust)
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curr->size -= deltaMilliseconds * 0.010f;
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}
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/* if we're still active, pack ourselves in the array next
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to the last active guy (pack the array tightly) */
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if (curr->isActive)
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*(slot++) = *curr;
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} /* endif (curr->isActive) */
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curr++;
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}
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/* the number of active particles is computed as the difference between
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old number of active particles, where slot points, and the
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new size of the array, where particles points */
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num_active_particles = (int) (slot - particles);
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}
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/*
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This draws all the particles shown on screen
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*/
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void
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drawParticles()
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{
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/* draw the background */
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glClear(GL_COLOR_BUFFER_BIT);
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/* set up the position and color pointers */
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glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles);
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glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle),
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particles[0].color);
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if (pointSizeExtensionSupported) {
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/* pass in our array of point sizes */
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glPointSizePointerOES(GL_FLOAT, sizeof(struct particle),
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&(particles[0].size));
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}
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/* draw our particles! */
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glDrawArrays(GL_POINTS, 0, num_active_particles);
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}
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/*
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This causes an emitter to explode in a circular bloom of dust particles
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*/
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void
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explodeEmitter(struct particle *emitter)
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{
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/* first off, we're done with this particle, so turn active off */
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emitter->isActive = 0;
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int i;
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for (i = 0; i < 200; i++) {
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if (num_active_particles >= MAX_PARTICLES)
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return;
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/* come up with a random angle and speed for new particle */
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float theta = randomFloat(0, 2.0f * 3.141592);
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float exponent = 3.0f;
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float speed = randomFloat(0.00, powf(0.17, exponent));
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speed = powf(speed, 1.0f / exponent);
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/* select the particle at the end of our array */
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struct particle *p = &particles[num_active_particles];
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/* set the particles properties */
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p->xvel = speed * cos(theta);
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p->yvel = speed * sin(theta);
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p->x = emitter->x + emitter->xvel;
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p->y = emitter->y + emitter->yvel;
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p->isActive = 1;
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p->type = dust;
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p->size = 15 * pointSizeScale;
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/* inherit emitter's color */
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p->color[0] = emitter->color[0];
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p->color[1] = emitter->color[1];
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p->color[2] = emitter->color[2];
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p->color[3] = 255;
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/* our array has expanded at the end */
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num_active_particles++;
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}
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}
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/*
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This spawns a trail particle from an emitter
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*/
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void
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spawnTrailFromEmitter(struct particle *emitter)
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{
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if (num_active_particles >= MAX_PARTICLES)
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return;
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/* select the particle at the slot at the end of our array */
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struct particle *p = &particles[num_active_particles];
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/* set position and velocity to roughly that of the emitter */
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p->x = emitter->x + randomFloat(-3.0, 3.0);
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p->y = emitter->y + emitter->size / 2.0f;
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p->xvel = emitter->xvel + randomFloat(-0.005, 0.005);
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p->yvel = emitter->yvel + 0.1;
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/* set the color to a random-ish orangy type color */
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p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255;
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p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255;
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p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255;
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p->color[3] = (0.7f) * 255;
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/* set other attributes */
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p->size = 10 * pointSizeScale;
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p->type = trail;
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p->isActive = 1;
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/* our array has expanded at the end */
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num_active_particles++;
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}
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/*
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spawns a new emitter particle at the bottom of the screen
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destined for the point (x,y).
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*/
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void
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spawnEmitterParticle(GLfloat x, GLfloat y)
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{
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if (num_active_particles >= MAX_PARTICLES)
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return;
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/* find particle at endpoint of array */
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struct particle *p = &particles[num_active_particles];
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/* set the color randomly */
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switch (rand() % 4) {
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case 0:
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p->color[0] = 255;
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p->color[1] = 100;
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p->color[2] = 100;
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break;
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case 1:
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p->color[0] = 100;
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p->color[1] = 255;
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p->color[2] = 100;
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break;
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case 2:
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p->color[0] = 100;
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p->color[1] = 100;
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p->color[2] = 255;
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break;
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case 3:
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p->color[0] = 255;
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p->color[1] = 150;
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p->color[2] = 50;
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break;
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}
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p->color[3] = 255;
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/* set position to (x, screen_h) */
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p->x = x;
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p->y = screen_h;
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/* set velocity so that terminal point is (x,y) */
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p->xvel = 0;
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p->yvel = -sqrt(2 * ACCEL * (screen_h - y));
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/* set other attributes */
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p->size = 10 * pointSizeScale;
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p->type = emitter;
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p->isActive = 1;
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/* our array has expanded at the end */
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num_active_particles++;
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}
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/* just sets the endpoint of the particle array to element zero */
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void
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initializeParticles(void)
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{
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num_active_particles = 0;
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}
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/*
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loads the particle texture
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*/
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void
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initializeTexture()
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{
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int bpp; /* texture bits per pixel */
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Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */
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SDL_Surface *bmp_surface; /* the bmp is loaded here */
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SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP
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to format passed into OpenGL */
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bmp_surface = SDL_LoadBMP("stroke.bmp");
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if (bmp_surface == NULL) {
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fatalError("could not load stroke.bmp");
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}
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/* Grab info about format that will be passed into OpenGL */
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SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask,
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&Bmask, &Amask);
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/* Create surface that will hold pixels passed into OpenGL */
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bmp_surface_rgba8888 =
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SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
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Gmask, Bmask, Amask);
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/* Blit to this surface, effectively converting the format */
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SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL);
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glGenTextures(1, &particleTextureID);
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glBindTexture(GL_TEXTURE_2D, particleTextureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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nextPowerOfTwo(bmp_surface->w),
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nextPowerOfTwo(bmp_surface->h),
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0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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/* this is where we actually pass in the pixel data */
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels);
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/* free bmp surface and converted bmp surface */
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SDL_FreeSurface(bmp_surface);
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SDL_FreeSurface(bmp_surface_rgba8888);
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}
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int
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main(int argc, char *argv[])
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{
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SDL_Window *window; /* main window */
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SDL_GLContext context;
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int drawableW, drawableH;
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int done; /* should we clean up and exit? */
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/* initialize SDL */
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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fatalError("Could not initialize SDL");
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}
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/* seed the random number generator */
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srand(time(NULL));
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/*
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request some OpenGL parameters
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that may speed drawing
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*/
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0);
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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/* create main window and renderer */
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window = SDL_CreateWindow(NULL, 0, 0, 320, 480,
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SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI);
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context = SDL_GL_CreateContext(window);
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/* The window size and drawable size may be different when highdpi is enabled,
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* due to the increased pixel density of the drawable. */
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SDL_GetWindowSize(window, &screen_w, &screen_h);
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SDL_GL_GetDrawableSize(window, &drawableW, &drawableH);
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/* In OpenGL, point sizes are always in pixels. We don't want them looking
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* tiny on a retina screen. */
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pointSizeScale = (float) drawableH / (float) screen_h;
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/* load the particle texture */
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initializeTexture();
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/* check if GL_POINT_SIZE_ARRAY_OES is supported
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this is used to give each particle its own size
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*/
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pointSizeExtensionSupported =
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SDL_GL_ExtensionSupported("GL_OES_point_size_array");
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/* set up some OpenGL state */
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glViewport(0, 0, drawableW, drawableH);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrthof((GLfloat) 0,
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(GLfloat) screen_w,
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(GLfloat) screen_h,
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(GLfloat) 0, 0.0, 1.0);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnable(GL_POINT_SPRITE_OES);
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glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1);
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if (pointSizeExtensionSupported) {
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/* we use this to set the sizes of all the particles */
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glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
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} else {
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/* if extension not available then all particles have size 10 */
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glPointSize(10 * pointSizeScale);
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}
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done = 0;
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/* enter main loop */
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while (!done) {
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SDL_Event event;
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double deltaTime = updateDeltaTime();
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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done = 1;
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}
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if (event.type == SDL_MOUSEBUTTONDOWN) {
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int x, y;
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SDL_GetMouseState(&x, &y);
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spawnEmitterParticle(x, y);
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}
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}
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stepParticles(deltaTime);
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drawParticles();
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SDL_GL_SwapWindow(window);
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SDL_Delay(1);
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}
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/* delete textures */
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glDeleteTextures(1, &particleTextureID);
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/* shutdown SDL */
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SDL_Quit();
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return 0;
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}
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