/*
* Copyright (c) 2013, Oskar Veerhoek
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. 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.
*
* 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 OWNER 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.
*
* The views and conclusions contained in the software and documentation are those
* of the authors and should not be interpreted as representing official policies,
* either expressed or implied, of the FreeBSD Project.
*/
package episode_38;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.util.glu.GLU;
import org.lwjgl.util.vector.Vector3f;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
import java.io.FileInputStream;
import java.io.IOException;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.util.glu.GLU.gluErrorString;
/**
* A 3D particle system. The system continually emits particles in a randomised direction from the emitter location.
* Gravity affects particles. Particles gradually fade away, the longer they live. The left and right arrow keys pan the
* scene. The mouse wheel zooms in or out. Pressing the left mouse button temporarily stops particle generation.
*/
public class ParticleDemo3D {
private static ParticleEmitter particleEmitter = new ParticleEmitterBuilder()
.setEnable3D(true)
.setInitialVelocity(new Vector3f(0, 0, 0))
.setGravity(new Vector3f(0, -0.0001f, 0))
.setSpawningRate(50)
.setParticleLifeTime(500)
.createParticleEmitter();
private static Texture floorTexture;
private static float zoom = 1.0f;
private static double step = 0;
private static boolean rotateDirection = false;
private static boolean rotate = false;
public static void main(String[] args) {
setUpDisplay();
setUpMatrices();
setUpStates();
try {
setUpTextures();
} catch (IOException e) {
e.printStackTrace();
shutdown();
System.exit(1);
}
while (!Display.isCloseRequested()) {
input();
logic();
render();
refresh();
}
shutdown();
System.exit(0);
}
private static void setUpTextures() throws IOException {
floorTexture = TextureLoader.getTexture("PNG", new FileInputStream("res/images/particle_floor.png"));
floorTexture.bind();
}
private static void setUpMatrices() {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLU.gluPerspective(60, 640f / 480f, 0.3f, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
private static void setUpDisplay() {
try {
Display.setDisplayMode(new DisplayMode(640, 480));
Display.setTitle("Particle System");
Display.create();
} catch (LWJGLException e) {
e.printStackTrace();
Display.destroy();
System.exit(1);
}
}
private static void setUpStates() {
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(0.2f, 0.2f, 0.2f, 1);
}
private static void logic() {
particleEmitter.update();
if (rotate) {
if (rotateDirection == /* left */ false) {
step -= 0.03f;
} else if (rotateDirection == /* right */ true) {
step += 0.03f;
}
}
}
private static void input() {
if (Keyboard.isKeyDown(Keyboard.KEY_LEFT)) {
rotateDirection = false;
rotate = true;
} else if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) {
rotateDirection = true;
rotate = true;
} else {
rotate = false;
}
if (Keyboard.isKeyDown(Keyboard.KEY_O)) {
particleEmitter.setVelocityModifier(particleEmitter.getVelocityModifier() * 1.01f);
} else if (Keyboard.isKeyDown(Keyboard.KEY_L)) {
particleEmitter.setVelocityModifier(particleEmitter.getVelocityModifier() / 1.01f);
}
if (Keyboard.isKeyDown(Keyboard.KEY_P)) {
particleEmitter.setGravity((Vector3f) particleEmitter.getGravity().scale(1.01f));
} else if (Keyboard.isKeyDown(Keyboard.KEY_SEMICOLON)) {
particleEmitter.setGravity((Vector3f) particleEmitter.getGravity().scale(0.99009900990099f));
}
if (Keyboard.isKeyDown(Keyboard.KEY_I)) {
particleEmitter.setSpawningRate(particleEmitter.getSpawningRate() * 1.01f);
} else if (Keyboard.isKeyDown(Keyboard.KEY_K)) {
particleEmitter.setSpawningRate(particleEmitter.getSpawningRate() / 1.01f);
}
float pointSize = glGetFloat(GL_POINT_SIZE);
if (Keyboard.isKeyDown(Keyboard.KEY_T) && pointSize < 50) {
glPointSize(pointSize * 1.01f);
} else if (Keyboard.isKeyDown(Keyboard.KEY_G) && pointSize > 0) {
glPointSize(pointSize / 1.01f);
}
float zoomModifier = -Mouse.getDWheel() / 12000f;
if (zoomModifier < 0) {
if (zoom + zoomModifier > 0.15f) {
zoom += zoomModifier;
}
} else if (zoomModifier > 0) {
zoom += zoomModifier;
}
}
private static void render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
GLU.gluLookAt((float) Math.sin(step) * 3 * zoom, 0, (float) Math.cos(step) * 3 * zoom, 0, 0, 0, 0, 1, 0);
glBindTexture(GL_TEXTURE_2D, floorTexture.getTextureID());
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1.5f, -0.7f, -1.5f);
glTexCoord2f(1, 0);
glVertex3f(+1.5f, -0.7f, -1.5f);
glTexCoord2f(1, 1);
glVertex3f(+1.5f, -0.7f, +1.5f);
glTexCoord2f(0, 1);
glVertex3f(-1.5f, -0.7f, +1.5f);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
particleEmitter.draw();
}
private static void refresh() {
Display.sync(60);
Display.update();
}
private static void shutdown() {
System.err.println(gluErrorString(glGetError()));
floorTexture.release();
Display.destroy();
}
}