mirror of
https://github.com/GRRLIB/GRRLIB.git
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285 lines
8.6 KiB
C++
285 lines
8.6 KiB
C++
/*===========================================
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GRRLIB (GX Version)
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Example code by Xane
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This example shows a basic particle
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engine creating a Smokebomb.
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============================================*/
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#include <grrlib.h>
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#include <algorithm>
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#include <cstdlib>
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#include <wiiuse/wpad.h>
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#include <cmath>
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#include <ogc/lwp_watchdog.h>
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#include <vector>
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// Include Graphics
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#include "RGFX_Background_jpg.h"
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#include "RGFX_Crosshair_png.h"
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#include "RGFX_Smoke_png.h"
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#include "RGFX_Font_png.h"
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// Effects
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enum class Effect : u8 {
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SMOKEBOMB
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};
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// Random Number (0 - 1) in float
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static float RandomFloat() {
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return (static_cast<float>(rand() % 12) / 12.0f) - 0.5f;
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}
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// Basic structure to hold particle data
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struct Particle {
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u8 id;
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float x, y;
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float sx, sy;
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u16 rot;
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u8 frame, framecnt, framedelay;
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u8 red, green, blue;
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float scale, alpha;
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float sscale, salpha;
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float scolor;
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GRRLIB_texImg *tex;
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};
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// Vector used as a container to iterate through all members of GRRLIB_texImg
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static std::vector<GRRLIB_texImg *> TextureList;
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static std::vector<Particle *> ParticleList;
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static std::vector<Particle *> ParticleListTmp;
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// Declare static functions
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static void ExitGame();
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static void createEffect( Effect id, int _x, int _y );
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static void createParticle( u8 _id, int _x, int _y, float _scale, float _alpha, u8 _red, u8 _green, u8 _blue );
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static bool updateParticle( Particle *part );
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static u8 CalculateFrameRate();
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static constexpr u8 ClampVar8 (f32 Value);
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// Prepare Graphics
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GRRLIB_texImg *GFX_Background;
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GRRLIB_texImg *GFX_Crosshair;
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GRRLIB_texImg *GFX_Smoke;
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GRRLIB_texImg *GFX_Font;
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int main() {
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ir_t P1Mote;
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u8 FPS = 0;
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// Init GRRLIB & WiiUse
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GRRLIB_Init();
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const u16 WinW = rmode->fbWidth;
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const u16 WinH = rmode->efbHeight;
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WPAD_Init();
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WPAD_SetIdleTimeout( 60 * 10 );
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WPAD_SetDataFormat( WPAD_CHAN_0, WPAD_FMT_BTNS_ACC_IR );
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// Load textures
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GFX_Background = GRRLIB_LoadTextureJPG(RGFX_Background_jpg);
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GFX_Crosshair = GRRLIB_LoadTexturePNG(RGFX_Crosshair_png);
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GFX_Smoke = GRRLIB_LoadTexturePNG(RGFX_Smoke_png);
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GFX_Font = GRRLIB_LoadTexturePNG(RGFX_Font_png);
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GRRLIB_InitTileSet( GFX_Font, 8, 16, 32 );
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// Set handles
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GRRLIB_SetMidHandle( GFX_Crosshair, true );
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GRRLIB_SetMidHandle( GFX_Smoke, true );
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// Feed the vector with the textures
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TextureList = { GFX_Background, GFX_Crosshair, GFX_Smoke, GFX_Font };
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while (true) {
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WPAD_ScanPads();
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u32 WPADKeyDown = WPAD_ButtonsDown(WPAD_CHAN_0);
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WPAD_SetVRes(WPAD_CHAN_0, WinW, WinH);
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WPAD_IR(WPAD_CHAN_0, &P1Mote);
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// Resetting Vars
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GRRLIB_SetBlend( GRRLIB_BLEND_ALPHA );
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// Wii Remote IR Viewport correction
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const int P1MX = P1Mote.sx - 150;
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const int P1MY = P1Mote.sy - 150;
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// Drawing Background
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GRRLIB_DrawImg( 0, 0, GFX_Background, 0, 1, 1, RGBA(255, 255, 255, 255) );
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// Add any pending objects into the main container
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if(ParticleListTmp.empty() == false) {
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ParticleList.insert(ParticleList.end(), ParticleListTmp.begin(), ParticleListTmp.end());
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ParticleListTmp.clear();
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}
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// Update and draw all particles
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for (auto PartIter = ParticleList.begin(); PartIter != ParticleList.end();) {
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if (updateParticle((*PartIter)) == true) {
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GRRLIB_DrawImg( (*PartIter)->x, (*PartIter)->y, (*PartIter)->tex, (*PartIter)->rot, (*PartIter)->scale, (*PartIter)->scale, RGBA( (*PartIter)->red, (*PartIter)->green, (*PartIter)->blue, ClampVar8((*PartIter)->alpha*255) ) );
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} else {
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delete (*PartIter);
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ParticleList.erase(PartIter);
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continue;
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}
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PartIter++;
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}
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// Draw Crosshair
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GRRLIB_DrawImg( P1MX, P1MY, GFX_Crosshair, 0, 1, 1, RGBA(255, 255, 255, 255) );
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// Draw Text
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GRRLIB_Rectangle( 28, 28, 292, 20, RGBA(0, 0, 0, 160), 1 );
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GRRLIB_Printf ( 32, 32, GFX_Font, 0xFFFFFFFF, 1, "Point your Wii Remote on the screen." );
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GRRLIB_Rectangle( 28, 48, 200, 16, RGBA(0, 0, 0, 160), 1 );
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GRRLIB_Printf ( 32, 48, GFX_Font, 0xFFFFFFFF, 1, "Number of Particle: %d", ParticleList.size() );
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GRRLIB_Rectangle( 28, 64, 64, 16, RGBA(0, 0, 0, 160), 1 );
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GRRLIB_Printf ( 32, 64, GFX_Font, 0xFFFFFFFF, 1, "FPS: %d", FPS );
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// Renders the Scene
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GRRLIB_Render();
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FPS = CalculateFrameRate();
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if (WPADKeyDown & WPAD_BUTTON_B) {
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createEffect( Effect::SMOKEBOMB, P1MX, P1MY );
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}
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if (WPADKeyDown & WPAD_BUTTON_HOME) {
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break;
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}
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}
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ExitGame();
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return 0;
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}
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static void createEffect( Effect id, int _x, int _y ) {
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switch (id) {
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case Effect::SMOKEBOMB:
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for (u8 i = 0; i < 5; i++) {
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createParticle( 1, (_x + (RandomFloat() * 10)), (_y + (RandomFloat() * 10)), (1.4f+(RandomFloat()*0.20)), 1.0f, 64, 64, 64 );
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}
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for (u8 i = 0; i < 20; i++) {
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createParticle( 3, (_x + (RandomFloat() * 50)), (_y + (RandomFloat() * 50)), 1.25f, 1.5f, 92, 92, 92 );
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}
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for (u8 i = 0; i < 5; i++) {
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u8 _ColorAdd = (RandomFloat() * 75);
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createParticle( 2, (_x + (RandomFloat() * 40)), (_y + (RandomFloat() * 40)), (1.0f+(RandomFloat()*0.20)), 1.0f, 128+_ColorAdd, 128+_ColorAdd, 128+_ColorAdd );
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}
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break;
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}
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}
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static void createParticle( u8 _id, int _x, int _y, float _scale, float _alpha, u8 _red, u8 _green, u8 _blue ) {
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Particle *part = new Particle();
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part->id = _id;
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part->x = _x;
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part->y = _y;
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part->rot = rand() % 360;
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part->red = _red;
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part->green = _green;
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part->blue = _blue;
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part->scale = _scale;
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part->alpha = _alpha;
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part->tex = GFX_Smoke;
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part->sy = RandomFloat();
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part->sx = RandomFloat();
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part->sscale = 0.9985;
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part->salpha = 0.985;
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switch (part->id) {
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case 1:
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part->sy = RandomFloat() * 0.5;
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part->sx = RandomFloat() * 0.5;
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part->sscale = 0.999;
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part->salpha = 0.992;
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part->framedelay = 10;
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part->framecnt = 2;
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break;
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case 2:
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part->scolor = 0.98;
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part->salpha = 0.95;
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break;
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case 3:
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part->sy = (RandomFloat() * 8);
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part->sx = (RandomFloat() * 8);
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part->salpha = 0.85;
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part->scolor = 0.95;
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break;
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}
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ParticleListTmp.push_back( part );
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}
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static bool updateParticle( Particle *part ) {
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if (part->alpha < 0.05) { part->alpha -= 0.001; }
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if (part->alpha < 0.1) { part->alpha -= 0.001; }
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part->x += part->sx;
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part->y += part->sy;
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part->scale *= part->sscale;
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part->alpha *= part->salpha;
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switch (part->id) {
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case 1:
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if (part->alpha < 0.25) { part->alpha -= 0.001; }
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if (part->framecnt == 0) {
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part->framecnt = 20;
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part->red -= 1;
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part->green -= 1;
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part->blue -= 1;
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}
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part->framecnt -= 1;
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break;
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case 2:
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case 3:
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part->red *= part->scolor;
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part->green *= part->scolor;
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part->blue *= part->scolor;
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break;
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}
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if ((part->scale < 0) || (part->alpha < 0)) {
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return false;
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}
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return true;
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}
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static void ExitGame() {
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// Free all memory used by textures.
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for (auto &TexIter : TextureList) {
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GRRLIB_FreeTexture(TexIter);
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}
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TextureList.clear();
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// Deinitialize GRRLIB & Video
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GRRLIB_Exit();
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// Exit application
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exit(0);
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}
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/**
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* This function calculates the number of frames we render each second.
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*/
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static u8 CalculateFrameRate() {
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static u8 frameCount = 0;
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static u32 lastTime;
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static u8 FPS = 0;
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const u32 currentTime = ticks_to_millisecs(gettime());
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frameCount++;
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if(currentTime - lastTime > 1000) {
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lastTime = currentTime;
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FPS = frameCount;
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frameCount = 0;
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}
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return FPS;
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}
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/**
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* A helper function for the YCbCr -> RGB conversion.
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* Clamps the given value into a range of 0 - 255 and thus preventing an overflow.
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* @param Value The value to clamp. Using float to increase the precision. This makes a full spectrum (0 - 255) possible.
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* @return Returns a clean, clamped unsigned char.
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*/
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static constexpr u8 ClampVar8 (f32 Value) {
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Value = std::roundf(Value);
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return static_cast<u8>(std::clamp(Value, 0.0f, 255.0f));
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}
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