| /******************************************************************************************* | |
| * | |
| *   raylib example - particles blending | |
| * | |
| *   Example originally created with raylib 1.7, last time updated with raylib 3.5 | |
| * | |
| *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | |
| *   BSD-like license that allows static linking with closed source software | |
| * | |
| *   Copyright (c) 2017-2023 Ramon Santamaria (@raysan5) | |
| * | |
| ********************************************************************************************/ | |
| 
 | |
| #include "raylib.h" | |
|  | |
| #define MAX_PARTICLES 200 | |
|  | |
| // Particle structure with basic data | |
| typedef struct { | |
|     Vector2 position; | |
|     Color color; | |
|     float alpha; | |
|     float size; | |
|     float rotation; | |
|     bool active;        // NOTE: Use it to activate/deactive particle | |
| } Particle; | |
| 
 | |
| //------------------------------------------------------------------------------------ | |
| // Program main entry point | |
| //------------------------------------------------------------------------------------ | |
| int main(void) | |
| { | |
|     // Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|     const int screenWidth = 800; | |
|     const int screenHeight = 450; | |
| 
 | |
|     InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending"); | |
| 
 | |
|     // Particles pool, reuse them! | |
|     Particle mouseTail[MAX_PARTICLES] = { 0 }; | |
| 
 | |
|     // Initialize particles | |
|     for (int i = 0; i < MAX_PARTICLES; i++) | |
|     { | |
|         mouseTail[i].position = (Vector2){ 0, 0 }; | |
|         mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }; | |
|         mouseTail[i].alpha = 1.0f; | |
|         mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f; | |
|         mouseTail[i].rotation = (float)GetRandomValue(0, 360); | |
|         mouseTail[i].active = false; | |
|     } | |
| 
 | |
|     float gravity = 3.0f; | |
| 
 | |
|     Texture2D smoke = LoadTexture("resources/spark_flame.png"); | |
| 
 | |
|     int blending = BLEND_ALPHA; | |
| 
 | |
|     SetTargetFPS(60); | |
|     //-------------------------------------------------------------------------------------- | |
|  | |
|     // Main game loop | |
|     while (!WindowShouldClose())    // Detect window close button or ESC key | |
|     { | |
|         // Update | |
|         //---------------------------------------------------------------------------------- | |
|  | |
|         // Activate one particle every frame and Update active particles | |
|         // NOTE: Particles initial position should be mouse position when activated | |
|         // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0) | |
|         // NOTE: When a particle disappears, active = false and it can be reused. | |
|         for (int i = 0; i < MAX_PARTICLES; i++) | |
|         { | |
|             if (!mouseTail[i].active) | |
|             { | |
|                 mouseTail[i].active = true; | |
|                 mouseTail[i].alpha = 1.0f; | |
|                 mouseTail[i].position = GetMousePosition(); | |
|                 i = MAX_PARTICLES; | |
|             } | |
|         } | |
| 
 | |
|         for (int i = 0; i < MAX_PARTICLES; i++) | |
|         { | |
|             if (mouseTail[i].active) | |
|             { | |
|                 mouseTail[i].position.y += gravity/2; | |
|                 mouseTail[i].alpha -= 0.005f; | |
| 
 | |
|                 if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false; | |
| 
 | |
|                 mouseTail[i].rotation += 2.0f; | |
|             } | |
|         } | |
| 
 | |
|         if (IsKeyPressed(KEY_SPACE)) | |
|         { | |
|             if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE; | |
|             else blending = BLEND_ALPHA; | |
|         } | |
|         //---------------------------------------------------------------------------------- | |
|  | |
|         // Draw | |
|         //---------------------------------------------------------------------------------- | |
|         BeginDrawing(); | |
| 
 | |
|             ClearBackground(DARKGRAY); | |
| 
 | |
|             BeginBlendMode(blending); | |
| 
 | |
|                 // Draw active particles | |
|                 for (int i = 0; i < MAX_PARTICLES; i++) | |
|                 { | |
|                     if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0.0f, 0.0f, (float)smoke.width, (float)smoke.height }, | |
|                                                            (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size }, | |
|                                                            (Vector2){ (float)(smoke.width*mouseTail[i].size/2.0f), (float)(smoke.height*mouseTail[i].size/2.0f) }, mouseTail[i].rotation, | |
|                                                            Fade(mouseTail[i].color, mouseTail[i].alpha)); | |
|                 } | |
| 
 | |
|             EndBlendMode(); | |
| 
 | |
|             DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK); | |
| 
 | |
|             if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK); | |
|             else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE); | |
| 
 | |
|         EndDrawing(); | |
|         //---------------------------------------------------------------------------------- | |
|     } | |
| 
 | |
|     // De-Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|     UnloadTexture(smoke); | |
| 
 | |
|     CloseWindow();        // Close window and OpenGL context | |
|     //-------------------------------------------------------------------------------------- | |
|  | |
|     return 0; | |
| } |