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#include <iostream>
#include "libjin/jin.h"
using namespace std;
using namespace JinEngine::AI;
using namespace JinEngine::Game;
using namespace JinEngine::Math;
using namespace JinEngine::Input;
using namespace JinEngine::Graphics;
using namespace JinEngine::Graphics::Shaders;
using namespace JinEngine::Graphics::Particles;
using namespace JinEngine::Filesystem;
using namespace JinEngine::Time;
ParticleSystem* p;
Timer timer;
Timer::Handler* hnd;
Texture* tex;
Shader* shader;
const char* shader_code = R"(
#VERTEX_SHADER
Vertex vert(Vertex v)
{
return v;
}
#END_VERTEX_SHADER
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
Color c = texel(tex, v.uv);
return c * col;
}
#END_FRAGMENT_SHADER
)";
void onLoad()
{
tex = Texture::createTexture("smoke.png");
shader = Shader::createShader(shader_code);
ParticleSystemDef def;
def.maxParticleCount = 30;
def.emitterDef.emitRateDef.rate.rate = 0.5f;
def.emitterDef.forceDef.force.force = 20.f;
def.emitterDef.positionDef.position.position = Vector2<float>(200, 200);
def.emitterDef.directionDef.enableRandom = true;
def.emitterDef.directionDef.direction.random.floor = 0;
def.emitterDef.directionDef.direction.random.ceil = 3.14 * 2;
def.particleDef.colorOverTimeDef.enable = true;
def.particleDef.colorOverTimeDef.colorStart = Color(255, 255, 255, 255);
def.particleDef.colorOverTimeDef.colorEnd = Color(255, 255, 255, 0);
def.particleDef.angularSpeedDef.enableRandom = true;
def.particleDef.angularSpeedDef.angularSpeed.random.floor = 0.05;
def.particleDef.angularSpeedDef.angularSpeed.random.ceil = 1;
def.particleDef.sizeOverTimeDef.enable = true;
def.particleDef.sizeOverTimeDef.start = 1;
def.particleDef.sizeOverTimeDef.end = 3;
def.particleDef.lifeTimeDef.life.life = 5;
p = new ParticleSystem(def);
p->setGraphic(tex);
}
void onEvent(Event* e)
{
static Application* Application = Application::get();
if (e->type == EventType::QUIT)
Application->stop();
}
void onUpdate(int ms)
{
p->update(ms / 1000.f);
timer.update(ms);
}
void onDraw()
{
shader->use();
p->render(50, 50);
//tex->render(10, 10);
shader->unuse();
}
int main(int argc, char* argv[])
{
Application* Application = Application::get();
Application::Setting setting;
setting.loader = onLoad;
setting.eventHandler = onEvent;
setting.updater = onUpdate;
setting.drawer = onDraw;
Application->init(&setting);
AssetDatabase::get()->mount(".");
Window* wnd = Window::get();
Window::Setting wndSetting;
wndSetting.width = 600;
wndSetting.height = 512;
wndSetting.title = "Jin v0.1.1";
wndSetting.fps = 60;
wndSetting.vsync = false;
wndSetting.fullscreen = false;
wndSetting.resizable = false;
wndSetting.icon = ".";
wnd->init(&wndSetting);
wnd->show();
Application->run();
Application->quit();
wnd->quit();
return 0;
}
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