ianhi_processing/NatureOfCode/The-Nature-of-Code-Examples-master/Processing/chp4_systems/flight404/flight404_particles_2_GLtexture/flight404_particles_2_GLtexture.pde
// Updated version of flight404 Particle Emitter release 2
// This works with Processing 1.0
// Uses advanced openGL direct calls that use display lists
// Thank you to Jeff Gentes for helping with this!

// This only works with Processing 1.5.1 as of now
// To be updated for Processing 2.0 soon!

// February 28 2011
// Daniel Shiffman

// Source Code release 2
// Particle Emitter
//
// February 11th 2008
//
// Built with Processing v.135 which you can download at http://www.processing.org/download
//
// Robert Hodgin
// flight404.com
// barbariangroup.com

// features:
//           Toxi's magnificent Vec3D library
//           perlin noise flow fields
//           ribbon trails
//           OpenGL additive blending
//           OpenGL display lists
//
// 
// Uses the very useful Vec3D library by Karsten Schmidt (toxi)
// You can download it at http://code.google.com/p/toxiclibs/downloads/list
//
// Please post suggestions and improvements at the flight404 blog. When nicer/faster/better
// practices are suggested, I will incorporate them into the source and repost. I think that
// will be a reasonable system for now.
//
// Future additions will include:
//           Rudimentary camera movement
//           Magnetic repulsion
//           More textures means more iron
//
// UPDATES
//
// February 11th 2008
// Reorganized some of the OpenGL calls as per Simon Gelfius' suggestion.
//     http://www.kinesis.be/
//
// -------------------------------------------------------------------------------------------
//
// February 12th 2008
// Added a simple camera using Kristian Damkjer's OCD library.
//     http://www.cise.ufl.edu/~kdamkjer/processing/libraries/ocd/
// Added basic smoke effects.
// Added fake-lighting textures on the floor plane.
// Particles can now split if they hit the floor with enough force.
// Loaded images are now in the Images class. Organizational change more than a functional one.
// Saves out image sequences when the 's' key is pressed.  Hit 's' again to turn of feature.


import damkjer.ocd.*;
import toxi.geom.*;
import processing.opengl.*;
import javax.media.opengl.*;
import com.sun.opengl.util.texture.*;

PGraphicsOpenGL pgl;
GL gl;

POV pov;
Images images;
Emitter emitter;
Cursor mouse;

Vec3D gravity;
float floorLevel;




int counter;
int saveCount;
int xSize, ySize;
int xMid, yMid;

boolean SAVING;
  
boolean ALLOWNEBULA;
boolean ALLOWGRAVITY  = true;
boolean ALLOWPERLIN;
boolean ALLOWTRAILS;
boolean ALLOWFLOOR    = true;


void setup(){
  size( 750, 750, OPENGL );
  hint( ENABLE_OPENGL_4X_SMOOTH );
  colorMode( RGB, 1.0 );

  pgl           = (PGraphicsOpenGL) g;
  gl            = pgl.gl;
  gl.setSwapInterval(1);

  initGL();
  
  xSize         = width;
  ySize         = height;
  xMid          = xSize/2;
  yMid          = ySize/2;
  
  pov           = new POV( this );
  images        = new Images();
  emitter       = new Emitter();
  mouse         = new Cursor();
  gravity       = new Vec3D( 0, .5, 0 );
  floorLevel    = 0;
}

void draw(){
  background( 0.0 );
  pov.exist();
  mouse.exist();
  
  gl.glClear( GL.GL_DEPTH_BUFFER_BIT ) ;
  gl.glEnable( GL.GL_DEPTH_TEST );
  gl.glDepthMask(true);
  if( ALLOWFLOOR )
    drawFloor();
    
  gl.glDepthMask(false);
  gl.glEnable( GL.GL_BLEND );
  gl.glBlendFunc(GL.GL_SRC_ALPHA,GL.GL_ONE);
  
  pgl.beginGL();
  emitter.exist();
  pgl.endGL();
  
  if( mousePressed && mouseButton == LEFT )
    emitter.addParticles( 10 );
  
  gl.glDepthMask(true);
  counter ++;
  
  if( SAVING ){
    saveFrame( "images/image_" + saveCount + ".png" );
    saveCount ++;
  }
}


void drawFloor(){
  pgl.beginGL();
  gl.glBegin(GL.GL_POLYGON);
  gl.glColor3f(0,0,0);
  gl.glTexCoord2f(0,0);    gl.glVertex3f(-xSize * 2.0, floorLevel + .5, -xSize * 2.0);
  gl.glTexCoord2f(1,0);    gl.glVertex3f( xSize * 2.0, floorLevel + .5, -xSize * 2.0);
  gl.glTexCoord2f(1,1);    gl.glVertex3f( xSize * 2.0, floorLevel + .5,  xSize * 2.0);
  gl.glTexCoord2f(0,1);    gl.glVertex3f(-xSize * 2.0, floorLevel + .5,  xSize * 2.0);
  gl.glEnd();
  pgl.endGL();
}


void keyPressed(){
  if( key == 'g' || key == 'G' )
    ALLOWGRAVITY = !ALLOWGRAVITY;
    
  if( key == 'p' || key == 'P' )
    ALLOWPERLIN  = !ALLOWPERLIN;
  
  if( key == 't' || key == 'T' )
    ALLOWTRAILS  = !ALLOWTRAILS;
    
  if( key == 'f' || key == 'F' )
    ALLOWFLOOR   = !ALLOWFLOOR;
  
  if( key == 'n' || key == 'N' )
    ALLOWNEBULA  = !ALLOWNEBULA;
    
  if( key == 's' || key == 'S' )
    SAVING       = !SAVING;
}

void mousePressed(){
  if( mouseButton == RIGHT ){
    pov.ISDRAGGING = true;
  }
}

void mouseReleased(){
  if( mouseButton == RIGHT ){
    pov.ISDRAGGING = false;
  }
}



float minNoise = 0.499;
float maxNoise = 0.501;
float getRads(float val1, float val2, float mult, float div){
  float rads = noise(val1/div, val2/div, counter/div);
  
  if (rads < minNoise) minNoise = rads;
  if (rads > maxNoise) maxNoise = rads;
  
  rads -= minNoise;
  rads *= 1.0/(maxNoise - minNoise);

  return rads * mult;
}
