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68
src/pxl8_vfx.h
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68
src/pxl8_vfx.h
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#pragma once
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#include "pxl8_types.h"
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#include "pxl8_gfx.h"
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typedef struct pxl8_copper_bar {
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f32 base_y;
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f32 amplitude;
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i32 height;
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f32 speed;
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f32 phase;
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u32 color;
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u32 fade_color;
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} pxl8_copper_bar;
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typedef struct pxl8_particle {
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f32 x, y, z;
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f32 vx, vy, vz;
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f32 ax, ay, az;
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f32 life;
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f32 max_life;
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u32 color;
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u32 start_color;
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u32 end_color;
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f32 size;
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f32 angle;
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f32 spin;
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u8 flags;
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} pxl8_particle;
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typedef struct pxl8_particle_system {
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pxl8_particle* particles;
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u32 count;
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u32 max_count;
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u32 alive_count;
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f32 spawn_rate;
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f32 spawn_timer;
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f32 x, y;
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f32 spread_x, spread_y;
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f32 gravity_x, gravity_y;
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f32 drag;
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f32 turbulence;
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void (*spawn_fn)(pxl8_particle* p, void* userdata);
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void (*update_fn)(pxl8_particle* p, f32 dt, void* userdata);
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void (*render_fn)(pxl8_gfx_ctx* ctx, pxl8_particle* p, void* userdata);
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void* userdata;
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} pxl8_particle_system;
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void pxl8_vfx_copper_bars(pxl8_gfx_ctx* ctx, pxl8_copper_bar* bars, u32 bar_count, f32 time);
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void pxl8_vfx_plasma(pxl8_gfx_ctx* ctx, f32 time, f32 scale1, f32 scale2, u8 palette_offset);
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void pxl8_vfx_rotozoom(pxl8_gfx_ctx* ctx, f32 angle, f32 zoom, i32 cx, i32 cy);
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void pxl8_vfx_tunnel(pxl8_gfx_ctx* ctx, f32 time, f32 speed, f32 twist);
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void pxl8_vfx_water_ripple(pxl8_gfx_ctx* ctx, f32* height_map, i32 drop_x, i32 drop_y, f32 damping);
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void pxl8_vfx_particles_clear(pxl8_particle_system* sys);
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void pxl8_vfx_particles_destroy(pxl8_particle_system* sys);
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void pxl8_vfx_particles_emit(pxl8_particle_system* sys, u32 count);
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void pxl8_vfx_particles_init(pxl8_particle_system* sys, u32 max_count);
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void pxl8_vfx_particles_render(pxl8_particle_system* sys, pxl8_gfx_ctx* ctx);
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void pxl8_vfx_particles_update(pxl8_particle_system* sys, f32 dt);
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void pxl8_vfx_explosion(pxl8_particle_system* sys, i32 x, i32 y, u32 color, f32 force);
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void pxl8_vfx_fire(pxl8_particle_system* sys, i32 x, i32 y, i32 width, u8 palette_start);
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void pxl8_vfx_rain(pxl8_particle_system* sys, i32 width, f32 wind);
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void pxl8_vfx_smoke(pxl8_particle_system* sys, i32 x, i32 y, u8 color);
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void pxl8_vfx_snow(pxl8_particle_system* sys, i32 width, f32 wind);
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void pxl8_vfx_sparks(pxl8_particle_system* sys, i32 x, i32 y, u32 color);
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void pxl8_vfx_starfield(pxl8_particle_system* sys, f32 speed, f32 spread);
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