1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
|
//-----------------------------------------------------------------------------
// Name: particles.cpp
// Developer: Wolfire Games LLC
// Author: David Rosen
// Description: This class handles particle animation and rendering
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec3.h>
#include <Math/vec4.h>
#include <Graphics/textureref.h>
#include <Graphics/vboringcontainer.h>
#include <Asset/assets.h>
#include <Asset/Asset/animationeffect.h>
#include <Asset/Asset/particletype.h>
#include <Scripting/angelscript/ascontext.h>
#include <map>
#include <vector>
class SceneGraph;
class AnimationEffectSystem;
class Particle {
public:
enum DrawType { DEPTH,
COLOR };
vec3 position;
vec3 old_position;
vec3 interp_position;
float size;
float old_size;
float interp_size;
vec3 velocity;
vec4 color;
vec4 old_color;
vec4 interp_color;
float rotation;
float old_rotation;
float interp_rotation;
AnimationEffectReader ae_reader;
unsigned id;
float alive_time;
float rotate_speed;
float cam_dist;
float initial_size;
float initial_opacity;
ParticleTypeRef particle_type;
typedef std::list<Particle *> ParticleList;
ParticleList connected;
ParticleList connected_from;
vec3 last_connected_pos;
bool has_last_connected;
bool collided;
void Draw(SceneGraph *scenegraph, DrawType draw_type, const mat4 &proj_view_matrix);
void Update(SceneGraph *scenegraph, float timestep, float curr_game_time);
};
class ParticleSystem {
public:
AnimationEffectSystem *particle_types;
ParticleSystem(const ASData &as_data);
~ParticleSystem();
void deleteParticle(unsigned int which);
unsigned MakeParticle(SceneGraph *scenegraph, const std::string &path, const vec3 &pos, const vec3 &vel, const vec3 &tint);
void Dispose();
void Draw(SceneGraph *scenegraph);
void Update(SceneGraph *scenegraph, float timestep, float curr_game_time);
unsigned CreateID();
void ConnectParticles(unsigned a, unsigned b);
void TintParticle(unsigned id, const vec3 &color);
ASContext script_context_;
private:
struct {
ASFunctionHandle update;
} as_funcs;
unsigned last_id_created;
typedef std::vector<Particle *> ParticleVector;
ParticleVector particles;
typedef std::map<unsigned, Particle *> ParticleMap;
ParticleMap particle_map;
};
void DrawGPUParticleField(SceneGraph *scenegraph, const char *type);
|