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particlesystem.cpp
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#include "GL/glew.h"
#include "particlesystem.h"
#include "mesh.h"
#include "drawcontext.h"
#include "common.h"
#include "particlematerial.h"
ParticleSystem::ParticleSystem()
{
ParticleMaterial* material = new ParticleMaterial;
setMaterial(material);
mesh_ = new Mesh;
}
ParticleSystem::~ParticleSystem()
{
delete mesh_;
}
void ParticleSystem::renderGeometry(DrawContext &context)
{
update(context.deltaTime);
if (particles_.size() < 1) {
return;
}
Particles particles = particles_;
if (renderingOrder_ == RenderingOrder::Reversed) {
std::reverse(begin(particles), end(particles));
}
else if (renderingOrder_ == RenderingOrder::OldestFirst) {
std::sort(begin(particles), end(particles), [](const Particle& left, const Particle& right) {
return left.life > right.life;
});
}
else if (renderingOrder_ == RenderingOrder::YoungestFirst) {
std::sort(begin(particles), end(particles), [](const Particle& left, const Particle& right) {
return left.life < right.life;
});
}
VertexBufferDesc desc;
desc.bufferData = particles.data();
desc.bufferSize = particles.size() * sizeof(Particle);
desc.vertexElementSizes = {3, 1, 1, 3, 1};
desc.stride = sizeof(Particle);
mesh_->setVertexBuffer(desc, PrimitiveType::Points);
mesh_->render();
}
void ParticleSystem::setParticleTexture(Texture *texture)
{
ParticleMaterial* material = static_cast<ParticleMaterial *>(material_);
material->setTexture(texture);
}
void ParticleSystem::update(float dt)
{
timeElapsed_ += dt;
auto it = begin(particles_);
while (it != end(particles_)) {
Particle& particle = *it;
particle.life += dt;
if (particle.life >= particle.maxLife) {
particles_.erase(it);
}
else {
this->updateParticle(particle, dt);
it++;
}
}
float numParticles = emissionRate_ * dt;
numParticlesToSpawn_ += numParticles;
uint32_t count = 0;
if (particles_.size() < maxParticleCount_) {
count = min((int)(maxParticleCount_ - particles_.size()), (int)numParticlesToSpawn_);
}
numParticlesToSpawn_ -= count;
for (uint32_t i = 0; i < count; i++) {
Particle particle;
this->spawnParticle(&particle);
particles_.push_back(particle);
}
}
void ParticleSystem::spawnParticle(Particle *particle)
{
}
void ParticleSystem::updateParticle(Particle &particle, float dt)
{
}
uint32_t ParticleSystem::emissionRate() const
{
return emissionRate_;
}
void ParticleSystem::setEmissionRate(int emissionRate)
{
emissionRate_ = emissionRate;
}
uint32_t ParticleSystem::maxParticleCount() const
{
return maxParticleCount_;
}
void ParticleSystem::setMaxParticleCount(int maxParticleCount)
{
maxParticleCount_ = maxParticleCount;
}
RenderingOrder ParticleSystem::renderingOrder() const
{
return renderingOrder_;
}
void ParticleSystem::setRenderingOrder(RenderingOrder renderingOrder)
{
renderingOrder_ = renderingOrder;
}