forked from 0ad/0ad
Ykkrosh
8af82baf67
Support emitters that are fully running as soon as the game starts. Fix particle clumping when moving from off-screen to on-screen, by computing updates more incrementally. Fix overzealous culling of models with particle emitters. Add particles to renderer stats. This was SVN commit r9345.
116 lines
3.0 KiB
C++
116 lines
3.0 KiB
C++
/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_PARTICLEEMITTERTYPE
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#define INCLUDED_PARTICLEEMITTERTYPE
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#include "graphics/Texture.h"
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#include "lib/ogl.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "maths/Bound.h"
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class CVector3D;
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class CParticleEmitter;
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class CParticleManager;
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class IParticleVar;
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class IParticleEffector;
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/**
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* Particle emitter type - stores the common state data for all emitters of that
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* type, and uses that data to update the emitter states.
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*
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* The data is initialised from XML files.
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*
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* Most of the emitter type data is represented as subclasses of IParticleVar,
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* which will typically return a constant value or a random value each time it's
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* evaluated. New subclasses can be added to support different random distributions,
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* etc.
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*/
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class CParticleEmitterType
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{
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NONCOPYABLE(CParticleEmitterType); // reference member
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public:
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CParticleEmitterType(const VfsPath& path, CParticleManager& manager);
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private:
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friend class CModelParticleEmitter;
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friend class CParticleEmitter;
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friend class CParticleVarConstant;
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friend class CParticleVarUniform;
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friend class CParticleVarCopy;
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friend class ParticleRenderer;
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enum
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{
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VAR_EMISSIONRATE,
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VAR_LIFETIME,
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VAR_POSITION_X,
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VAR_POSITION_Y,
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VAR_POSITION_Z,
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VAR_ANGLE,
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VAR_VELOCITY_X,
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VAR_VELOCITY_Y,
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VAR_VELOCITY_Z,
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VAR_VELOCITY_ANGLE,
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VAR_SIZE,
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VAR_COLOR_R,
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VAR_COLOR_G,
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VAR_COLOR_B,
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VAR__MAX
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};
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int GetVariableID(const std::string& name);
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bool LoadXML(const VfsPath& path);
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/**
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* Update the state of an emitter's particles, by a potentially long time @p dt.
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*/
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void UpdateEmitter(CParticleEmitter& emitter, float dt);
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/**
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* Update the state of an emitter's particles, by a short time @p dt that can
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* be computed in a single step.
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*/
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void UpdateEmitterStep(CParticleEmitter& emitter, float dt);
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CBound CalculateBounds(CVector3D emitterPos, CBound emittedBounds);
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CTexturePtr m_Texture;
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GLenum m_BlendEquation;
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GLenum m_BlendFuncSrc;
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GLenum m_BlendFuncDst;
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bool m_StartFull;
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float m_MaxLifetime;
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size_t m_MaxParticles;
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CBound m_MaxBounds;
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typedef shared_ptr<IParticleVar> IParticleVarPtr;
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std::vector<IParticleVarPtr> m_Variables;
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typedef shared_ptr<IParticleEffector> IParticleEffectorPtr;
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std::vector<IParticleEffectorPtr> m_Effectors;
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CParticleManager& m_Manager;
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};
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typedef shared_ptr<CParticleEmitterType> CParticleEmitterTypePtr;
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#endif // INCLUDED_PARTICLEEMITTERTYPE
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