1 /* Copyright (C) 2023 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #ifndef INCLUDED_PARTICLEEMITTER
19 #define INCLUDED_PARTICLEEMITTER
21 #include "graphics/ModelAbstract.h"
22 #include "graphics/ParticleEmitterType.h"
23 #include "maths/Quaternion.h"
24 #include "renderer/backend/IDeviceCommandContext.h"
25 #include "renderer/backend/IShaderProgram.h"
26 #include "renderer/VertexArray.h"
31 * Simulation state for a single particle.
46 typedef std::shared_ptr
<CParticleEmitter
> CParticleEmitterPtr
;
51 * Emitters store particle data in two forms:
52 * * m_Particles contains the raw data used for the CPU particle simulation.
53 * * m_VertexArray contains the data required for rendering.
54 * Particles are rendered as billboard quads, so the vertex array contains four vertices
55 * per particle with different UV coordinates. The billboard position computation is
56 * performed by a vertex shader.
58 * The number of particles is a constant for the entire life of the emitter,
59 * to simplify the updating and rendering.
60 * m_Particles acts like a ring buffer, so we don't have to worry about dynamically
61 * allocating particles. If particles have variable lifetimes, they'll exist in the
62 * array with alpha=0 until they're overwritten by a new particle after the maximum
65 * (It's quite likely this could be made more efficient, if the overhead of any added
66 * complexity is not high.)
68 class CParticleEmitter
71 CParticleEmitter(const CParticleEmitterTypePtr
& type
);
74 * Set the position to be used for emission of new particles.
76 void SetPosition(const CVector3D
& pos
)
81 CVector3D
GetPosition() const
87 * Set the rotation to be used for emission of new particles (note: depends on particles).
89 void SetRotation(const CQuaternion
& rot
)
94 const CQuaternion
& GetRotation() const
100 * Get the bounding box of the center points of particles at their current positions.
102 const CBoundingBoxAligned
& GetParticleBounds() const { return m_ParticleBounds
; }
105 * Push a new particle onto the ring buffer. (May overwrite an old particle.)
107 void AddParticle(const SParticle
& particle
);
110 * Update particle and vertex array data. Must be called before RenderArray.
112 * If frameNumber is the same as the previous call to UpdateArrayData,
113 * then the function will do no work and return immediately.
115 void UpdateArrayData(int frameNumber
);
118 * Make the vertex data available for subsequent binding and rendering.
120 void PrepareForRendering();
123 * Upload the vertex data to the backend.
126 Renderer::Backend::IDeviceCommandContext
* deviceCommandContext
);
129 * Bind rendering state (textures and blend modes).
132 Renderer::Backend::IDeviceCommandContext
* deviceCommandContext
,
133 Renderer::Backend::IShaderProgram
* shader
);
136 * Draw the vertex array.
139 Renderer::Backend::IDeviceCommandContext
* deviceCommandContext
);
142 * Stop this emitter emitting new particles, and pass responsibility for rendering
143 * to the CParticleManager. This should be called before dropping the last std::shared_ptr
144 * to this object so that it will carry on rendering (until all particles have dissipated)
145 * even when it's no longer attached to a model.
146 * @param self the std::shared_ptr you're about to drop
148 void Unattach(const CParticleEmitterPtr
& self
);
150 void SetEntityVariable(const std::string
& name
, float value
);
152 CParticleEmitterTypePtr m_Type
;
154 /// Whether this emitter is still emitting new particles
160 std::map
<std::string
, float> m_EntityVariables
;
162 std::vector
<SParticle
> m_Particles
;
163 size_t m_NextParticleIdx
;
165 float m_LastUpdateTime
;
166 float m_EmissionRoundingError
;
169 /// Bounding box of the current particle center points
170 CBoundingBoxAligned m_ParticleBounds
;
172 VertexIndexArray m_IndexArray
;
174 VertexArray m_VertexArray
;
175 VertexArray::Attribute m_AttributePos
;
176 VertexArray::Attribute m_AttributeAxis
;
177 VertexArray::Attribute m_AttributeUV
;
178 VertexArray::Attribute m_AttributeColor
;
180 Renderer::Backend::IVertexInputLayout
* m_VertexInputLayout
= nullptr;
182 int m_LastFrameNumber
;
186 * Particle emitter model, for attaching emitters as props on other models.
188 class CModelParticleEmitter
: public CModelAbstract
191 CModelParticleEmitter(const CParticleEmitterTypePtr
& type
);
192 ~CModelParticleEmitter();
195 virtual CModelParticleEmitter
* ToCModelParticleEmitter()
200 virtual std::unique_ptr
<CModelAbstract
> Clone() const;
202 virtual void SetTerrainDirty(ssize_t
UNUSED(i0
), ssize_t
UNUSED(j0
), ssize_t
UNUSED(i1
), ssize_t
UNUSED(j1
))
206 virtual void SetEntityVariable(const std::string
& name
, float value
);
208 virtual void CalcBounds();
209 virtual void ValidatePosition();
210 virtual void InvalidatePosition();
211 virtual void SetTransform(const CMatrix3D
& transform
);
213 CParticleEmitterTypePtr m_Type
;
214 CParticleEmitterPtr m_Emitter
;
217 #endif // INCLUDED_PARTICLEEMITTER