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https://github.com/MaSzyna-EU07/maszyna.git
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Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
This commit is contained in:
243
rendering/particles.h
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243
rendering/particles.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "Classes.h"
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#include "scene.h"
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// particle specialized for drawing smoke
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// given smoke features we can take certain shortcuts
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// -- there's no need to sort the particles, can be drawn in any order with depth write turned off
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// -- the colour remains consistent throughout, only opacity changes
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// -- randomized particle rotation
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// -- initial velocity reduced over time to slow drift upwards (drift speed depends on particle and air temperature difference)
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// -- size increased over time
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struct smoke_particle {
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glm::dvec3 position; // meters, 3d space;
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float rotation; // radians; local z axis angle
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glm::vec3 velocity; // meters per second, 3d space; current velocity
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float size; // multiplier, billboard size
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// glm::vec4 color; // 0-1 range, rgba; geometry color and opacity
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float opacity; // 0-1 range
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// glm::vec2 uv_offset; // 0-1 range, uv space; for texture animation
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float age; // seconds; time elapsed since creation
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// double distance; // meters; distance between particle and camera
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};
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enum value_limit {
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min = 0,
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max = 1
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};
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// helper, adjusts provided variable by fixed amount, keeping resulting value between limits
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template <typename Type_>
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class fixedstep_modifier {
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public:
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// methods
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void
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deserialize( cParser &Input );
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// updates state of provided variable
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void
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update( Type_ &Variable, double const Timedelta ) const;
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void
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bind( Type_ const *Modifier ) {
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m_valuechangemodifier = Modifier; }
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Type_
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value_change() const {
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return (
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m_valuechangemodifier == nullptr ?
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m_valuechange :
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m_valuechange / *( m_valuechangemodifier ) ); }
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private:
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//types
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// methods
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// members
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// Type_ m_intialvalue { Type_( 0 ) }; // meters per second; velocity applied to freshly spawned particles
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Type_ m_valuechange { Type_( 0 ) }; // meters per second; change applied to initial velocity
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Type_ m_valuelimits[ 2 ] { Type_( std::numeric_limits<Type_>::lowest() ), Type_( std::numeric_limits<Type_>::max() ) };
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Type_ const *m_valuechangemodifier{ nullptr }; // optional modifier applied to value change
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};
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// particle emitter
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class smoke_source {
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// located in scenery
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// new particles emitted if distance of source < double view range
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// existing particles are updated until dead no matter the range (presumed to have certain lifespan)
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// during update pass dead particle slots are filled with new instances, if there's no particles queued the slot is swapped with the last particle in the list
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// bounding box/sphere calculated based on position of all owned particles, used by the renderer to include/discard data in a draw pass
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friend class particle_manager;
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public:
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// types
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using particle_sequence = std::vector<smoke_particle>;
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// methods
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bool
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deserialize( cParser &Input );
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void
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initialize();
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void
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bind( TDynamicObject const *Vehicle );
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void
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bind( TAnimModel const *Node );
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// updates state of owned particles
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void
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update( double const Timedelta, bool const Onlydespawn );
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glm::vec3 const &
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color() const {
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return m_emitter.color; }
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glm::dvec3
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location() const;
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// provides access to bounding area data
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scene::bounding_area const &
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area() const {
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return m_area; }
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particle_sequence const &
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sequence() const {
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return m_particles; }
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private:
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// types
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enum class owner_type {
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none = 0,
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vehicle,
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node
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};
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struct particle_emitter {
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float inclination[ 2 ] { 0.f, 0.f };
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float velocity[ 2 ] { 1.f, 1.f };
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float size[ 2 ] { 1.f, 1.f };
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float opacity[ 2 ] { 1.f, 1.f };
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glm::vec3 color { 16.f / 255.f };
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void deserialize( cParser &Input );
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void initialize( smoke_particle &Particle );
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};
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using bounding_box = glm::dvec3[ 2 ]; // bounding box of owned particles
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// methods
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// imports member data pair from the config file
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bool
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deserialize_mapping( cParser &Input );
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void
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initialize( smoke_particle &Particle );
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// updates state of provided particle and bounding box. returns: true if particle is still alive afterwards, false otherwise
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bool
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update( smoke_particle &Particle, bounding_box &Boundingbox, double const Timedelta );
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// members
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// config/inputs
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// TBD: union and indicator, or just plain owner variables?
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owner_type m_ownertype { owner_type::none };
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union {
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TDynamicObject const * vehicle;
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TAnimModel const * node;
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} m_owner { nullptr }; // optional, scene item carrying this source
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glm::dvec3 m_offset; // meters, 3d space; relative position of the source, either from the owner or the region centre
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float m_spawnrate { 0.f }; // number of particles to spawn per second
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particle_emitter m_emitter;
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// bool m_inheritvelocity { false }; // whether spawned particle should receive velocity of its owner
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// TODO: replace modifiers with configurable interpolator item allowing keyframe-based changes over time
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fixedstep_modifier<float> m_sizemodifier; // particle billboard size
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// fixedstep_modifier<glm::vec3> m_colormodifier; // particle billboard color and opacity
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fixedstep_modifier<float> m_opacitymodifier;
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// texture_handle m_texture { -1 }; // texture assigned to particle billboards
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// current state
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float m_spawncount { 0.f }; // number of particles to spawn during next update
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particle_sequence m_particles; // collection of spawned particles
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std::size_t m_max_particles; // maximum number of particles existing
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scene::bounding_area m_area; // bounding sphere of owned particles
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};
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// holds all particle emitters defined in the scene and updates their state
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class particle_manager {
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friend opengl_renderer;
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public:
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// types
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using source_sequence = std::vector<smoke_source>;
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// constructors
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particle_manager() = default;
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// destructor
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// ~particle_manager();
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// methods
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// adds a new particle source of specified type, placing it in specified world location. returns: true on success, false if the specified type definition couldn't be located
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bool
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insert( std::string const &Sourcetemplate, glm::dvec3 const Location );
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bool
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insert( std::string const &Sourcetemplate, TDynamicObject const *Vehicle, glm::dvec3 const Location );
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bool
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insert( std::string const &Sourcetemplate, TAnimModel const *Node, glm::dvec3 const Location );
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// updates state of all owned emitters
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void
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update();
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// data access
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source_sequence &
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sequence() {
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return m_sources; }
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// members
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private:
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// types
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using source_map = std::unordered_map<std::string, smoke_source>;
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// methods
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smoke_source *
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find( std::string const &Template );
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// members
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source_map m_sourcetemplates; // cached particle emitter configurations
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source_sequence m_sources; // all owned particle emitters
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};
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template <typename Type_>
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void
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fixedstep_modifier<Type_>::update( Type_ &Variable, double const Timedelta ) const {
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// HACK: float cast to avoid vec3 and double mismatch
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// TBD, TODO: replace with vector types specialization
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auto const valuechange { (
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m_valuechangemodifier == nullptr ?
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m_valuechange :
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m_valuechange / *( m_valuechangemodifier ) ) };
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Variable += ( valuechange * static_cast<float>( Timedelta ) );
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// clamp down to allowed value range
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Variable = glm::max( Variable, m_valuelimits[ value_limit::min ] );
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Variable = glm::min( Variable, m_valuelimits[ value_limit::max ] );
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}
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template <typename Type_>
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void
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fixedstep_modifier<Type_>::deserialize( cParser &Input ) {
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if( Input.getToken<std::string>() != "{" ) { return; }
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std::unordered_map<std::string, Type_ &> const variablemap {
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{ "step:", m_valuechange },
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{ "min:", m_valuelimits[ value_limit::min ] },
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{ "max:", m_valuelimits[ value_limit::max ] } };
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std::string key;
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while( ( false == ( ( key = Input.getToken<std::string>( true, "\n\r\t ,;[]" ) ).empty() ) )
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&& ( key != "}" ) ) {
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auto const lookup { variablemap.find( key ) };
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if( lookup == variablemap.end() ) { continue; }
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lookup->second = Input.getToken<Type_>( true, "\n\r\t ,;[]" );
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}
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}
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