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Particles.hx
395 lines (364 loc) · 9.15 KB
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Particles.hx
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package h3d.parts;
private class ParticleIterator {
var p : Particle;
public inline function new(p) {
this.p = p;
}
public inline function hasNext() {
return p != null;
}
public inline function next() {
var v = p;
p = p.next;
return v;
}
}
@:access(h3d.parts.Particle)
class Particles extends h3d.scene.Mesh {
var pshader : h3d.shader.ParticleShader;
public var frames : Array<h2d.Tile>;
public var count(default, null) : Int = 0;
public var hasColor(default, set) : Bool;
public var sortMode : Data.SortMode;
public var globalSize : Float = 1;
public var emitTrail : Bool;
var head : Particle;
var tail : Particle;
var pool : Particle;
var tmp : h3d.Vector;
var tmpBuf : hxd.FloatBuffer;
public function new( ?texture, ?parent) {
super(null, null, parent);
material.props = material.getDefaultProps("particles3D");
sortMode = Back;
pshader = new h3d.shader.ParticleShader();
pshader.isAbsolute = true;
material.mainPass.addShader(pshader);
material.mainPass.dynamicParameters = true;
material.texture = texture;
tmp = new h3d.Vector();
}
function set_hasColor(b) {
var c = material.mainPass.getShader(h3d.shader.VertexColorAlpha);
if( b ) {
if( c == null )
material.mainPass.addShader(new h3d.shader.VertexColorAlpha());
} else {
if( c != null )
material.mainPass.removeShader(c);
}
return hasColor = b;
}
/**
Offset all existing particles by the given values.
**/
public function offsetParticles( dx : Float, dy : Float, dz = 0. ) {
var p = head;
while( p != null ) {
p.x += dx;
p.y += dy;
p.z += dz;
p = p.next;
}
}
public function clear() {
while( head != null )
kill(head);
}
public function alloc() {
var p = emitParticle();
if( posChanged ) syncPos();
p.parts = this;
p.x = absPos.tx;
p.y = absPos.ty;
p.z = absPos.tz;
p.rotation = 0;
p.ratio = 1;
p.size = 1;
p.r = p.g = p.b = p.a = 1;
return p;
}
public function add(p) {
emitParticle(p);
return p;
}
function emitParticle( ?p ) {
if( p == null ) {
if( pool == null )
p = new Particle();
else {
p = pool;
pool = p.next;
}
}
count++;
switch( sortMode ) {
case Front, Sort, InvSort:
if( head == null ) {
p.next = null;
head = tail = p;
} else {
head.prev = p;
p.next = head;
head = p;
}
case Back:
if( head == null ) {
p.next = null;
head = tail = p;
} else {
tail.next = p;
p.prev = tail;
p.next = null;
tail = p;
}
}
return p;
}
function kill(p:Particle) {
if( p.prev == null ) head = p.next else p.prev.next = p.next;
if( p.next == null ) tail = p.prev else p.next.prev = p.prev;
p.prev = null;
p.next = pool;
pool = p;
count--;
}
function sort( list : Particle ) {
return haxe.ds.ListSort.sort(list, function(p1, p2) return p1.w < p2.w ? 1 : -1);
}
function sortInv( list : Particle ) {
return haxe.ds.ListSort.sort(list, function(p1, p2) return p1.w < p2.w ? -1 : 1);
}
public inline function getParticles() {
return new ParticleIterator(head);
}
@:access(h2d.Tile)
@:noDebug
override function draw( ctx : h3d.scene.RenderContext ) {
if( head == null )
return;
switch( sortMode ) {
case Sort, InvSort:
var p = head;
var m = ctx.camera.m;
while( p != null ) {
p.w = (p.x * m._13 + p.y * m._23 + p.z * m._33 + m._43) / (p.x * m._14 + p.y * m._24 + p.z * m._34 + m._44);
p = p.next;
}
head = sortMode == Sort ? sort(head) : sortInv(head);
tail = head.prev;
head.prev = null;
default:
}
if( tmpBuf == null ) tmpBuf = new hxd.FloatBuffer();
var pos = 0;
var p = head;
var tmp = tmpBuf;
var surface = 0.;
if( frames == null || frames.length == 0 ) {
var t = material.texture == null ? h2d.Tile.fromColor(0xFF00FF) : h2d.Tile.fromTexture(material.texture);
frames = [t];
}
material.texture = frames[0].getTexture();
if( emitTrail ) {
var prev = p;
var prevX1 = p.x, prevY1 = p.y, prevZ1 = p.z;
var prevX2 = p.x, prevY2 = p.y, prevZ2 = p.z;
if( p != null ) p = p.next;
while( p != null ) {
var f = frames[p.frame];
if( f == null ) f = frames[0];
var ratio = p.size * p.ratio * (f.height / f.width);
// pos
tmp[pos++] = prevX1;
tmp[pos++] = prevY1;
tmp[pos++] = prevZ1;
// normal
tmp[pos++] = p.size;
tmp[pos++] = ratio;
tmp[pos++] = p.rotation;
// delta
tmp[pos++] = 0;
tmp[pos++] = 0;
// UV
tmp[pos++] = f.u;
tmp[pos++] = f.v2;
// RBGA
if( hasColor ) {
tmp[pos++] = p.r;
tmp[pos++] = p.g;
tmp[pos++] = p.b;
tmp[pos++] = p.a;
}
tmp[pos++] = prevX2;
tmp[pos++] = prevY2;
tmp[pos++] = prevZ2;
tmp[pos++] = p.size;
tmp[pos++] = ratio;
tmp[pos++] = p.rotation;
tmp[pos++] = 0;
tmp[pos++] = 0;
tmp[pos++] = f.u;
tmp[pos++] = f.v;
if( hasColor ) {
tmp[pos++] = p.r;
tmp[pos++] = p.g;
tmp[pos++] = p.b;
tmp[pos++] = p.a;
}
var dx = p.x - prev.x;
var dy = p.y - prev.y;
var dz = p.z - prev.z;
var d = hxd.Math.invSqrt(dx * dx + dy * dy + dz * dz);
// this prevent big rotations from occuring while we have a very small offset
// the value is a bit arbitrary
if( d > 10 ) d = 10;
dx *= d;
dy *= d;
dz *= d;
var dir = new h3d.Vector(Math.sin(p.rotation), 0, Math.cos(p.rotation)).cross(new h3d.Vector(dx, dy, dz));
prevX1 = p.x + dir.x * p.size;
prevY1 = p.y + dir.y * p.size;
prevZ1 = p.z + dir.z * p.size;
prevX2 = p.x - dir.x * p.size;
prevY2 = p.y - dir.y * p.size;
prevZ2 = p.z - dir.z * p.size;
tmp[pos++] = prevX1;
tmp[pos++] = prevY1;
tmp[pos++] = prevZ1;
tmp[pos++] = p.size;
tmp[pos++] = ratio;
tmp[pos++] = p.rotation;
tmp[pos++] = 0;
tmp[pos++] = 0;
tmp[pos++] = f.u2;
tmp[pos++] = f.v2;
if( hasColor ) {
tmp[pos++] = p.r;
tmp[pos++] = p.g;
tmp[pos++] = p.b;
tmp[pos++] = p.a;
}
tmp[pos++] = prevX2;
tmp[pos++] = prevY2;
tmp[pos++] = prevZ2;
tmp[pos++] = p.size;
tmp[pos++] = ratio;
tmp[pos++] = p.rotation;
tmp[pos++] = 0;
tmp[pos++] = 0;
tmp[pos++] = f.u2;
tmp[pos++] = f.v;
if( hasColor ) {
tmp[pos++] = p.r;
tmp[pos++] = p.g;
tmp[pos++] = p.b;
tmp[pos++] = p.a;
}
prev = p;
p = p.next;
}
} else {
while( p != null ) {
var f = frames[p.frame];
if( f == null ) f = frames[0];
var ratio = p.size * p.ratio * (f.height / f.width);
tmp[pos++] = p.x;
tmp[pos++] = p.y;
tmp[pos++] = p.z;
tmp[pos++] = p.size;
tmp[pos++] = ratio;
tmp[pos++] = p.rotation;
// delta
tmp[pos++] = -0.5;
tmp[pos++] = -0.5;
// UV
tmp[pos++] = f.u;
tmp[pos++] = f.v2;
// RBGA
if( hasColor ) {
tmp[pos++] = p.r;
tmp[pos++] = p.g;
tmp[pos++] = p.b;
tmp[pos++] = p.a;
}
tmp[pos++] = p.x;
tmp[pos++] = p.y;
tmp[pos++] = p.z;
tmp[pos++] = p.size;
tmp[pos++] = ratio;
tmp[pos++] = p.rotation;
tmp[pos++] = -0.5;
tmp[pos++] = 0.5;
tmp[pos++] = f.u;
tmp[pos++] = f.v;
if( hasColor ) {
tmp[pos++] = p.r;
tmp[pos++] = p.g;
tmp[pos++] = p.b;
tmp[pos++] = p.a;
}
tmp[pos++] = p.x;
tmp[pos++] = p.y;
tmp[pos++] = p.z;
tmp[pos++] = p.size;
tmp[pos++] = ratio;
tmp[pos++] = p.rotation;
tmp[pos++] = 0.5;
tmp[pos++] = -0.5;
tmp[pos++] = f.u2;
tmp[pos++] = f.v2;
if( hasColor ) {
tmp[pos++] = p.r;
tmp[pos++] = p.g;
tmp[pos++] = p.b;
tmp[pos++] = p.a;
}
tmp[pos++] = p.x;
tmp[pos++] = p.y;
tmp[pos++] = p.z;
tmp[pos++] = p.size;
tmp[pos++] = ratio;
tmp[pos++] = p.rotation;
tmp[pos++] = 0.5;
tmp[pos++] = 0.5;
tmp[pos++] = f.u2;
tmp[pos++] = f.v;
if( hasColor ) {
tmp[pos++] = p.r;
tmp[pos++] = p.g;
tmp[pos++] = p.b;
tmp[pos++] = p.a;
}
p = p.next;
}
}
var stride = 10;
if( hasColor ) stride += 4;
var count = Std.int(pos/stride);
var format = PART_FMT;
if( format == null ) {
format = PART_FMT = hxd.BufferFormat.make([
{ name : "position", type : DVec3 },
{ name : "rpos", type : DVec2 },
{ name : "rot", type : DFloat },
{ name : "size", type : DVec2 },
{ name : "uv", type : DVec2 },
]);
}
if( hasColor ) {
format = PART_FMT_COLOR;
if( format == null ) format = PART_FMT_COLOR = PART_FMT.append("color", DVec4);
}
var buffer = hxd.impl.Allocator.get().ofSubFloats(tmp, count, format);
if( pshader.is3D )
pshader.size.set(globalSize, globalSize);
else
pshader.size.set(globalSize * ctx.engine.height / ctx.engine.width * 4, globalSize * 4);
ctx.uploadParams();
ctx.engine.renderQuadBuffer(buffer, 0, (count >> 1));
buffer.dispose();
}
static var PART_FMT : hxd.BufferFormat;
static var PART_FMT_COLOR : hxd.BufferFormat;
}