add particles (WIP)
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a0f885e26a
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53
src/graphics/render/Emitter.cpp
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53
src/graphics/render/Emitter.cpp
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@ -0,0 +1,53 @@
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#include "Emitter.hpp"
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#include <glm/gtc/random.hpp>
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#include "graphics/core/Texture.hpp"
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Emitter::Emitter(
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std::variant<glm::vec3, entityid_t> origin,
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Particle prototype,
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const Texture* texture,
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float spawnInterval,
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int count
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)
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: origin(std::move(origin)),
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prototype(std::move(prototype)),
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texture(texture),
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spawnInterval(spawnInterval),
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count(count) {
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}
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const Texture* Emitter::getTexture() const {
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return texture;
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}
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void Emitter::update(float delta, std::vector<Particle>& particles) {
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if (count == 0) {
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return;
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}
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glm::vec3 position {};
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if (auto staticPos = std::get_if<glm::vec3>(&origin)) {
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position = *staticPos;
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} else {
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// TODO: implement for entity origin
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}
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timer += delta;
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while (count && timer > spawnInterval) {
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// spawn particle
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Particle particle = prototype;
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particle.position = position;
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particle.velocity += glm::ballRand(1.0f) * explosion;
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particles.push_back(std::move(particle));
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timer -= spawnInterval;
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count--;
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}
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}
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void Emitter::setExplosion(const glm::vec3& magnitude) {
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explosion = magnitude;
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}
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bool Emitter::isDead() const {
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return count == 0;
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}
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56
src/graphics/render/Emitter.hpp
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56
src/graphics/render/Emitter.hpp
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@ -0,0 +1,56 @@
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#pragma once
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#include <vector>
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#include <variant>
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#include <glm/glm.hpp>
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#include "typedefs.hpp"
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#include "maths/UVRegion.hpp"
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struct Particle {
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glm::vec3 position;
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glm::vec3 velocity;
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float lifetime;
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UVRegion region;
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};
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class Texture;
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class Emitter {
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/// @brief Static position or entity
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std::variant<glm::vec3, entityid_t> origin;
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/// @brief Particle prototype
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Particle prototype;
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/// @brief Particle
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const Texture* texture;
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/// @brief Particles spawn interval
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float spawnInterval;
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/// @brief Number of particles should be spawned before emitter deactivation.
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/// -1 is infinite
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int count;
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/// @brief Spawn timer used to determine number of particles
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/// to spawn on update. May be innacurate.
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float timer = 0.0f;
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/// @brief Random velocity magnitude applying to spawned particles
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glm::vec3 explosion {1.0f};
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public:
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Emitter(
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std::variant<glm::vec3, entityid_t> origin,
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Particle prototype,
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const Texture* texture,
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float spawnInterval,
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int count
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);
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const Texture* getTexture() const;
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/// @brief Update emitter and spawn particles
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/// @param delta delta time
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/// @param particles destination particles vector
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void update(float delta, std::vector<Particle>& particles);
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void setExplosion(const glm::vec3& magnitude);
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bool isDead() const;
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};
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@ -52,6 +52,11 @@ void MainBatch::flush() {
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index = 0;
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}
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void MainBatch::begin() {
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texture = nullptr;
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blank->bind();
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}
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void MainBatch::prepare(int vertices) {
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if (index + VERTEX_SIZE * vertices > capacity * VERTEX_SIZE) {
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flush();
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@ -29,13 +29,18 @@ public:
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~MainBatch();
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void begin();
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void prepare(int vertices);
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void setTexture(const Texture* texture);
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void setTexture(const Texture* texture, const UVRegion& region);
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void flush();
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inline void vertex(
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glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
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const glm::vec3& pos,
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const glm::vec2& uv,
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const glm::vec4& light,
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const glm::vec3& tint
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) {
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float* buffer = this->buffer.get();
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buffer[index++] = pos.x;
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@ -59,4 +64,53 @@ public:
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buffer[index++] = compressed.floating;
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}
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inline void quad(
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec2& size,
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const glm::vec4& light,
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const glm::vec3& tint,
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const UVRegion& subregion
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) {
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prepare(6);
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vertex(
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pos - right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u1, subregion.v1},
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light,
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tint
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);
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vertex(
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pos + right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u2, subregion.v1},
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light,
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tint
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint
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);
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vertex(
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pos - right * size.x * 0.5f - up * size.y * 0.5f,
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{subregion.u1, subregion.v1},
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light,
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tint
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);
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vertex(
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pos + right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u2, subregion.v2},
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light,
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tint
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);
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vertex(
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pos - right * size.x * 0.5f + up * size.y * 0.5f,
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{subregion.u1, subregion.v2},
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light,
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tint
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);
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}
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};
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75
src/graphics/render/ParticlesRenderer.cpp
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75
src/graphics/render/ParticlesRenderer.cpp
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@ -0,0 +1,75 @@
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#include "ParticlesRenderer.hpp"
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#include "assets/Assets.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "graphics/render/MainBatch.hpp"
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#include "window/Camera.hpp"
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ParticlesRenderer::ParticlesRenderer(const Assets& assets)
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: batch(std::make_unique<MainBatch>(1024)) {
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Emitter emitter(glm::vec3(0, 100, 0), Particle {
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glm::vec3(), glm::vec3(), 5.0f, UVRegion(0,0,1,1)
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}, assets.get<Texture>("gui/error"), 0.003f, -1);
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emitters.push_back(std::move(emitter));
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}
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ParticlesRenderer::~ParticlesRenderer() = default;
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void ParticlesRenderer::render(
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const Assets& assets, const Camera& camera, float delta
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) {
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const auto& right = camera.right;
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const auto& up = camera.up;
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batch->begin();
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for (auto& [texture, vec] : particles) {
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batch->setTexture(texture);
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auto iter = vec.begin();
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while (iter != vec.end()) {
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auto& particle = *iter;
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particle.position += particle.velocity * delta;
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batch->quad(
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particle.position,
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right,
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up,
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glm::vec2(0.3f),
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glm::vec4(1),
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glm::vec3(1.0f),
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particle.region
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);
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particle.lifetime -= delta;
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if (particle.lifetime <= 0.0f) {
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iter = vec.erase(iter);
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} else {
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iter++;
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}
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}
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}
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batch->flush();
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auto iter = emitters.begin();
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while (iter != emitters.end()) {
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auto& emitter = *iter;
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auto texture = emitter.getTexture();
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const auto& found = particles.find(texture);
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std::vector<Particle>* vec;
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if (found == particles.end()) {
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vec = &particles[texture];
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} else {
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vec = &found->second;
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}
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emitter.update(delta, *vec);
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if (emitter.isDead()) {
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iter = emitters.erase(iter);
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} else {
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iter++;
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}
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}
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}
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22
src/graphics/render/ParticlesRenderer.hpp
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22
src/graphics/render/ParticlesRenderer.hpp
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#pragma once
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#include <vector>
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#include <unordered_map>
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#include "Emitter.hpp"
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class Texture;
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class Assets;
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class Camera;
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class MainBatch;
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class ParticlesRenderer {
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std::unordered_map<const Texture*, std::vector<Particle>> particles;
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std::vector<Emitter> emitters;
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std::unique_ptr<MainBatch> batch;
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public:
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ParticlesRenderer(const Assets& assets);
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~ParticlesRenderer();
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void render(const Assets& assets, const Camera& camera, float delta);
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};
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@ -40,6 +40,7 @@
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#include "graphics/core/PostProcessing.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "ParticlesRenderer.hpp"
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#include "ChunksRenderer.hpp"
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#include "ModelBatch.hpp"
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#include "Skybox.hpp"
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@ -56,9 +57,13 @@ WorldRenderer::WorldRenderer(
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frustumCulling(std::make_unique<Frustum>()),
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lineBatch(std::make_unique<LineBatch>()),
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modelBatch(std::make_unique<ModelBatch>(
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20'000, engine->getAssets(), level->chunks.get(),
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20'000,
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engine->getAssets(),
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level->chunks.get(),
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&engine->getSettings()
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)) {
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)),
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particles(std::make_unique<ParticlesRenderer>(*engine->getAssets())) {
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renderer = std::make_unique<ChunksRenderer>(
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level, frontend->getContentGfxCache(), &engine->getSettings()
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);
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@ -189,7 +194,7 @@ void WorldRenderer::setupWorldShader(
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}
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void WorldRenderer::renderLevel(
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const DrawContext&,
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const DrawContext& ctx,
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const Camera& camera,
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const EngineSettings& settings,
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float delta,
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@ -211,6 +216,7 @@ void WorldRenderer::renderLevel(
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delta,
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pause
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);
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particles->render(*assets, camera, delta);
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modelBatch->render();
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auto shader = assets->get<Shader>("main");
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@ -8,12 +8,15 @@
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#include <glm/glm.hpp>
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#include "Emitter.hpp"
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class Level;
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class Player;
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class Camera;
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class Batch3D;
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class LineBatch;
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class ChunksRenderer;
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class ParticlesRenderer;
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class Shader;
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class Frustum;
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class Engine;
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@ -40,6 +43,8 @@ class WorldRenderer {
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std::unique_ptr<Skybox> skybox;
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std::unique_ptr<Batch3D> batch3d;
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std::unique_ptr<ModelBatch> modelBatch;
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std::unique_ptr<ParticlesRenderer> particles;
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float timer = 0.0f;
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bool drawChunk(size_t index, const Camera& camera, Shader* shader, bool culling);
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