Graphics/ParticleSystem: Turn it to Renderable interface

Former-commit-id: c083f32a4bf2baed93126c30a6d05cf8ed0ba493
This commit is contained in:
Lynix 2015-06-23 14:01:44 +02:00
parent 06b5e09935
commit 0ec0e02a5f
3 changed files with 74 additions and 114 deletions

View File

@ -8,20 +8,19 @@
#define NAZARA_PARTICLESYSTEM_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Core/Updatable.hpp>
#include <Nazara/Graphics/ParticleController.hpp>
#include <Nazara/Graphics/ParticleDeclaration.hpp>
#include <Nazara/Graphics/ParticleEmitter.hpp>
#include <Nazara/Graphics/ParticleGenerator.hpp>
#include <Nazara/Graphics/ParticleRenderer.hpp>
#include <Nazara/Graphics/SceneNode.hpp>
#include <Nazara/Graphics/Renderable.hpp>
#include <Nazara/Math/BoundingVolume.hpp>
#include <functional>
#include <memory>
#include <set>
#include <vector>
class NAZARA_GRAPHICS_API NzParticleSystem : public NzSceneNode, NzUpdatable
class NAZARA_GRAPHICS_API NzParticleSystem : public NzRenderable
{
public:
NzParticleSystem(unsigned int maxParticleCount, nzParticleLayout layout);
@ -32,9 +31,9 @@ class NAZARA_GRAPHICS_API NzParticleSystem : public NzSceneNode, NzUpdatable
void AddController(NzParticleController* controller);
void AddEmitter(NzParticleEmitter* emitter);
void AddGenerator(NzParticleGenerator* generator);
void AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const;
void AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatrix4f& transformMatrix) const;
void ApplyControllers(NzParticleMapper& mapper, unsigned int particleCount, float elapsedTime, float& stepAccumulator);
void ApplyControllers(NzParticleMapper& mapper, unsigned int particleCount, float elapsedTime);
void* CreateParticle();
void* CreateParticles(unsigned int count);
@ -49,7 +48,6 @@ class NAZARA_GRAPHICS_API NzParticleSystem : public NzSceneNode, NzUpdatable
unsigned int GetMaxParticleCount() const;
unsigned int GetParticleCount() const;
unsigned int GetParticleSize() const;
nzSceneNodeType GetSceneNodeType() const override;
bool IsDrawable() const;
bool IsFixedStepEnabled() const;
@ -64,14 +62,14 @@ class NAZARA_GRAPHICS_API NzParticleSystem : public NzSceneNode, NzUpdatable
void SetFixedStepSize(float stepSize);
void SetRenderer(NzParticleRenderer* renderer);
void Update(float elapsedTime);
void UpdateBoundingVolume(const NzMatrix4f& transformMatrix) override;
NzParticleSystem& operator=(const NzParticleSystem& emitter);
private:
void MakeBoundingVolume() const override;
void Register() override;
void ResizeBuffer();
void Unregister() override;
void Update() override;
std::set<unsigned int, std::greater<unsigned int>> m_dyingParticles;
mutable std::vector<nzUInt8> m_buffer;

View File

@ -52,10 +52,9 @@ void NzParticleEmitter::Emit(NzParticleSystem& system, float elapsedTime) const
if (m_lagCompensationEnabled)
{
// On va maintenant appliquer les contrôleurs
float accumulator = 0.f;
float invEmissionRate = 1.f/m_emissionRate;
for (unsigned int i = 1; i <= emissionCountInt; ++i)
system.ApplyControllers(mapper, std::min(m_emissionCount*i, particleCount), 20*invEmissionRate, accumulator);
system.ApplyControllers(mapper, std::min(m_emissionCount*i, particleCount), invEmissionRate);
}
}
}

View File

@ -7,7 +7,6 @@
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/StringStream.hpp>
#include <Nazara/Graphics/ParticleMapper.hpp>
#include <Nazara/Graphics/Scene.hpp>
#include <cstdlib>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
@ -19,10 +18,7 @@ NzParticleSystem(maxParticleCount, NzParticleDeclaration::Get(layout))
NzParticleSystem::NzParticleSystem(unsigned int maxParticleCount, const NzParticleDeclaration* declaration) :
m_declaration(declaration),
m_fixedStepEnabled(false),
m_processing(false),
m_stepAccumulator(0.f),
m_stepSize(1.f/60.f),
m_maxParticleCount(maxParticleCount),
m_particleCount(0)
{
@ -35,15 +31,12 @@ m_particleCount(0)
}
NzParticleSystem::NzParticleSystem(const NzParticleSystem& system) :
NzSceneNode(system),
NzRenderable(system),
m_controllers(system.m_controllers),
m_generators(system.m_generators),
m_declaration(system.m_declaration),
m_renderer(system.m_renderer),
m_fixedStepEnabled(system.m_fixedStepEnabled),
m_processing(false),
m_stepAccumulator(0.f),
m_stepSize(system.m_stepSize),
m_maxParticleCount(system.m_maxParticleCount),
m_particleCount(system.m_particleCount),
m_particleSize(system.m_particleSize)
@ -60,22 +53,31 @@ NzParticleSystem::~NzParticleSystem() = default;
void NzParticleSystem::AddController(NzParticleController* controller)
{
NazaraAssert(controller, "Invalid particle controller");
m_controllers.emplace_back(controller);
}
void NzParticleSystem::AddEmitter(NzParticleEmitter* emitter)
{
NazaraAssert(controller, "Invalid particle emitter");
m_emitters.emplace_back(emitter);
}
void NzParticleSystem::AddGenerator(NzParticleGenerator* generator)
{
NazaraAssert(controller, "Invalid particle generator");
m_generators.emplace_back(generator);
}
void NzParticleSystem::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
void NzParticleSystem::AddToRenderQueue(NzAbstractRenderQueue* renderQueue, const NzMatrix4f& transformMatrix) const
{
///FIXME: Vérifier le renderer
NazaraAssert(m_renderer, "Invalid particle renderer");
NazaraAssert(renderQueue, "Invalid renderqueue");
NazaraUnused(transformMatrix);
if (m_particleCount > 0)
{
NzParticleMapper mapper(m_buffer.data(), m_declaration);
@ -83,6 +85,36 @@ void NzParticleSystem::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) cons
}
}
void NzParticleSystem::ApplyControllers(NzParticleMapper& mapper, unsigned int particleCount, float elapsedTime)
{
m_processing = true;
// Pour éviter un verrouillage en cas d'exception
NzCallOnExit onExit([this]()
{
m_processing = false;
});
for (NzParticleController* controller : m_controllers)
controller->Apply(*this, mapper, 0, particleCount-1, elapsedTime);
onExit.CallAndReset();
// On tue maintenant les particules mortes durant la mise à jour
if (m_dyingParticles.size() < m_particleCount)
{
// On tue les particules depuis la dernière vers la première (en terme de place), le std::set étant trié via std::greater
// La raison est simple, étant donné que la mort d'une particule signifie le déplacement de la dernière particule du buffer,
// sans cette solution certaines particules pourraient échapper à la mort
for (unsigned int index : m_dyingParticles)
KillParticle(index);
}
else
KillParticles(); // Toutes les particules sont mortes, ceci est beaucoup plus rapide
m_dyingParticles.clear();
}
void* NzParticleSystem::CreateParticle()
{
return CreateParticles(1);
@ -102,16 +134,6 @@ void* NzParticleSystem::CreateParticles(unsigned int count)
return &m_buffer[particlesIndex*m_particleSize];
}
void NzParticleSystem::EnableFixedStep(bool fixedStep)
{
// On teste pour empêcher que cette méthode ne remette systématiquement le step accumulator à zéro
if (m_fixedStepEnabled != fixedStep)
{
m_fixedStepEnabled = fixedStep;
m_stepAccumulator = 0.f;
}
}
void* NzParticleSystem::GenerateParticle()
{
return GenerateParticles(1);
@ -155,21 +177,11 @@ unsigned int NzParticleSystem::GetParticleSize() const
return m_particleSize;
}
nzSceneNodeType NzParticleSystem::GetSceneNodeType() const
{
return nzSceneNodeType_ParticleEmitter;
}
bool NzParticleSystem::IsDrawable() const
{
return true;
}
bool NzParticleSystem::IsFixedStepEnabled() const
{
return m_fixedStepEnabled;
}
void NzParticleSystem::KillParticle(unsigned int index)
{
///FIXME: Vérifier index
@ -222,15 +234,36 @@ void NzParticleSystem::SetRenderer(NzParticleRenderer* renderer)
m_renderer = renderer;
}
void NzParticleSystem::Update(float elapsedTime)
{
// Émission
for (NzParticleEmitter* emitter : m_emitters)
emitter->Emit(*this, elapsedTime);
// Mise à jour
if (m_particleCount > 0)
{
///TODO: Mettre à jour en utilisant des threads
NzParticleMapper mapper(m_buffer.data(), m_declaration);
ApplyControllers(mapper, m_particleCount, elapsedTime);
}
}
void NzParticleSystem::UpdateBoundingVolume(const NzMatrix4f& transformMatrix)
{
NazaraUnused(transformMatrix);
// Nothing to do here (our bounding volume is global)
}
NzParticleSystem& NzParticleSystem::operator=(const NzParticleSystem& system)
{
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
NzSceneNode::operator=(system);
NzRenderable::operator=(system);
m_controllers = system.m_controllers;
m_declaration = system.m_declaration;
m_fixedStepEnabled = system.m_fixedStepEnabled;
m_generators = system.m_generators;
m_maxParticleCount = system.m_maxParticleCount;
m_particleCount = system.m_particleCount;
@ -252,61 +285,12 @@ NzParticleSystem& NzParticleSystem::operator=(const NzParticleSystem& system)
return *this;
}
void NzParticleSystem::ApplyControllers(NzParticleMapper& mapper, unsigned int particleCount, float elapsedTime, float& stepAccumulator)
{
m_processing = true;
// Pour éviter un verrouillage en cas d'exception
NzCallOnExit onExit([this]()
{
m_processing = false;
});
if (m_fixedStepEnabled)
{
stepAccumulator += elapsedTime;
while (stepAccumulator >= m_stepSize)
{
for (NzParticleController* controller : m_controllers)
controller->Apply(*this, mapper, 0, particleCount-1, m_stepSize);
stepAccumulator -= m_stepSize;
}
}
else
{
for (NzParticleController* controller : m_controllers)
controller->Apply(*this, mapper, 0, particleCount-1, elapsedTime);
}
onExit.CallAndReset();
// On tue maintenant les particules mortes durant la mise à jour
if (m_dyingParticles.size() < m_particleCount)
{
// On tue les particules depuis la dernière vers la première (en terme de place), le std::set étant trié via std::greater
// La raison est simple, étant donné que la mort d'une particule signifie le déplacement de la dernière particule du buffer,
// sans cette solution certaines particules pourraient échapper à la mort
for (unsigned int index : m_dyingParticles)
KillParticle(index);
}
else
KillParticles(); // Toutes les particules sont mortes, ceci est beaucoup plus rapide
m_dyingParticles.clear();
}
void NzParticleSystem::MakeBoundingVolume() const
{
///TODO: Calculer l'AABB (prendre la taille des particules en compte s'il y a)
m_boundingVolume.MakeInfinite();
}
void NzParticleSystem::Register()
{
m_scene->RegisterForUpdate(this);
}
void NzParticleSystem::ResizeBuffer()
{
// Histoire de décrire un peu mieux l'erreur en cas d'échec
@ -323,24 +307,3 @@ void NzParticleSystem::ResizeBuffer()
}
}
void NzParticleSystem::Unregister()
{
m_scene->UnregisterForUpdate(this);
}
void NzParticleSystem::Update()
{
float elapsedTime = m_scene->GetUpdateTime();
// Émission
for (NzParticleEmitter* emitter : m_emitters)
emitter->Emit(*this, elapsedTime);
// Mise à jour
if (m_particleCount > 0)
{
///TODO: Mettre à jour en utilisant des threads
NzParticleMapper mapper(m_buffer.data(), m_declaration);
ApplyControllers(mapper, m_particleCount, elapsedTime, m_stepAccumulator);
}
}