Changed particle callbacks arguments (offset, count) => (startId, endId)
Former-commit-id: 24550dad44e55aa9dfabaf916cbfb8e25df0451a
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@ -25,7 +25,7 @@ class NAZARA_API NzParticleController : public NzResource
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NzParticleController(const NzParticleController& controller);
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virtual ~NzParticleController();
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virtual void Apply(NzParticleEmitter& emitter, NzParticleMapper& mapper, unsigned int offset, unsigned int particleCount, float elapsedTime) = 0;
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virtual void Apply(NzParticleEmitter& emitter, NzParticleMapper& mapper, unsigned int startId, unsigned int endId, float elapsedTime) = 0;
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};
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#endif // NAZARA_PARTICLECONTROLLER_HPP
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@ -25,7 +25,7 @@ class NAZARA_API NzParticleGenerator : public NzResource
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NzParticleGenerator(const NzParticleGenerator& generator);
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virtual ~NzParticleGenerator();
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virtual void Generate(NzParticleEmitter& emitter, NzParticleMapper& mapper, unsigned int offset, unsigned int particleCount) = 0;
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virtual void Generate(NzParticleEmitter& emitter, NzParticleMapper& mapper, unsigned int startId, unsigned int endId) = 0;
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};
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#endif // NAZARA_PARTICLEGENERATOR_HPP
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@ -26,7 +26,7 @@ class NAZARA_API NzParticleRenderer : public NzResource
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NzParticleRenderer(const NzParticleRenderer& renderer);
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virtual ~NzParticleRenderer();
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virtual void Render(const NzParticleEmitter& emitter, const NzParticleMapper& mapper, unsigned int offset, unsigned int particleCount, NzAbstractRenderQueue* renderQueue) = 0;
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virtual void Render(const NzParticleEmitter& emitter, const NzParticleMapper& mapper, unsigned int startId, unsigned int endId, NzAbstractRenderQueue* renderQueue) = 0;
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};
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#endif // NAZARA_PARTICLERENDERER_HPP
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@ -72,9 +72,11 @@ void NzParticleEmitter::AddGenerator(NzParticleGenerator* generator)
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void NzParticleEmitter::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
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{
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///FIXME: Vérifier le renderer
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NzParticleMapper mapper(m_buffer.data(), m_declaration);
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m_renderer->Render(*this, mapper, 0, m_particleCount, renderQueue);
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if (m_particleCount > 0)
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{
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NzParticleMapper mapper(m_buffer.data(), m_declaration);
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m_renderer->Render(*this, mapper, 0, m_particleCount-1, renderQueue);
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}
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}
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void* NzParticleEmitter::CreateParticle()
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@ -106,7 +108,7 @@ void* NzParticleEmitter::GenerateParticles(unsigned int count)
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NzParticleMapper mapper(ptr, m_declaration);
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for (NzParticleGenerator* generator : m_generators)
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generator->Generate(*this, mapper, 0, m_particleCount);
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generator->Generate(*this, mapper, 0, m_particleCount-1);
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return ptr;
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}
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@ -329,33 +331,36 @@ void NzParticleEmitter::Update()
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}
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}
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NzParticleMapper mapper(m_buffer.data(), m_declaration);
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m_processing = true;
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// Pour éviter un verrouillage en cas d'exception
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NzCallOnExit onExit([this]()
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if (m_particleCount > 0)
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{
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NzParticleMapper mapper(m_buffer.data(), m_declaration);
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m_processing = true;
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// Pour éviter un verrouillage en cas d'exception
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NzCallOnExit onExit([this]()
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{
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m_processing = false;
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});
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for (NzParticleController* controller : m_controllers)
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controller->Apply(*this, mapper, 0, m_particleCount-1, elapsedTime);
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m_processing = false;
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});
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onExit.Reset();
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for (NzParticleController* controller : m_controllers)
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controller->Apply(*this, mapper, 0, m_particleCount, elapsedTime);
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// On tue maintenant les particules mortes durant la mise à jour
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if (m_dyingParticles.size() < m_particleCount)
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{
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// On tue les particules depuis la dernière vers la première (en terme de place), le std::set étant trié via std::greater
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// La raison est simple, étant donné que la mort d'une particule signifie le déplacement de la dernière particule du buffer,
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// sans cette solution certaines particules pourraient échapper à la mort
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for (unsigned int index : m_dyingParticles)
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KillParticle(index);
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}
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else
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KillParticles(); // Toutes les particules sont mortes, ceci est beaucoup plus rapide
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m_processing = false;
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onExit.Reset();
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// On tue maintenant les particules mortes durant la mise à jour
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if (m_dyingParticles.size() < m_particleCount)
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{
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// On tue les particules depuis la dernière vers la première (en terme de place), le std::set étant trié via std::greater
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// La raison est simple, étant donné que la mort d'une particule signifie le déplacement de la dernière particule du buffer,
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// sans cette solution certaines particules pourraient échapper à la mort
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for (unsigned int index : m_dyingParticles)
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KillParticle(index);
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m_dyingParticles.clear();
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}
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else
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KillParticles(); // Toutes les particules sont mortes, ceci est beaucoup plus rapide
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m_dyingParticles.clear();
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}
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