NazaraEngine/src/Nazara/Graphics/ParticleEmitter.cpp

362 lines
10 KiB
C++

// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ParticleEmitter.hpp>
#include <Nazara/Core/CallOnExit.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/StringStream.hpp>
#include <Nazara/Graphics/ParticleMapper.hpp>
#include <cstdlib>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
NzParticleEmitter::NzParticleEmitter(unsigned int maxParticleCount, nzParticleLayout layout) :
NzParticleEmitter(maxParticleCount, NzParticleDeclaration::Get(layout))
{
}
NzParticleEmitter::NzParticleEmitter(unsigned int maxParticleCount, NzParticleDeclaration* declaration) :
m_declaration(declaration),
m_boundingVolumeUpdated(false),
m_emissionAccumulator(0.f),
m_emissionRate(0.f),
m_emissionCount(1),
m_maxParticleCount(maxParticleCount),
m_particleCount(0)
{
// En cas d'erreur, un constructeur ne peut que lancer une exception
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
m_particleSize = m_declaration->GetStride(); // La taille de chaque particule
ResizeBuffer();
}
NzParticleEmitter::NzParticleEmitter(const NzParticleEmitter& emitter) :
NzSceneNode(emitter),
m_controllers(emitter.m_controllers),
m_generators(emitter.m_generators),
m_boundingVolume(emitter.m_boundingVolume),
m_declaration(emitter.m_declaration),
m_renderer(emitter.m_renderer),
m_boundingVolumeUpdated(emitter.m_boundingVolumeUpdated),
m_processing(false),
m_emissionAccumulator(0.f),
m_emissionRate(emitter.m_emissionRate),
m_emissionCount(emitter.m_emissionCount),
m_maxParticleCount(emitter.m_maxParticleCount),
m_particleCount(emitter.m_particleCount),
m_particleSize(emitter.m_particleSize)
{
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
ResizeBuffer();
// On ne copie que les particules vivantes
std::memcpy(m_buffer.data(), emitter.m_buffer.data(), emitter.m_particleCount*m_particleSize);
}
NzParticleEmitter::~NzParticleEmitter() = default;
void NzParticleEmitter::AddController(NzParticleController* controller)
{
m_controllers.emplace_back(controller);
}
void NzParticleEmitter::AddGenerator(NzParticleGenerator* generator)
{
m_generators.emplace_back(generator);
}
void NzParticleEmitter::AddToRenderQueue(NzAbstractRenderQueue* renderQueue) const
{
///FIXME: Vérifier le renderer
NzParticleMapper mapper(m_buffer.data(), m_declaration);
m_renderer->Render(*this, mapper, 0, m_particleCount, renderQueue);
}
void* NzParticleEmitter::CreateParticle()
{
return CreateParticles(1);
}
void* NzParticleEmitter::CreateParticles(unsigned int count)
{
if (m_particleCount+count > m_maxParticleCount)
return nullptr;
unsigned int particlesIndex = m_particleCount;
m_particleCount += count;
return &m_buffer[particlesIndex*m_particleSize];
}
void* NzParticleEmitter::GenerateParticle()
{
return GenerateParticles(1);
}
void* NzParticleEmitter::GenerateParticles(unsigned int count)
{
void* ptr = CreateParticles(count);
if (!ptr)
return nullptr;
NzParticleMapper mapper(ptr, m_declaration);
for (NzParticleGenerator* generator : m_generators)
generator->Generate(*this, mapper, 0, m_particleCount);
return ptr;
}
const NzBoundingVolumef& NzParticleEmitter::GetBoundingVolume() const
{
if (!m_boundingVolumeUpdated)
UpdateBoundingVolume();
return m_boundingVolume;
}
unsigned int NzParticleEmitter::GetEmissionCount() const
{
return m_emissionCount;
}
float NzParticleEmitter::GetEmissionRate() const
{
return m_emissionRate;
}
unsigned int NzParticleEmitter::GetMaxParticleCount() const
{
return m_maxParticleCount;
}
unsigned int NzParticleEmitter::GetParticleCount() const
{
return m_particleCount;
}
unsigned int NzParticleEmitter::GetParticleSize() const
{
return m_particleSize;
}
nzSceneNodeType NzParticleEmitter::GetSceneNodeType() const
{
return nzSceneNodeType_ParticleEmitter;
}
bool NzParticleEmitter::IsDrawable() const
{
return true;
}
void NzParticleEmitter::KillParticle(unsigned int index)
{
///FIXME: Vérifier index
if (m_processing)
{
// Le buffer est en train d'être modifié, nous ne pouvons pas réduire sa taille, on place alors la particule dans une liste de secours
m_dyingParticles.insert(index);
return;
}
// On déplace la dernière particule vivante à la place de celle-ci
if (--m_particleCount > 0)
std::memcpy(&m_buffer[index*m_particleSize], &m_buffer[m_particleCount*m_particleSize], m_particleSize);
}
void NzParticleEmitter::KillParticles()
{
m_particleCount = 0;
}
void NzParticleEmitter::RemoveController(NzParticleController* controller)
{
auto it = std::find(m_controllers.begin(), m_controllers.end(), controller);
if (it != m_controllers.end())
m_controllers.erase(it);
}
void NzParticleEmitter::RemoveGenerator(NzParticleGenerator* generator)
{
auto it = std::find(m_generators.begin(), m_generators.end(), generator);
if (it != m_generators.end())
m_generators.erase(it);
}
void NzParticleEmitter::SetEmissionCount(unsigned int count)
{
m_emissionCount = count;
}
void NzParticleEmitter::SetEmissionRate(float rate)
{
m_emissionRate = rate;
}
void NzParticleEmitter::SetRenderer(NzParticleRenderer* renderer)
{
m_renderer = renderer;
}
NzParticleEmitter& NzParticleEmitter::operator=(const NzParticleEmitter& emitter)
{
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
NzSceneNode::operator=(emitter);
m_boundingVolume = emitter.m_boundingVolume;
m_boundingVolumeUpdated = emitter.m_boundingVolumeUpdated;
m_controllers = emitter.m_controllers;
m_declaration = emitter.m_declaration;
m_emissionCount = emitter.m_emissionCount;
m_emissionRate = emitter.m_emissionRate;
m_generators = emitter.m_generators;
m_maxParticleCount = emitter.m_maxParticleCount;
m_particleCount = emitter.m_particleCount;
m_particleSize = emitter.m_particleSize;
m_renderer = emitter.m_renderer;
// La copie ne peut pas (ou plutôt ne devrait pas) avoir lieu pendant une mise à jour, inutile de copier
m_dyingParticles.clear();
m_emissionAccumulator = 0.f;
m_processing = false;
m_buffer.clear(); // Pour éviter une recopie lors du resize() qui ne servira pas à grand chose
ResizeBuffer();
// On ne copie que les particules vivantes
std::memcpy(m_buffer.data(), emitter.m_buffer.data(), emitter.m_particleCount*m_particleSize);
return *this;
}
NzParticleEmitter& NzParticleEmitter::operator=(NzParticleEmitter&& emitter)
{
NzErrorFlags flags(nzErrorFlag_ThrowException, true);
NzSceneNode::operator=(emitter);
m_boundingVolume = std::move(emitter.m_boundingVolume);
m_boundingVolumeUpdated = std::move(emitter.m_boundingVolumeUpdated);
m_buffer = std::move(emitter.m_buffer);
m_controllers = std::move(emitter.m_controllers);
m_declaration = std::move(emitter.m_declaration);
m_dyingParticles = std::move(emitter.m_dyingParticles);
m_emissionAccumulator = std::move(emitter.m_emissionAccumulator);
m_emissionCount = std::move(emitter.m_emissionCount);
m_emissionRate = std::move(emitter.m_emissionRate);
m_generators = std::move(emitter.m_generators);
m_maxParticleCount = std::move(emitter.m_maxParticleCount);
m_particleCount = std::move(emitter.m_particleCount);
m_particleSize = std::move(emitter.m_particleSize);
m_processing = std::move(emitter.m_processing);
m_renderer = std::move(emitter.m_renderer);
return *this;
}
void NzParticleEmitter::GenerateAABB() const
{
m_boundingVolume.MakeInfinite();
}
void NzParticleEmitter::Register()
{
m_scene->RegisterForUpdate(this);
}
void NzParticleEmitter::ResizeBuffer()
{
// Histoire de décrire un peu mieux l'erreur en cas d'échec
try
{
m_buffer.resize(m_maxParticleCount*m_particleSize);
}
catch (const std::exception& e)
{
NzStringStream stream;
stream << "Failed to allocate particle buffer (" << e.what() << ") for " << m_maxParticleCount << " particles of size " << m_particleSize;
NazaraError(stream.ToString());
}
}
void NzParticleEmitter::Unregister()
{
m_scene->UnregisterForUpdate(this);
}
void NzParticleEmitter::UpdateBoundingVolume() const
{
if (m_boundingVolume.IsNull())
GenerateAABB();
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
m_boundingVolume.Update(m_transformMatrix);
m_boundingVolumeUpdated = true;
}
void NzParticleEmitter::Update()
{
float elapsedTime = m_scene->GetUpdateTime();
if (m_emissionRate > 0.f)
{
// On accumule la partie réelle (pour éviter qu'un taux d'update élevé empêche des particules de se former)
m_emissionAccumulator += elapsedTime*m_emissionRate;
float emissionCount = std::floor(m_emissionAccumulator); // Le nombre d'émissions de cette mise à jour
m_emissionAccumulator -= emissionCount; // On enlève la partie entière
if (emissionCount >= 1.f)
{
// On calcule le nombre maximum de particules pouvant être émises cette fois-ci
unsigned int maxParticleCount = static_cast<unsigned int>(emissionCount)*m_emissionCount;
// On récupère le nombre de particules qu'il est possible de créer selon l'espace libre
unsigned int particleCount = std::min(maxParticleCount, m_maxParticleCount - m_particleCount);
// Et on émet nos particules
GenerateParticles(particleCount);
}
}
NzParticleMapper mapper(m_buffer.data(), m_declaration);
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, m_particleCount, elapsedTime);
m_processing = false;
onExit.Reset();
// 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();
}