mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-10-07 04:56:04 -04:00
130 lines
4.4 KiB
C#
130 lines
4.4 KiB
C#
using System;
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using System.Collections.Generic;
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using ClassicalSharp.GraphicsAPI;
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using OpenTK;
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namespace ClassicalSharp.Particles {
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public class ParticleManager : IDisposable {
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public int ParticlesTexId;
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List<Particle> terrainParticles = new List<Particle>();
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List<Particle> rainParticles = new List<Particle>();
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Game game;
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Random rnd;
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int vb;
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public ParticleManager( Game game ) {
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this.game = game;
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rnd = new Random();
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vb = game.Graphics.CreateDynamicVb( VertexFormat.Pos3fTex2fCol4b, 1000 );
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}
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VertexPos3fTex2fCol4b[] vertices = new VertexPos3fTex2fCol4b[0];
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public void Render( double delta, float t ) {
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if( terrainParticles.Count == 0 && rainParticles.Count == 0 ) return;
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IGraphicsApi graphics = game.Graphics;
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graphics.Texturing = true;
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graphics.AlphaTest = true;
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graphics.SetBatchFormat( VertexFormat.Pos3fTex2fCol4b );
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int count = RenderParticles( terrainParticles, delta, t );
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if( count > 0 ) {
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graphics.BindTexture( game.TerrainAtlas.TexId );
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graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, vb, vertices, count, count * 6 / 4 );
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}
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count = RenderParticles( rainParticles, delta, t );
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if( count > 0 ) {
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graphics.BindTexture( ParticlesTexId );
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graphics.UpdateDynamicIndexedVb( DrawMode.Triangles, vb, vertices, count, count * 6 / 4 );
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}
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graphics.AlphaTest = false;
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graphics.Texturing = false;
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}
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int RenderParticles( List<Particle> particles, double delta, float t ) {
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int count = particles.Count * 4;
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if( count > vertices.Length )
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vertices = new VertexPos3fTex2fCol4b[count];
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int index = 0;
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for( int i = 0; i < particles.Count; i++ )
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particles[i].Render( delta, t, vertices, ref index );
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return Math.Min( count, 1000 );
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}
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public void Tick( double delta ) {
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TickParticles( terrainParticles, delta );
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TickParticles( rainParticles, delta );
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}
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void TickParticles( List<Particle> particles, double delta ) {
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for( int i = 0; i < particles.Count; i++ ) {
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Particle particle = particles[i];
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if( particle.Tick( delta ) ) {
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particles.RemoveAt( i );
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i--;
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}
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}
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}
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public void Dispose() {
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game.Graphics.DeleteDynamicVb( vb );
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game.Graphics.DeleteTexture( ref ParticlesTexId );
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}
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public void BreakBlockEffect( Vector3I position, byte block ) {
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Vector3 startPos = new Vector3( position.X, position.Y, position.Z );
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int texLoc = game.BlockInfo.GetTextureLoc( block, TileSide.Left );
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TextureRec rec = game.TerrainAtlas.GetTexRec( texLoc );
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const float invSize = TerrainAtlas2D.invElementSize;
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const int cellsCount = (int)((1/4f) / invSize);
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const float elemSize = invSize / 4f;
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float blockHeight = game.BlockInfo.Height[block];
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for( int i = 0; i < 25; i++ ) {
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double velX = rnd.NextDouble() * 0.8 - 0.4; // [-0.4, 0.4]
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double velZ = rnd.NextDouble() * 0.8 - 0.4;
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double velY = rnd.NextDouble() + 0.2;
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Vector3 velocity = new Vector3( (float)velX, (float)velY, (float)velZ );
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double xOffset = rnd.NextDouble() - 0.5; // [-0.5, 0.5]
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double yOffset = (rnd.NextDouble() - 0.125) * blockHeight;
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double zOffset = rnd.NextDouble() - 0.5;
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Vector3 pos = startPos + new Vector3( 0.5f + (float)xOffset,
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(float)yOffset, 0.5f + (float)zOffset );
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TextureRec particleRec = rec;
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particleRec.U1 = rec.U1 + rnd.Next( 0, cellsCount ) * elemSize;
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particleRec.V1 = rec.V1 + rnd.Next( 0, cellsCount ) * elemSize;
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particleRec.U2 = particleRec.U1 + elemSize;
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particleRec.V2 = particleRec.V1 + elemSize;
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double life = 1.5 - rnd.NextDouble();
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terrainParticles.Add( new TerrainParticle( game, pos, velocity, life, particleRec ) );
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}
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}
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public void AddRainParticle( Vector3 pos ) {
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Vector3 startPos = pos;
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for( int i = 0; i < 5; i++ ) {
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double velX = rnd.NextDouble() * 0.8 - 0.4; // [-0.4, 0.4]
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double velZ = rnd.NextDouble() * 0.8 - 0.4;
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double velY = rnd.NextDouble() + 0.5;
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Vector3 velocity = new Vector3( (float)velX, (float)velY, (float)velZ );
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double xOffset = rnd.NextDouble() - 0.5; // [-0.5, 0.5]
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double yOffset = 0.01;
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double zOffset = rnd.NextDouble() - 0.5;
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pos = startPos + new Vector3( 0.5f + (float)xOffset,
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(float)yOffset, 0.5f + (float)zOffset );
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double life = 3.5 - rnd.NextDouble();
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rainParticles.Add( new RainParticle( game, pos, velocity, life ) );
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}
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}
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}
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}
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