mirror of
https://github.com/ClassiCube/ClassiCube.git
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168 lines
5.8 KiB
C#
168 lines
5.8 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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TerrainParticle[] terrainParticles = new TerrainParticle[maxParticles];
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RainParticle[] rainParticles = new RainParticle[maxParticles];
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int terrainCount, rainCount;
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Game game;
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Random rnd;
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int vb;
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const int maxParticles = 600;
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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, maxParticles * 4 );
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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( terrainCount == 0 && rainCount == 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, terrainCount, 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, rainCount, 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( Particle[] particles, int elems, double delta, float t ) {
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int count = elems * 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 < elems; i++ )
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particles[i].Render( delta, t, vertices, ref index );
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return Math.Min( count, maxParticles * 4 );
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}
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public void Tick( double delta ) {
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TickParticles( terrainParticles, ref terrainCount, delta );
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TickParticles( rainParticles, ref rainCount, delta );
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}
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void TickParticles( Particle[] particles, ref int count, double delta ) {
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for( int i = 0; i < count; i++ ) {
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Particle particle = particles[i];
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if( particle.Tick( delta ) ) {
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RemoveAt( i, particles, ref count );
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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 baseRec = game.TerrainAtlas.GetTexRec( texLoc );
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const float uvScale = (1/16f) * TerrainAtlas2D.invElementSize;
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const float elemSize = 4 * uvScale;
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Vector3 minBB = game.BlockInfo.MinBB[block];
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Vector3 maxBB = game.BlockInfo.MaxBB[block];
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int minU = Math.Min( (int)(minBB.X * 16), (int)(minBB.Z * 16) );
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int maxU = Math.Min( (int)(maxBB.X * 16), (int)(maxBB.Z * 16) );
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int minV = (int)(16 - maxBB.Y * 16), maxV = (int)(16 - minBB.Y * 16);
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// This way we can avoid creating particles which outside the bounds and need to be clamped
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if( minU < 13 && maxU > 13 ) maxU = 13;
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if( minV < 13 && maxV > 13 ) maxV = 13;
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for( int i = 0; i < 30; 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) * maxBB.Y;
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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 rec = baseRec;
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rec.U1 = baseRec.U1 + rnd.Next( minU, maxU ) * uvScale;
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rec.V1 = baseRec.V1 + rnd.Next( minV, maxV ) * uvScale;
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rec.U2 = Math.Min( baseRec.U1 + maxU * uvScale, rec.U1 + elemSize );
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rec.V2 = Math.Min( baseRec.V1 + maxV * uvScale, rec.V1 + elemSize );
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double life = 0.3 + rnd.NextDouble() * 0.7;
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TerrainParticle p = AddParticle( terrainParticles, ref terrainCount, false );
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p.ResetState( pos, velocity, life );
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p.rec = rec;
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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 < 2; 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() + 0.4;
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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() * 0.1 + 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 = 40;
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RainParticle p = AddParticle( rainParticles, ref rainCount, true );
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p.ResetState( pos, velocity, life );
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p.Big = rnd.Next( 0, 20 ) >= 18;
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p.Tiny = rnd.Next( 0, 30 ) >= 28;
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}
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}
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T AddParticle<T>( T[] particles, ref int count, bool rain ) where T : Particle {
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if( count == maxParticles )
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RemoveAt( 0, particles, ref count );
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count++;
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T old = particles[count - 1];
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if( old != null ) return old;
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T newT = rain ? (T)(object)new RainParticle( game )
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: (T)(object)new TerrainParticle( game );
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particles[count - 1] = newT;
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return newT;
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}
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void RemoveAt<T>( int index, T[] particles, ref int count ) where T : Particle {
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T removed = particles[index];
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for( int i = index; i < count - 1; i++ ) {
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particles[i] = particles[i + 1];
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}
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particles[count - 1] = removed;
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count--;
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}
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}
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}
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