feat: emitters random access & add ParticlesRenderer.gc()
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@@ -1,5 +1,7 @@
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#include "ParticlesRenderer.hpp"
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#include <set>
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#include "assets/Assets.hpp"
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#include "assets/assets_util.hpp"
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#include "graphics/core/Shader.hpp"
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@@ -119,7 +121,7 @@ void ParticlesRenderer::render(const Camera& camera, float delta) {
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auto iter = emitters.begin();
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while (iter != emitters.end()) {
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auto& emitter = **iter;
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auto& emitter = *iter->second;
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auto texture = emitter.getTexture();
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const auto& found = particles.find(texture);
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std::vector<Particle>* vec;
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@@ -138,6 +140,34 @@ void ParticlesRenderer::render(const Camera& camera, float delta) {
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}
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}
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void ParticlesRenderer::add(std::unique_ptr<Emitter> emitter) {
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emitters.push_back(std::move(emitter));
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void ParticlesRenderer::gc() {
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std::set<Emitter*> usedEmitters;
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for (const auto& [_, vec] : particles) {
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for (const auto& particle : vec) {
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usedEmitters.insert(particle.emitter);
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}
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}
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auto iter = emitters.begin();
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while (iter != emitters.end()) {
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auto emitter = iter->second.get();
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if (usedEmitters.find(emitter) == usedEmitters.end()) {
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iter = emitters.erase(iter);
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} else {
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iter++;
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}
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}
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}
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Emitter* ParticlesRenderer::getEmitter(u64id_t id) const {
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const auto& found = emitters.find(id);
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if (found == emitters.end()) {
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return nullptr;
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}
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return found->second.get();
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}
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u64id_t ParticlesRenderer::add(std::unique_ptr<Emitter> emitter) {
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u64id_t uid = nextEmitter++;
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emitters[uid] = std::move(emitter);
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return uid;
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}
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