add 'frames' particles setting

This commit is contained in:
MihailRis
2024-11-03 19:18:26 +03:00
parent 39893ee940
commit b9b122dc83
6 changed files with 48 additions and 1 deletions
+7
View File
@@ -58,6 +58,9 @@ void Emitter::update(
} else if (auto entityId = std::get_if<entityid_t>(&origin)) {
if (auto entity = level.entities->get(*entityId)) {
position = entity->getTransform().pos;
} else {
stop();
return;
}
}
const float maxDistance = preset.maxDistance;
@@ -102,6 +105,10 @@ void Emitter::update(
}
}
void Emitter::stop() {
count = 0;
}
bool Emitter::isDead() const {
return count == 0;
}
+4 -1
View File
@@ -75,7 +75,10 @@ public:
const glm::vec3& cameraPosition,
std::vector<Particle>& particles
);
/// @brief Set remaining particles count to 0
void stop();
/// @return true if the emitter has spawned all particles
bool isDead() const;
};
+19
View File
@@ -1,6 +1,7 @@
#include "ParticlesRenderer.hpp"
#include "assets/Assets.hpp"
#include "assets/assets_util.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/render/MainBatch.hpp"
@@ -17,6 +18,7 @@ ParticlesRenderer::ParticlesRenderer(
)
: batch(std::make_unique<MainBatch>(1024)),
level(level),
assets(assets),
settings(settings) {}
ParticlesRenderer::~ParticlesRenderer() = default;
@@ -59,6 +61,23 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
auto& particle = *iter;
auto& preset = particle.emitter->preset;
if (!preset.frames.empty()) {
float time = preset.lifetime - particle.lifetime;
int framesCount = preset.frames.size();
int frameid = time / preset.lifetime * framesCount;
int frameid2 = glm::min(
(time + delta) / preset.lifetime * framesCount,
framesCount - 1.0f
);
if (frameid2 != frameid) {
auto tregion = util::get_texture_region(
assets, preset.frames.at(frameid2), ""
);
if (tregion.texture == texture) {
particle.region = tregion.region;
}
}
}
update_particle(particle, delta, chunks);
glm::vec4 light(1, 1, 1, 0);
@@ -15,6 +15,7 @@ struct GraphicsSettings;
class ParticlesRenderer {
const Level& level;
const Assets& assets;
const GraphicsSettings* settings;
std::unordered_map<const Texture*, std::vector<Particle>> particles;
std::vector<std::unique_ptr<Emitter>> emitters;