c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
132 lines
3.9 KiB
C++
132 lines
3.9 KiB
C++
/*************************************************************************/
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/* particle_system_sw.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PARTICLE_SYSTEM_SW_H
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#define PARTICLE_SYSTEM_SW_H
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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#include "servers/visual_server.h"
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struct ParticleSystemSW {
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enum {
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MAX_PARTICLES=1024
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};
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float particle_vars[VS::PARTICLE_VAR_MAX];
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float particle_randomness[VS::PARTICLE_VAR_MAX];
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Vector3 emission_half_extents;
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DVector<Vector3> emission_points;
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Vector3 gravity_normal;
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Vector3 emission_base_velocity;
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int amount;
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bool emitting;
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bool height_from_velocity;
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AABB visibility_aabb;
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bool sort;
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bool local_coordinates;
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struct ColorPhase {
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float pos;
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Color color;
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ColorPhase() { pos=1.0; color=Color(0.0,0.0,1.0,1.0); }
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};
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int color_phase_count;
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ColorPhase color_phases[VS::MAX_PARTICLE_COLOR_PHASES];
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struct Attractor {
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Vector3 pos;
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float force;
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};
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int attractor_count;
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Attractor attractors[VS::MAX_PARTICLE_ATTRACTORS];
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ParticleSystemSW();
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~ParticleSystemSW();
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};
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struct ParticleSystemProcessSW {
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enum {
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PARTICLE_RANDOM_NUMBERS = 8,
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};
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struct ParticleData {
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Vector3 pos;
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Vector3 vel;
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float rot;
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bool active;
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float random[PARTICLE_RANDOM_NUMBERS];
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ParticleData() { active=0; rot=0; }
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};
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bool valid;
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float particle_system_time;
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uint32_t rand_seed;
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Vector<ParticleData> particle_data;
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void process(const ParticleSystemSW *p_system,const Transform& p_transform,float p_time);
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ParticleSystemProcessSW();
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};
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struct ParticleSystemDrawInfoSW {
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struct ParticleDrawInfo {
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const ParticleSystemProcessSW::ParticleData *data;
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float d;
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Transform transform;
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Color color;
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};
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ParticleDrawInfo draw_info[ParticleSystemSW::MAX_PARTICLES];
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ParticleDrawInfo *draw_info_order[ParticleSystemSW::MAX_PARTICLES];
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void prepare(const ParticleSystemSW *p_system,const ParticleSystemProcessSW *p_process,const Transform& p_system_transform,const Transform& p_camera_transform);
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};
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#endif
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