Example #1
0
        //---------------------------------------------------------------
        #endregion
        //---------------------------------------------------------------

        //---------------------------------------------------------------
        #region Methods
        //---------------------------------------------------------------
        /// <summary>
        /// Updates the particle system.
        /// </summary>
        /// <param name="deltaTime">The time since the last update.</param>
        public override void Update(float deltaTime)
        {
            UpdateAge(deltaTime);
            // delete dead particles
            FixedRoundBuffer buffer = particles as FixedRoundBuffer;

            while (buffer.Count > 0 && !(buffer[0] as IParticle).IsAlive)
            {
                buffer.RemoveFirst();
            }

            UpdateParticles(deltaTime);
            EmitParticles(deltaTime);

            ITexture2d texture = Texture;

            if (particles.Count >= 2)
            {
                // update streams
                PositionStream posStream     = (PositionStream)vertexUnit[typeof(PositionStream)];
                ColorStream    colorStream   = (ColorStream)vertexUnit[typeof(ColorStream)];
                TextureStream  textureStream = (TextureStream)vertexUnit[typeof(TextureStream)];
                // Update all particles
                for (int i = 0; i < particles.Count; i++)
                {
                    int         offset     = i * 2;
                    IParticle   particle   = particles[i] as IParticle;
                    IParticle3d particle3d = particles[i] as IParticle3d;
                    if (particle3d != null)
                    {
                        Vector3 position = particle3d.Position;
                        posStream[offset]     = position + particle.Size.X * (particle as IParticleOrientation).Orientation;
                        posStream[offset + 1] = position - particle.Size.X * (particle as IParticleOrientation).Orientation;
                    }
                    IParticleColor particleColor = particles[i] as IParticleColor;
                    if (particleColor != null)
                    {
                        colorStream[offset]     = particleColor.Color;
                        colorStream[offset + 1] = particleColor.Color;
                    }
                    float tx = texture.TextureCoordinates.Left + texture.TextureCoordinates.Width * particle.Age / particle.LifeTime;
                    textureStream[offset]     = new Vector2(tx, texture.TextureCoordinates.Top);
                    textureStream[offset + 1] = new Vector2(tx, texture.TextureCoordinates.Bottom);
                }
                posStream.Upload();
                colorStream.Upload();
                textureStream.Upload();
            }
        }
Example #2
0
        //---------------------------------------------------------------
        #endregion
        //---------------------------------------------------------------

        //---------------------------------------------------------------
        #region Initialisation
        //---------------------------------------------------------------
        /// <summary>
        /// Creates a new instance of a particle system.
        /// </summary>
        /// <param name="size">The max number of particles.</param>
        public LineParticleSystem(int size) : base( )
        {
            textures  = new Textures();
            particles = new FixedRoundBuffer(size);

            // Create a new format
            VertexFormat format = new VertexFormat(
                new Type[] { typeof(PositionStream), typeof(ColorStream), typeof(TextureStream) });

            // create VertexUnit and IndexStream
            vertexUnit  = new VertexUnit(format, 2 + size * 2);
            indexStream = IndexStream.FromChain(size - 1);

            // load shaders from the resource files
            using (System.IO.Stream fxStream = Purple.IO.ResourceFileSystem.Instance.Open("Purple/Graphics/Particles/LineParticle.fx")) {
                Effect = EffectCompiler.Instance.Compile(fxStream);
            }
        }