Esempio n. 1
0
 public override void ComputeProperties(ParticlePool pool, ParticleBufferAccessor bufferAccessor)
 {
     foreach (var i in pool.AliveParticles)
     {
         var   size = bufferAccessor.Size;
         float fade = Interpolation.ValueAt(pool.Particles[i].Phase, Start, End, 0.0f, 1.0f, Easing);
         size *= fade;
         bufferAccessor.Size = size;
         bufferAccessor.Index++;
     }
 }
Esempio n. 2
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        protected override void ApplyDrawNode(DrawNode3D node)
        {
            base.ApplyDrawNode(node);
            var n = (ParticleSystemDrawNode)node;

            n.Shader            = shader;
            n.Texture           = Texture;
            n.Pool              = pool;
            n.InverseViewMatrix = Scene.Camera.InverseViewMatrix;

            if (gpuBuffer == null)
            {
                gpuBuffer = new BufferTextureGL();
            }
            n.Buffer = gpuBuffer;


            // Create data as matrices
            // TODO: Reuse array
            n.BufferData = new float[ParticleBufferAccessor.ParticleStride * pool.AliveParticles.Count];
            using (ParticleBufferAccessor bufferAccessor = new ParticleBufferAccessor(n.BufferData))
            {
                // Write base properties
                // TODO: Detect which properties have computed variant and skip those here
                bufferAccessor.Index = 0;
                foreach (var i in pool.AliveParticles)
                {
                    bufferAccessor.Position = pool.Particles[i].Position;
                    bufferAccessor.Rotation = pool.Particles[i].Rotation;
                    bufferAccessor.Colour   = pool.Particles[i].Colour;
                    bufferAccessor.Size     = pool.Particles[i].Size;
                    bufferAccessor.Index++;
                }

                // Write custom properties
                foreach (var property in ComputedProperties)
                {
                    bufferAccessor.Index = 0;
                    property.ComputeProperties(pool, bufferAccessor);
                }
            }

            n.InstanceCount = pool.AliveParticles.Count;

            UpdateParticles();
        }
Esempio n. 3
0
 /// <summary>
 /// Compute particle properties based on their phase
 /// </summary>
 /// <param name="pool">Pool of particles to process</param>
 /// <param name="bufferAccessor">RenderData that receives the properties, the accessor will be reset to 0</param>
 public abstract void ComputeProperties(ParticlePool pool, ParticleBufferAccessor bufferAccessor);