protected override void InitializeParticle(GPUParticle p, int index, int count) { base.InitializeParticle(p, index, count); p.StartTimeOffset = animationInitialDelay + (index * animationLength) / count; }
protected abstract void InitializeParticle(GPUParticle p, int index, int count);
private void LoadShader() { UnloadShader(); geometryCount = FloatMath.Ceiling(_config.SpawnRate * _config.ParticleLifetimeMax); // Create Particle Pool particlePool = new GPUParticle[geometryCount]; vboArray = new GPUParticleVBA(geometryCount); for (int i = 0; i < geometryCount; i++) { particlePool[i] = new GPUParticle(vboArray, i) { StartPosition = Position, Random = new Vector4(FloatMath.GetRandom(), FloatMath.GetRandom(), FloatMath.GetRandom(), FloatMath.GetRandom()), StartTimeOffset = Config.SpawnDelay * i }; InitializeParticle(particlePool[i], i, geometryCount); particlePool[i].UpdateVBO(); } // Create VertexBuffer and IndexBuffer vertexBuffer = new VertexBuffer(Owner.GraphicsDevice, GPUParticleVBO.VertexDeclaration, geometryCount * 4, BufferUsage.WriteOnly); vertexBuffer.SetData(vboArray.Data); if (geometryCount * 6 < short.MaxValue) { short[] indices = new short[geometryCount * 6]; for (short i = 0; i < geometryCount; i++) { // TR triangle indices[i * 6 + 0] = (short)(i * 4 + 0); indices[i * 6 + 1] = (short)(i * 4 + 2); indices[i * 6 + 2] = (short)(i * 4 + 1); // BL triangle indices[i * 6 + 3] = (short)(i * 4 + 0); indices[i * 6 + 4] = (short)(i * 4 + 3); indices[i * 6 + 5] = (short)(i * 4 + 2); } indexBuffer = new IndexBuffer(Owner.GraphicsDevice, typeof(short), geometryCount * 6, BufferUsage.WriteOnly); indexBuffer.SetData(indices); } else { int[] indices = new int[geometryCount * 6]; for (int i = 0; i < geometryCount; i++) { // TR triangle indices[i * 6 + 0] = (i * 4 + 0); indices[i * 6 + 1] = (i * 4 + 2); indices[i * 6 + 2] = (i * 4 + 1); // BL triangle indices[i * 6 + 3] = (i * 4 + 0); indices[i * 6 + 4] = (i * 4 + 3); indices[i * 6 + 5] = (i * 4 + 2); } indexBuffer = new IndexBuffer(Owner.GraphicsDevice, typeof(int), geometryCount * 6, BufferUsage.WriteOnly); indexBuffer.SetData(indices); } // Load effect particleEffect = Owner.Game.Content.Load<Effect>("shaders/SAMParticleEffect").Clone(); // World Config parameterOffset = particleEffect.Parameters["Offset"]; parameterVirtualViewport = particleEffect.Parameters["VirtualViewport"]; parameterCurrentTime = particleEffect.Parameters["CurrentTime"]; // Particle Config particleEffect.Parameters["Texture"]?.SetValue(Config.Texture.Texture); particleEffect.Parameters["TextureProjection"]?.SetValue(Config.Texture.GetShaderProjectionMatrix().ToMatrix()); particleEffect.Parameters["ParticleLifetimeMin"]?.SetValue(Config.ParticleLifetimeMin); particleEffect.Parameters["ParticleLifetimeMax"]?.SetValue(Config.ParticleLifetimeMax); particleEffect.Parameters["ParticleRespawnTime"]?.SetValue(Config.ParticleRespawnTime); particleEffect.Parameters["ParticleSpawnAngleMin"]?.SetValue(Config.ParticleSpawnAngleMin); particleEffect.Parameters["ParticleSpawnAngleMax"]?.SetValue(Config.ParticleSpawnAngleMax); particleEffect.Parameters["ParticleSpawnAngleIsRandom"]?.SetValue(Config.ParticleSpawnAngleIsRandom); particleEffect.Parameters["FixedParticleSpawnAngle"]?.SetValue(Config.FixedParticleSpawnAngle); particleEffect.Parameters["ParticleVelocityMin"]?.SetValue(Config.ParticleVelocityMin); particleEffect.Parameters["ParticleVelocityMax"]?.SetValue(Config.ParticleVelocityMax); particleEffect.Parameters["ParticleAlphaInitial"]?.SetValue(Config.ParticleAlphaInitial); particleEffect.Parameters["ParticleAlphaFinal"]?.SetValue(Config.ParticleAlphaFinal); particleEffect.Parameters["ParticleSizeInitialMin"]?.SetValue(Config.ParticleSizeInitialMin); particleEffect.Parameters["ParticleSizeInitialMax"]?.SetValue(Config.ParticleSizeInitialMax); particleEffect.Parameters["ParticleSizeFinalMin"]?.SetValue(Config.ParticleSizeFinalMin); particleEffect.Parameters["ParticleSizeFinalMax"]?.SetValue(Config.ParticleSizeFinalMax); particleEffect.Parameters["ColorInitial"]?.SetValue(Config.ColorInitial.ToVector4(Config.ParticleAlphaInitial)); particleEffect.Parameters["ColorFinal"]?.SetValue(Config.ColorFinal.ToVector4(Config.ParticleAlphaInitial)); }
protected override void InitializeParticle(GPUParticle p, int index, int count) { p.StartPosition = Vector2.Zero; }
protected override void InitializeParticle(GPUParticle p, int index, int count) { base.InitializeParticle(p, index, count); p.StartTimeOffset = animationInitialDelay + (index * animationLength) / count; }
protected override void InitializeParticle(GPUParticle p, int index, int count) { p.StartPosition = FPoint.Zero; }
protected override void InitializeParticle(GPUParticle p, int index, int count) { var pos = vectorPath.Get(index * vectorPath.Length / count); p.StartPosition = pos.RelativeTo(vectorPathCenter); }
protected override void InitializeParticle(GPUParticle p, int index, int count) { var pos = vectorPath.Get(index * vectorPath.Length / count); p.StartPosition = (pos - vectorPathCenter); }