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#pragma once
#include "RenderableParticleStage.h"
#include "iparticles.h"
#include "irender.h"
#include "math/AABB.h"
#include "render.h"
#include <map>
#include <sigc++/connection.h>
namespace particles
{
/// Implementation of IRenderableParticle
class RenderableParticle : public IRenderableParticle,
public sigc::trackable
{
// The particle definition containing the stage info
IParticleDef::Ptr _particleDef;
// Signal connection from the particle def
sigc::connection _defConnection;
typedef std::vector<RenderableParticleStagePtr> RenderableParticleStageList;
// Particle stages using the same shader get grouped
struct ParticleStageGroup
{
ShaderPtr shader;
RenderableParticleStageList stages;
};
// Each captured shader can have one or more particle stages assigned to it
typedef std::map<std::string, ParticleStageGroup> ShaderMap;
ShaderMap _shaderMap;
// The random number generator, this is used to generate "constant"
// starting values for each bunch of particles. This enables us
// to go back in time when rendering the particle stage.
Rand48 _random;
// The particle direction, usually set by the emitter entity or the preview
Vector3 _direction;
// Holds the bounds of all stages at the current time. Will be updated
// by calls to getBounds(), otherwise might hold outdated bounds information.
AABB _bounds;
// The colour used when "use entity colour" is activated.
Vector3 _entityColour;
// The associated rendersystem, needed to get time an shaders
RenderSystemWeakPtr _renderSystem;
public:
RenderableParticle(const IParticleDef::Ptr& particleDef);
~RenderableParticle();
void clearRenderables();
// Time is in msecs
void update(const Matrix4& viewRotation, const Matrix4& localToWorld, IRenderEntity* entity) override;
void onPreRender(const VolumeTest& volume) override;
void renderHighlights(IRenderableCollector& collector, const VolumeTest& volume) override;
void setRenderSystem(const RenderSystemPtr& renderSystem) override;
std::size_t getHighlightFlags() override
{
return Highlight::NoHighlight; // never highlighted
}
const IParticleDef::Ptr& getParticleDef() const override;
void setParticleDef(const IParticleDef::Ptr& def) override;
void setMainDirection(const Vector3& direction) override;
void setEntityColour(const Vector3& colour) override;
// Updates bounds from stages and returns the value
const AABB& getBounds() override;
private:
void calculateBounds();
// Sort stages into groups sharing a material, without capturing the shader yet
void setupStages();
// Capture all shaders, if necessary
void ensureShaders(RenderSystem& renderSystem);
};
typedef std::shared_ptr<RenderableParticle> RenderableParticlePtr;
} // namespace
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