shadow-over-bishkek001/src/SparkEmitter.h
2026-04-25 21:11:07 +03:00

129 lines
4.8 KiB
C++

#pragma once
#include "render/Renderer.h"
#include "render/TextureManager.h"
#include <vector>
#include <chrono>
#include <string>
namespace ZL {
struct SparkParticle {
Vector3f position;
Vector3f velocity;
float scale;
float lifeTime;
float maxLifeTime;
bool active;
int emitterIndex;
SparkParticle() : position({ 0,0,0 }), velocity({ 0,0,0 }), scale(1.0f),
lifeTime(0), maxLifeTime(1000.0f), active(false), emitterIndex(0) {
}
};
class SparkEmitter {
private:
std::vector<SparkParticle> particles;
std::vector<Vector3f> emissionPoints;
std::vector<Vector3f> prevEmissionPoints;
std::chrono::steady_clock::time_point lastEmissionTime;
float emissionRate;
bool isActive;
std::vector<Vector3f> drawPositions;
std::vector<Vector2f> drawTexCoords;
bool drawDataDirty;
VertexRenderStruct sparkQuad;
std::shared_ptr<Texture> texture;
int maxParticles;
float particleSize;
float biasX;
// Ranges (used when config supplies intervals)
struct FloatRange { float min=0; float max=0; };
FloatRange speedRange; // XY speed
FloatRange zSpeedRange; // Z speed
FloatRange scaleRange;
FloatRange lifeTimeRange;
std::string shaderProgramName;
// Sparks spawn within this radius of each emission point. 0 means
// "spawn exactly at the point" (legacy behavior).
float emissionRadius;
bool configured;
// Rebuilds the CPU-side quad/UV arrays. If cameraViewMatrix is identity,
// particles are rendered as axis-aligned quads in world XY and sorted by
// world Z (legacy behavior). Otherwise quads are billboarded toward the
// camera using its world-space right/up axes, and particles are sorted
// back-to-front in eye space for correct alpha blending.
void prepareDrawData(const Eigen::Matrix4f& cameraViewMatrix);
bool useWorldSpace;
// When non-zero, velocities spray in a cone around this direction
// instead of the default planar XY + Z spread used by JSON emitters.
Vector3f emissionDirection = Vector3f{ 0.f, 0.f, 0.f };
public:
SparkEmitter();
SparkEmitter(const SparkEmitter& copyFrom);
SparkEmitter(const std::vector<Vector3f>& positions, float rate = 100.0f);
SparkEmitter(const std::vector<Vector3f>& positions,
std::shared_ptr<Texture> tex,
float rate = 100.0f);
void setEmissionPoints(const std::vector<Vector3f>& positions);
void resetEmissionPoints(const std::vector<Vector3f>& positions);
void setTexture(std::shared_ptr<Texture> tex);
void setEmissionRate(float rate) { emissionRate = rate; }
void setShaderProgramName(const std::string& name) { shaderProgramName = name; }
void setMaxParticles(int max) { maxParticles = max; particles.resize(maxParticles); }
void setParticleSize(float size) { particleSize = size; }
void setBiasX(float bias) { biasX = bias; }
void setUseWorldSpace(bool use) { useWorldSpace = use; }
bool loadFromJsonFile(const std::string& path, Renderer& renderer, const std::string& zipFile = "");
// Programmatic configuration (alternative to loadFromJsonFile).
// Ranges follow the same semantics as the JSON fields.
void setSpeedRange(float minVal, float maxVal) { speedRange.min = minVal; speedRange.max = maxVal; }
void setZSpeedRange(float minVal, float maxVal) { zSpeedRange.min = minVal; zSpeedRange.max = maxVal; }
void setScaleRange(float minVal, float maxVal) { scaleRange.min = minVal; scaleRange.max = maxVal; }
void setLifeTimeRange(float minVal, float maxVal) { lifeTimeRange.min = minVal; lifeTimeRange.max = maxVal; }
void setEmissionDirection(const Vector3f& dir) { emissionDirection = dir; }
// 0 = spawn exactly at the emission point; >0 = spawn at a uniform random
// point inside a 3D ball of this radius around the emission point.
void setEmissionRadius(float r) { emissionRadius = r; }
void markConfigured() { configured = true; }
bool isConfigured() const { return configured; }
void update(float deltaTimeMs);
void emit(float ageMs = 0.0f, float lerpT = 0.0f);
// Вызывать ДО draw() в начале кадра: готовит данные и загружает в VBO.
// Pass the current camera view matrix (world → eye) to billboard sparks
// toward the camera and sort them back-to-front. Identity (default)
// keeps the legacy non-billboarded behavior.
void prepareForDraw(const Eigen::Matrix4f& cameraViewMatrix = Eigen::Matrix4f::Identity());
void draw(Renderer& renderer, float zoom, int screenWidth, int screenHeight);
void draw(Renderer& renderer, float zoom, int screenWidth, int screenHeight, bool withRotation);
const std::vector<SparkParticle>& getParticles() const;
size_t getActiveParticleCount() const;
std::shared_ptr<Texture> getTexture() const { return texture; }
void setIsActive(bool newActive)
{
isActive = newActive;
}
private:
void initParticle(SparkParticle& particle, int emitterIndex);
Vector3f getRandomVelocity(int emitterIndex);
};
} // namespace ZL