143 lines
3 KiB
JavaScript
143 lines
3 KiB
JavaScript
var emitter = {};
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emitter.life = 10;
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emitter.scale = 1;
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emitter.grow_for = 0;
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emitter.spawn_timer = 0;
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emitter.pps = 0;
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emitter.color = Color.white;
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var ssbo;
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emitter.kill = function () {
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emitters.remove(this);
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};
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var std_step = function (p) {
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if (p.time < this.grow_for) {
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var s = Math.lerp(0, this.scale, p.time / this.grow_for);
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p.transform.scale = s;
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} else if (p.time > p.life - this.shrink_for) {
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var s = Math.lerp(0, this.scale, (p.life - p.time) / this.shrink_for);
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p.transform.scale = s;
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} else p.transform.scale = [this.scale, this.scale, this.scale];
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};
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emitter.step_hook = std_step;
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emitter.spawn = function (t) {
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t ??= this.transform;
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var par = this.dead.shift();
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if (par) {
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par.body.pos = t.pos;
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par.transform.scale = this.scale;
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this.particles.push(par);
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par.time = 0;
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this.spawn_hook?.(par);
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par.life = this.life;
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return;
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}
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par = {
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transform: os.make_transform(),
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life: this.life,
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time: 0,
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color: this.color,
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};
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par.body = os.make_body(par.transform);
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par.body.pos = t.pos;
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par.transform.scale = this.scale;
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this.particles.push(par);
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this.spawn_hook(par);
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};
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emitter.step = function (dt) {
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// update spawning particles
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if (this.on && this.pps > 0) {
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this.spawn_timer += dt;
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var pp = 1 / this.pps;
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while (this.spawn_timer > pp) {
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this.spawn_timer -= pp;
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this.spawn();
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}
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}
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// update all particles
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for (var p of this.particles) {
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p.time += dt;
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this.step_hook?.(p);
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if (this.kill_hook?.(p) || p.time >= p.life) {
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this.die_hook?.(p);
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this.dead.push(p);
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this.particles.remove(p);
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}
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}
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};
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emitter.burst = function (count, t) {
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for (var i = 0; i < count; i++) this.spawn(t);
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};
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var emitters = [];
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var make_emitter = function () {
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var e = Object.create(emitter);
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e.ssbo = render.make_textssbo();
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e.shape = shape.centered_quad;
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e.shader = "shaders/baseparticle.cg";
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e.particles = [];
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e.dead = [];
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emitters.push(e);
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return e;
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};
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function update_emitters(dt) {
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for (var e of emitters) e.step(dt);
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}
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var arr = [];
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function draw_emitters() {
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return;
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ssbo ??= render.make_textssbo();
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render.use_shader("shaders/baseparticle.cg");
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var buckets = {};
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var base = 0;
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for (var e of emitters) {
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var bucket = buckets[e.diffuse.path];
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if (!bucket)
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buckets[e.diffuse.path] = [e];
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else
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bucket.push(e);
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}
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for (var path in buckets) {
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arr.length = 0;
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var bucket = buckets[path];
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bucket[0].baseinstance = base;
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render.use_mat(bucket[0]);
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for (var e of bucket) {
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if (e.particles.length === 0) continue;
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for (var p of e.particles) arr.push(p);
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}
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render.make_particle_ssbo(arr, ssbo);
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render.draw(bucket[0].shape, ssbo, arr.length);
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base += arr.length;
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}
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}
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function stat_emitters()
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{
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var stat = {};
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stat.emitters = emitters.length;
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var particles = 0;
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for (var e of emitters) particles += e.particles.length;
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stat.particles = particles;
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return stat;
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}
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return { make_emitter, update_emitters, draw_emitters, stat_emitters };
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