126 lines
2.5 KiB
JavaScript
126 lines
2.5 KiB
JavaScript
var emitter = {};
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emitter.particles = {};
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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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emitter.draw = function()
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{
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var pars = Object.values(this.particles);
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if (pars.length === 0) return;
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render.use_shader(this.shader);
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render.use_mat(this);
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render.make_particle_ssbo(pars, this.ssbo);
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render.draw(this.shape, this.ssbo, pars.length);
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}
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emitter.kill = function()
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{
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emitters.remove(this);
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}
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var std_step = function(p)
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{
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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,s,s];
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}
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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,s,s];
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} else
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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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{
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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,this.scale,this.scale];
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this.particles[par.id] = 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,this.scale,this.scale];
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par.id = prosperon.guid();
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this.particles[par.id] = 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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{
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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 Object.values(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(this.particles[p.id]);
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delete this.particles[p.id];
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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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{
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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.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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{
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for (var e of emitters)
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e.step(dt);
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}
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function draw_emitters()
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{
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for (var e of emitters) e.draw();
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}
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return {make_emitter, update_emitters, draw_emitters};
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