Refactor particle system for future feature

This is to support persistent emitter later on

Also, re-check the update logic
scene_man
En Yi 2023-11-18 12:45:57 +08:00
parent e1bef49d06
commit 5350c2b761
3 changed files with 122 additions and 44 deletions

View File

@ -4,9 +4,6 @@
#include <stdlib.h>
#include <math.h>
// TEMPORARY VARIABLE: NEED TO FIND A WAY TO DEAL WITH THIS
#define DELTA_T 0.017
void init_particle_system(ParticleSystem_t* system)
{
memset(system, 0, sizeof(ParticleSystem_t));
@ -17,62 +14,114 @@ void init_particle_system(ParticleSystem_t* system)
}
system->tail_idx = 0;
}
void play_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter)
{
if (in_emitter == NULL) return;
if (in_emitter->config == NULL) return;
if (sc_queue_empty(&system->free_list)) return;
uint32_t idx = sc_queue_del_first(&system->free_list);
system->emitter_list[system->tail_idx].next = idx;
system->tail_idx = idx;
system->emitter_list[idx].next = 0;
uint16_t get_number_of_free_emitter(ParticleSystem_t* system)
{
return sc_queue_size(&system->free_list);
}
static inline void spawn_particle(ParticleEmitter_t* emitter, uint32_t idx)
{
uint32_t lifetime = (emitter->config->particle_lifetime[1] - emitter->config->particle_lifetime[0]);
emitter->particles[idx].timer = emitter->config->particle_lifetime[0];
emitter->particles[idx].timer += rand() % lifetime;
emitter->particles[idx].alive = true;
float angle = emitter->config->launch_range[1] - emitter->config->launch_range[0];
angle *= (float)rand() / (float)RAND_MAX;
angle += emitter->config->launch_range[0];
if(angle > 360) angle -= 360;
if(angle < -360) angle += 360;
float speed = emitter->config->speed_range[1] - emitter->config->speed_range[0];
speed *= (float)rand() / (float)RAND_MAX;
speed += emitter->config->speed_range[0];
emitter->particles[idx].velocity.x = speed * cos(angle * PI / 180);
emitter->particles[idx].velocity.y = speed * sin(angle * PI / 180);
emitter->particles[idx].position = emitter->position;
emitter->particles[idx].rotation = angle;
emitter->particles[idx].angular_vel = -10 + 20 * (float)rand() / (float)RAND_MAX;
emitter->particles[idx].size = 10 + 20 * (float)rand() / (float)RAND_MAX;
;
}
uint16_t load_in_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter)
{
if (in_emitter == NULL) return 0;
if (in_emitter->config == NULL) return 0 ;
if (in_emitter->config->type == EMITTER_UNKNOWN) return 0;
if (sc_queue_empty(&system->free_list)) return 0;
uint16_t idx = sc_queue_del_first(&system->free_list);
system->emitters[idx] = *in_emitter;
system->emitters[idx].active = true;
if (system->emitters[idx].n_particles > MAX_PARTICLES)
{
system->emitters[idx].n_particles = MAX_PARTICLES;
}
return idx;
}
void play_emitter_handle(ParticleSystem_t* system, uint16_t handle)
{
if (handle == 0) return;
system->emitter_list[system->tail_idx].next = handle;
system->tail_idx = handle;
system->emitter_list[handle].next = 0;
}
// An emitter cannot be unloaded or paused mid-way when particles to still
// emitting, so defer into update function to do so
void pause_emitter_handle(ParticleSystem_t* system, uint16_t handle)
{
if (handle == 0) return;
system->emitters[handle].active = false;
}
void unload_emitter_handle(ParticleSystem_t* system, uint16_t handle)
{
if (handle == 0) return;
system->emitters[handle].active = false;
system->emitters[handle].finished = true;
}
void play_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter)
{
uint16_t idx = load_in_particle_emitter(system, in_emitter);
if (idx == 0) return;
ParticleEmitter_t* emitter = system->emitters + idx;
// Generate particles based on type
for (uint32_t i = 0; i < emitter->n_particles; ++i)
// Burst type need to generate all at once
// TODO: stream type need to generate one at a time
if (emitter->config->type == EMITTER_BURST)
{
uint32_t lifetime = (emitter->config->particle_lifetime[1] - emitter->config->particle_lifetime[0]);
emitter->particles[i].timer = emitter->config->particle_lifetime[0];
emitter->particles[i].timer += rand() % lifetime;
emitter->particles[i].alive = true;
float angle = emitter->config->launch_range[1] - emitter->config->launch_range[0];
angle *= (float)rand() / (float)RAND_MAX;
angle += emitter->config->launch_range[0];
if(angle > 360) angle -= 360;
if(angle < -360) angle += 360;
float speed = emitter->config->speed_range[1] - emitter->config->speed_range[0];
speed *= (float)rand() / (float)RAND_MAX;
speed += emitter->config->speed_range[0];
emitter->particles[i].velocity.x = speed * cos(angle * PI / 180);
emitter->particles[i].velocity.y = speed * sin(angle * PI / 180);
emitter->particles[i].position = emitter->position;
emitter->particles[i].rotation = angle;
emitter->particles[i].angular_vel = -10 + 20 * (float)rand() / (float)RAND_MAX;
emitter->particles[i].size = 10 + 20 * (float)rand() / (float)RAND_MAX;
;
for (uint32_t i = 0; i < emitter->n_particles; ++i)
{
spawn_particle(emitter, i);
}
}
play_emitter_handle(system, idx);
}
void update_particle_system(ParticleSystem_t* system)
{
uint32_t emitter_idx = system->emitter_list[0].next;
uint32_t last_idx = 0;
uint32_t prev_idx = 0;
while (emitter_idx != 0)
{
uint32_t next_idx = system->emitter_list[emitter_idx].next;
ParticleEmitter_t* emitter = system->emitters + emitter_idx;
uint32_t inactive_count = 0;
for (uint32_t i = 0; i < emitter->n_particles; ++i)
{
// TODO: If a particle is not spawned, run its timer. Spawn on zero
// Otherwise do the usual check
if (emitter->particles[i].alive)
{
if (emitter->update_func != NULL)
@ -87,6 +136,7 @@ void update_particle_system(ParticleSystem_t* system)
emitter->particles[i].alive = false;
inactive_count++;
}
// TODO: If streaming and not one shot, immediately revive the particle
}
else
{
@ -95,18 +145,32 @@ void update_particle_system(ParticleSystem_t* system)
}
if (inactive_count == emitter->n_particles)
{
// TODO: If burst and not one shot, revive all particles
emitter->active = false;
system->emitter_list[last_idx].next = system->emitter_list[emitter_idx].next;
}
if (!emitter->active)
{
if (!emitter->finished && emitter->config->one_shot)
{
emitter->finished = true;
}
system->emitter_list[prev_idx].next = system->emitter_list[emitter_idx].next;
system->emitter_list[emitter_idx].next = 0;
if (system->tail_idx == emitter_idx)
{
system->tail_idx = last_idx;
system->tail_idx = prev_idx;
}
if (emitter->finished)
{
sc_queue_add_last(&system->free_list, emitter_idx);
emitter_idx = prev_idx;
}
sc_queue_add_last(&system->free_list, emitter_idx);
emitter_idx = last_idx;
}
last_idx = emitter_idx;
emitter_idx = next_idx;
prev_idx = emitter_idx;
emitter_idx = system->emitter_list[emitter_idx].next;
}
}
void draw_particle_system(ParticleSystem_t* system)

View File

@ -7,6 +7,8 @@
#include <stdint.h>
#include <stdbool.h>
typedef uint16_t EmitterHandle;
typedef enum PartEmitterType
{
EMITTER_BURST = 0,
@ -23,6 +25,7 @@ typedef struct Particle
float size;
uint32_t timer;
bool alive;
bool spawned;
}Particle_t;
typedef void (*particle_update_func_t)(Particle_t* part, void* user_data);
@ -66,7 +69,16 @@ typedef struct ParticleSystem
}ParticleSystem_t;
void init_particle_system(ParticleSystem_t* system);
uint16_t get_number_of_free_emitter(ParticleSystem_t* system);
// For one-shots
void play_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter);
EmitterHandle load_in_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter);
void play_emitter_handle(ParticleSystem_t* system, EmitterHandle handle);
void pause_emitter_handle(ParticleSystem_t* system, EmitterHandle handle);
void unload_emitter_handle(ParticleSystem_t* system, EmitterHandle handle);
void update_particle_system(ParticleSystem_t* system);
void draw_particle_system(ParticleSystem_t* system);
void deinit_particle_system(ParticleSystem_t* system);

View File

@ -79,6 +79,7 @@ int main(void)
};
bool key_press = false;
char text_buffer[32];
while(!WindowShouldClose())
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
@ -92,10 +93,11 @@ int main(void)
key_press = false;
}
update_particle_system(&part_sys);
sprintf(text_buffer, "free: %u", get_number_of_free_emitter(&part_sys));
BeginDrawing();
ClearBackground(RAYWHITE);
draw_particle_system(&part_sys);
DrawText(text_buffer, 0, 0, 16, BLACK);
EndDrawing();
}
UnloadTexture(tex);