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Emitter.cpp
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#include "Emitter.h"
Emitter::Emitter(int maxParticles, int particlesPerSecond, float lifetime, Microsoft::WRL::ComPtr<ID3D11Device> device, Microsoft::WRL::ComPtr<ID3D11DeviceContext> context, SimpleVertexShader* vs, SimplePixelShader* ps, Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> texture)
: maxParticles(maxParticles), particlesPerSecond(particlesPerSecond), particleLifeSpan(lifetime), context(context), vs(vs), ps(ps), texture(texture)
{
secondsPerParticle = 1.0f / particlesPerSecond;
dtSinceLastEmit = 0.0f;
livingCount = 0;
livingStart = 0;
deadStart = 0;
particles = new Particle[maxParticles];
ZeroMemory(particles, sizeof(Particle) * maxParticles);
unsigned int* indices = new unsigned int[maxParticles * 6];
int indexCount = 0;
for (int i = 0; i < maxParticles * 4; i += 4)
{
indices[indexCount++] = i;
indices[indexCount++] = i + 1;
indices[indexCount++] = i + 2;
indices[indexCount++] = i;
indices[indexCount++] = i + 2;
indices[indexCount++] = i + 3;
}
D3D11_SUBRESOURCE_DATA indexData = {};
indexData.pSysMem = indices;
D3D11_BUFFER_DESC buffDesc = {};
buffDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffDesc.CPUAccessFlags = 0;
buffDesc.Usage = D3D11_USAGE_DEFAULT;
buffDesc.ByteWidth = sizeof(unsigned int) * maxParticles * 6;
device->CreateBuffer(&buffDesc, &indexData, indexBuffer.GetAddressOf());
delete[] indices;
D3D11_BUFFER_DESC particlesBufferDesc = {};
particlesBufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
particlesBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
particlesBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
particlesBufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
particlesBufferDesc.StructureByteStride = sizeof(Particle);
particlesBufferDesc.ByteWidth = sizeof(Particle) * maxParticles;
device->CreateBuffer(&particlesBufferDesc, 0, particleDataBuffer.GetAddressOf());
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
srvDesc.Buffer.FirstElement = 0;
srvDesc.Buffer.NumElements = maxParticles;
device->CreateShaderResourceView(particleDataBuffer.Get(), &srvDesc, particleDataSRV.GetAddressOf());
}
Emitter::~Emitter()
{
delete[] particles;
}
void Emitter::Update(float dt, float currentTime)
{
if (livingCount > 0)
{
if (livingStart < deadStart)
{
for (int i = livingStart; i < deadStart; i++)
{
UpdateParticle(currentTime, i);
}
}
else if (livingStart > deadStart)
{
for (int i = livingStart; i < maxParticles; i++)
{
UpdateParticle(currentTime, i);
}
for (int i = 0; i < deadStart; i++)
{
UpdateParticle(currentTime, i);
}
}
else
{
for (int i = 0; i < maxParticles; i++)
{
UpdateParticle(currentTime, i);
}
}
}
dtSinceLastEmit += dt;
while (dtSinceLastEmit > secondsPerParticle)
{
EmitParticle(currentTime);
dtSinceLastEmit -= secondsPerParticle;
}
D3D11_MAPPED_SUBRESOURCE mapped = {};
context->Map(particleDataBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
if (livingStart < deadStart)
{
memcpy(mapped.pData, particles + livingStart, sizeof(Particle) * livingCount);
}
else
{
memcpy(mapped.pData, particles, sizeof(Particle) * deadStart);
memcpy((void*)((Particle*)mapped.pData + deadStart), particles + livingStart, sizeof(Particle) * (maxParticles - livingStart));
}
context->Unmap(particleDataBuffer.Get(), 0);
}
void Emitter::Draw(Camera* camera, float currentTime)
{
UINT stride = 0;
UINT offset = 0;
ID3D11Buffer* nullBuffer = 0;
context->IASetVertexBuffers(0, 1, &nullBuffer, &stride, &offset);
context->IASetIndexBuffer(indexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0);
vs->SetShader();
ps->SetShader();
vs->SetShaderResourceView("ParticleData", particleDataSRV);
ps->SetShaderResourceView("Texture", texture);
vs->SetMatrix4x4("view", camera->GetView());
vs->SetMatrix4x4("projection", camera->GetProjection());
vs->SetFloat("currentTime", currentTime);
vs->CopyAllBufferData();
context->DrawIndexed(livingCount * 6, 0, 0);
}
void Emitter::UpdateParticle(float currentTime, int index)
{
float age = currentTime - particles[index].emitTime;
if (age >= particleLifeSpan)
{
livingStart++;
livingStart %= maxParticles;
livingCount--;
}
}
void Emitter::EmitParticle(float currentTime)
{
if (livingCount == maxParticles)
return;
int newIndex = deadStart;
particles[newIndex].emitTime = currentTime;
particles[newIndex].initPos = DirectX::XMFLOAT3(0, 0, 0);
//fun stuff
deadStart++;
deadStart %= maxParticles;
livingCount++;
}