1 | #pragma once
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2 | #include "Particle.h"
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3 | #include "ParticleEmitter.h"
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4 | #include "Camera.h"
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5 | #include <random.h>
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6 |
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7 | class ParticleSystem
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8 | {
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9 | public:
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10 | ParticleSystem(void);
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11 | ~ParticleSystem(void);
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12 |
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13 | double m_LittleSystemRadius;
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14 |
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15 | private:
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16 | Particle* m_ParticleList; //ez csak segédelem
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17 | Particle* m_LastParticle;
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18 |
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19 | Particle* m_ParticleArray;
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20 |
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21 | float* VertexBuffer;
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22 | float* TexcoordBuffer;
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23 | float* NormalBuffer;
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24 | float* ColorBuffer;
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25 | unsigned int* IndexBuffer;
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26 | unsigned int m_nVBOVertices; // Vertex VBO Name
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27 | unsigned int m_nVBOTexCoords; // Texture Coordinate VBO Name
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28 | unsigned int m_nVBOIndices;
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29 |
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30 | unsigned int m_Quota;
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31 | unsigned int m_Count;
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32 |
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33 | int m_Type; //0=point 1=billboard
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34 |
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35 | Vector m_UpVector;
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36 | Vector m_RightVector;
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37 | Vector m_CameraPosition;
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38 |
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39 | Vector m_Position;
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40 |
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41 | bool m_refreshed;
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42 |
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43 | double m_BoundingRadius;
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44 |
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45 | public:
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46 | ParticleEmitter m_Emitter;
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47 | bool m_refreshonce;
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48 |
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49 | void setQuota(unsigned int quota){m_Quota=quota;}
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50 | void setType(int type){m_Type=type;}
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51 | void setPosition(Vector pos){m_Position=pos;}
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52 | Vector getPosition(){return m_Position;}
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53 | double getBoundingRadius(){return m_BoundingRadius;}
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54 |
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55 | void RefreshParticles(unsigned int Dt,unsigned int TimefromSecond);
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56 | void RenderAsPoints(bool sprites=false);
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57 | void RenderAsBillboard();
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58 | void RenderAsSpheres();
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59 |
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60 | void RefreshCamera(Camera* cam)
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61 | {
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62 | m_CameraPosition=cam->getPosition();
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63 | m_UpVector=cam->getUpVector();
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64 | m_RightVector=cam->getRightVector();
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65 | }
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66 |
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67 | void CreateSphere();
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68 | GLfloat *P, *N, *uv;
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69 | GLuint *indices;
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70 | int nTris;
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71 | int nVerts;
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72 |
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73 | void SortParticles(bool increment);
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74 | void RefreshBuffer(bool billboard=true);
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75 | void RefrBRadius_Dist(bool refresh_rad=true);//refresh bounding radius and distances
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76 |
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77 | void SortFromCamera(Camera* Camera,bool towardCamera,bool aspoints,bool refr_rad=false)
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78 | {
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79 | RefreshCamera(Camera);
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80 | RefrBRadius_Dist(refr_rad);
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81 | SortParticles(towardCamera);
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82 | RefreshBuffer(!aspoints);
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83 | };
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84 |
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85 | Particle* getParticleArray(){return m_ParticleArray;};
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86 | float* getVertexBuffer(){return VertexBuffer;}
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87 |
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88 | };
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