- The emission rate of ParticleEmitters can be set as particles per second (instead of particles per frame).

- Particles that are outside the sub aren't visible inside hulls even if they overlap with the sub.
- ParticleManager takes the movement of the particles into account when determining which particles to cull. For example, a particle that will move upwards can be emitted even if it's below the camera view.
This commit is contained in:
Joonas Rikkonen
2017-08-20 19:05:25 +03:00
parent 3c0f099448
commit 4a460ff150
9 changed files with 94 additions and 38 deletions
@@ -8,7 +8,7 @@ namespace Barotrauma
{
private Sound sound;
private ParticleEmitterPrefab particleEmitterPrefab;
private ParticleEmitter particleEmitterPrefab;
partial void InitProjSpecific(XElement element)
{
@@ -23,18 +23,18 @@ namespace Barotrauma
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "particleemitter":
particleEmitterPrefab = new ParticleEmitterPrefab(subElement);
particleEmitterPrefab = new ParticleEmitter(subElement);
break;
}
}
}
partial void DamageParticles(Vector2 worldPosition)
partial void DamageParticles(float deltaTime, Vector2 worldPosition)
{
if (particleEmitterPrefab != null)
{
particleEmitterPrefab.Emit(worldPosition);
particleEmitterPrefab.Emit(deltaTime, worldPosition);
}
if (sound != null)
@@ -159,7 +159,7 @@ namespace Barotrauma.Lights
lightEffect.World = Matrix.CreateTranslation(offset) * transform;
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
if (Character.Controlled != null)
{
@@ -73,6 +73,11 @@ namespace Barotrauma.Particles
get { return velocity; }
set { velocity = value; }
}
public Hull CurrentHull
{
get { return currentHull; }
}
public void Init(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation, Hull hullGuess = null)
{
@@ -4,7 +4,7 @@ using System.Xml.Linq;
namespace Barotrauma.Particles
{
class ParticleEmitterPrefab
class ParticleEmitter
{
public readonly string Name;
@@ -15,10 +15,14 @@ namespace Barotrauma.Particles
public readonly float VelocityMin, VelocityMax;
public readonly float ScaleMin, ScaleMax;
public readonly int ParticleAmount;
public readonly float ParticleAmount;
public readonly float ParticlesPerSecond;
private float emitTimer;
public ParticleEmitterPrefab(XElement element)
public ParticleEmitter(XElement element)
{
Name = element.Name.ToString();
@@ -60,22 +64,40 @@ namespace Barotrauma.Particles
VelocityMax = VelocityMin;
}
ParticleAmount = ToolBox.GetAttributeInt(element, "particleamount", 1);
ParticlesPerSecond = ToolBox.GetAttributeInt(element, "particlespersecond", 0);
ParticleAmount = ToolBox.GetAttributeInt(element, "particleamount", 0);
}
public void Emit(Vector2 position, Hull hullGuess = null)
public void Emit(float deltaTime, Vector2 position, Hull hullGuess = null)
{
emitTimer += deltaTime;
if (ParticlesPerSecond > 0)
{
float emitInterval = 1.0f / ParticlesPerSecond;
while (emitTimer > emitInterval)
{
Emit(position, hullGuess);
emitTimer -= emitInterval;
}
}
for (int i = 0; i<ParticleAmount; i++)
{
float angle = Rand.Range(AngleMin, AngleMax);
Vector2 velocity = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * Rand.Range(VelocityMin, VelocityMax);
Emit(position, hullGuess);
}
}
var particle = GameMain.ParticleManager.CreateParticle(particlePrefab, position, velocity, 0.0f, hullGuess);
private void Emit(Vector2 position, Hull hullGuess = null)
{
float angle = Rand.Range(AngleMin, AngleMax);
Vector2 velocity = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)) * Rand.Range(VelocityMin, VelocityMax);
if (particle!=null)
{
particle.Size *= Rand.Range(ScaleMin, ScaleMax);
}
var particle = GameMain.ParticleManager.CreateParticle(particlePrefab, position, velocity, 0.0f, hullGuess);
if (particle != null)
{
particle.Size *= Rand.Range(ScaleMin, ScaleMax);
}
}
}
@@ -66,19 +66,26 @@ namespace Barotrauma.Particles
public Particle CreateParticle(ParticlePrefab prefab, Vector2 position, Vector2 speed, float rotation = 0.0f, Hull hullGuess = null)
{
if (!Submarine.RectContains(MathUtils.ExpandRect(cam.WorldView, MaxOutOfViewDist), position)) return null;
//if (!cam.WorldView.Contains(position)) return null;
if (particleCount >= MaxParticles) return null;
//endPos = x + vt + 1/2 * at^2
Vector2 particleEndPos = position + speed * prefab.LifeTime + 0.5f * prefab.VelocityChange * prefab.LifeTime * prefab.LifeTime;
Vector2 minPos = new Vector2(Math.Min(position.X, particleEndPos.X), Math.Min(position.Y, particleEndPos.Y));
Vector2 maxPos = new Vector2(Math.Max(position.X, particleEndPos.X), Math.Max(position.Y, particleEndPos.Y));
Rectangle expandedViewRect = MathUtils.ExpandRect(cam.WorldView, MaxOutOfViewDist);
if (minPos.X > expandedViewRect.Right || maxPos.X < expandedViewRect.X) return null;
if (minPos.Y > expandedViewRect.Y || maxPos.Y < expandedViewRect.Y - expandedViewRect.Height) return null;
if (particles[particleCount] == null) particles[particleCount] = new Particle();
particles[particleCount].Init(prefab, position, speed, rotation, hullGuess);
particleCount++;
return particles[particleCount-1];
return particles[particleCount - 1];
}
public ParticlePrefab FindPrefab(string prefabName)
@@ -131,7 +138,7 @@ namespace Barotrauma.Particles
}
}
public void Draw(SpriteBatch spriteBatch, bool inWater, ParticleBlendState blendState)
public void Draw(SpriteBatch spriteBatch, bool inWater, bool? inSub, ParticleBlendState blendState)
{
ParticlePrefab.DrawTargetType drawTarget = inWater ? ParticlePrefab.DrawTargetType.Water : ParticlePrefab.DrawTargetType.Air;
@@ -139,6 +146,7 @@ namespace Barotrauma.Particles
{
if (particles[i].BlendState != blendState) continue;
if (!particles[i].DrawTarget.HasFlag(drawTarget)) continue;
if (inSub.HasValue && (particles[i].CurrentHull == null) == inSub.Value) continue;
particles[i].Draw(spriteBatch);
}
@@ -134,6 +134,27 @@ namespace Barotrauma
Level.Loaded.DrawBack(graphics, spriteBatch, cam, BackgroundCreatureManager);
}
#if LINUX
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.NonPremultiplied,
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
#else
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.AlphaBlend,
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.Additive,
null, DepthStencilState.Default, null, null,
cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, false, Particles.ParticleBlendState.Additive);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
null, null, null, null,
@@ -181,14 +202,14 @@ namespace Barotrauma
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.AlphaBlend);
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.Additive,
null, DepthStencilState.Default, null, null,
cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.Additive);
GameMain.ParticleManager.Draw(spriteBatch, true, true, Particles.ParticleBlendState.Additive);
spriteBatch.End();
//----------------------------------------------------------------------------------------
@@ -211,14 +232,14 @@ namespace Barotrauma
cam.Transform);
#endif
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.AlphaBlend);
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.AlphaBlend);
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred,
BlendState.Additive,
null, DepthStencilState.DepthRead, null, null,
cam.Transform);
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.Additive);
GameMain.ParticleManager.Draw(spriteBatch, false, null, Particles.ParticleBlendState.Additive);
spriteBatch.End();
if (Character.Controlled != null && GameMain.LightManager.LosEnabled)