GpuParticleEmitterComponent.h 2.6 KB

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  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Scene/Components/SceneComponent.h>
  7. #include <AnKi/Collision/Aabb.h>
  8. #include <AnKi/Renderer/RenderQueue.h>
  9. #include <AnKi/Resource/ParticleEmitterResource.h>
  10. namespace anki
  11. {
  12. /// @addtogroup scene
  13. /// @{
  14. /// GPU particle emitter.
  15. class GpuParticleEmitterComponent : public SceneComponent
  16. {
  17. ANKI_SCENE_COMPONENT(GpuParticleEmitterComponent)
  18. public:
  19. GpuParticleEmitterComponent(SceneNode* node);
  20. ~GpuParticleEmitterComponent();
  21. ANKI_USE_RESULT Error loadParticleEmitterResource(CString filename);
  22. void setWorldTransform(const Transform& trf);
  23. ParticleEmitterResourcePtr getParticleEmitterResource() const
  24. {
  25. return m_particleEmitterResource;
  26. }
  27. ANKI_USE_RESULT Error update(SceneNode& node, Second prevTime, Second crntTime, Bool& updated) override;
  28. /// Callback that will be used by the GenericGpuComputeJobComponent
  29. static void simulateCallback(GenericGpuComputeJobQueueElementContext& ctx, const void* userData)
  30. {
  31. ANKI_ASSERT(userData);
  32. static_cast<const GpuParticleEmitterComponent*>(userData)->simulate(ctx);
  33. }
  34. /// Callback that will be used by the RenderComponent
  35. static void drawCallback(RenderQueueDrawContext& ctx, ConstWeakArray<void*> userData)
  36. {
  37. ANKI_ASSERT(userData.getSize() == 1);
  38. static_cast<const GpuParticleEmitterComponent*>(userData[0])->draw(ctx);
  39. }
  40. const Aabb& getBoundingVolumeWorldSpace() const
  41. {
  42. return m_worldAabb;
  43. }
  44. Bool isEnabled() const
  45. {
  46. return m_particleEmitterResource.isCreated();
  47. }
  48. private:
  49. static constexpr U32 MAX_RAND_FACTORS = 32;
  50. SceneNode* m_node;
  51. ShaderProgramResourcePtr m_prog;
  52. ShaderProgramPtr m_grProg;
  53. U32 m_workgroupSizeX = 0;
  54. ParticleEmitterResourcePtr m_particleEmitterResource;
  55. BufferPtr m_propsBuff; ///< Constant buffer with particle properties.
  56. BufferPtr m_particlesBuff; ///< Particles buffer.
  57. BufferPtr m_randFactorsBuff; ///< Contains flots with random values. Values in range [0.0, 1.0].
  58. SamplerPtr m_nearestAnyClampSampler;
  59. Aabb m_emitterBoundingBoxLocal = Aabb(Vec3(0.0f), Vec3(1.0f));
  60. U32 m_maxParticleCount = 0;
  61. Second m_dt = 0.0;
  62. Vec3 m_worldPosition = Vec3(0.0f); //< Cache it.
  63. Mat3x4 m_worldRotation = Mat3x4::getIdentity();
  64. Aabb m_worldAabb = Aabb(Vec3(0.0f), Vec3(1.0f));
  65. ImageResourcePtr m_dbgImage;
  66. Bool m_markedForUpdate = true;
  67. void simulate(GenericGpuComputeJobQueueElementContext& ctx) const;
  68. void draw(RenderQueueDrawContext& ctx) const;
  69. };
  70. /// @}
  71. } // end namespace anki