Add ParticleSystem, fix incorrect Argb conversion in Color, remove byte casting in LerpColor, update TestGame to demostrate particle system.

This commit is contained in:
2024-10-14 22:05:47 +02:00
parent e676e3d13d
commit a1d282908a
6 changed files with 247 additions and 216 deletions

View File

@@ -4,6 +4,8 @@ using Voile.Resources;
using Voile.SceneGraph; using Voile.SceneGraph;
using Voile.Utils; using Voile.Utils;
using Voile.Input; using Voile.Input;
using Voile.Systems;
using System.Numerics;
public class TestGame : Game public class TestGame : Game
{ {
@@ -12,9 +14,7 @@ public class TestGame : Game
public override void Initialize() public override void Initialize()
{ {
InitializeDefault(); InitializeDefault();
_particleSystem = new ParticleSystem();
_audioSystem = new FmodAudioSystem();
_audioSystem.Start();
} }
protected override void LoadResources() protected override void LoadResources()
@@ -32,62 +32,50 @@ public class TestGame : Game
protected override void Ready() protected override void Ready()
{ {
_scene = new Scene(new SceneSettings() _particleSystem!.CreateEmitter(Renderer.WindowSize / 2, new ParticleEmitterSettings()
{ {
Renderer = Renderer, ColorBegin = Color.Green,
AudioBackend = _audioSystem!, ColorEnd = Color.Red,
InputHandler = Input, EmitRadius = 128,
ResourceManager = ResourceManager MaxParticles = 256
}); });
_uiLayer = new UiLayer();
_worldLayer = new EntityLayer();
_testSoundInstance = _audioSystem!.CreateInstance(_testSound!);
Input.AddInputMapping("play", new InputAction[] { new KeyInputAction(KeyboardKey.Spacebar) });
Input.AddInputMapping("sprint", new InputAction[] { new KeyInputAction(KeyboardKey.LeftShift) });
Input.AddInputMapping("toggle_fullscreen", new InputAction[] { new KeyInputAction(KeyboardKey.F11) });
_scene!.AddLayer("World", _worldLayer!);
_worldLayer!.AddEntity(new World());
_worldLayer.AddEntity(new TestPlayer());
_scene.AddLayer("UI", _uiLayer!);
_scene.Start();
} }
protected override void Run() protected override void Run()
{ {
while (Renderer.ShouldRun) while (Renderer.ShouldRun)
{ {
if (Input.IsActionPressed("play")) _particleSystem!.Update(Renderer.FrameTime);
{
_testSoundInstance!.PitchVariation(0.9f, 1.1f)
.VolumeVariation(0.98f, 1.02f);
_testSoundInstance!.Play(); Renderer.BeginFrame();
Renderer.ClearBackground(Color.Black);
foreach (var emitter in _particleSystem!.Emitters)
{
DrawEmitter(emitter);
} }
_scene.Update();
_scene.BeginDraw(); Renderer.EndFrame();
_scene.EndDraw();
} }
} }
public override void Shutdown() public override void Shutdown()
{ {
ShutdownDefault(); ShutdownDefault();
_audioSystem!.Dispose();
} }
private Sound? _testSound; private void DrawEmitter(ParticleEmitter emitter)
private SoundInstance? _testSoundInstance; {
private Font? _font; for (int i = 0; i < emitter.Particles.Length; i++)
private FmodAudioSystem? _audioSystem; {
private Scene? _scene; var particle = emitter.Particles[i];
private UiLayer? _uiLayer; var color = new Color(particle.ColorArgb);
private EntityLayer? _worldLayer;
Renderer.SetTransform(emitter.OriginPosition + particle.Position, Vector2.Zero);
Renderer.DrawCircle(16f * particle.Scale, color);
}
}
private ParticleSystem? _particleSystem;
private Logger _logger = new(nameof(TestGame)); private Logger _logger = new(nameof(TestGame));
} }

View File

@@ -1,162 +0,0 @@
using System.Drawing;
using System.Numerics;
using Voile.Rendering;
namespace Voile.SceneGraph
{
// TODO: add oneshot parameter.
public class Particles2d : Drawable2d
{
public int MaxParticles => _maxParticles;
public ParticleSettings Settings => _settings;
public Particles2d(ParticleSettings settings)
{
_settings = settings;
_maxParticles = _settings.MaxParticles;
_particleIndex = _maxParticles - 1;
_particles = new Particle[_maxParticles];
}
public void Restart()
{
CleanupParticles();
// Allocate a new particle array if max particles property got changed.
if (_maxParticles != _settings.MaxParticles)
{
_particles = new Particle[_maxParticles];
}
}
public override void OnDraw(RenderSystem renderer)
{
foreach (var particle in _particles)
{
if (!particle.Alive) continue;
var t = particle.LifeTimeRemaining / particle.LifeTime;
var scale = MathUtils.Lerp(_settings.ScaleEnd, _settings.ScaleBegin, t);
var color = MathUtils.LerpColor(_settings.ColorEnd, _settings.ColorBegin, t);
renderer.SetTransform(particle.Position, Vector2.Zero, particle.Rotation);
renderer.DrawRectangle(Vector2.One * scale, color);
}
}
protected override void OnStart()
{
base.OnStart();
// Emit();
}
protected override void OnUpdate(double dt)
{
base.OnUpdate(dt);
var rate = (int)MathUtils.Lerp(1, _maxParticles, _settings.Explosiveness);
for (int i = 0; i < rate; i++)
{
Emit();
}
for (int i = 0; i < _maxParticles; i++)
{
var particle = _particles[i];
if (!particle.Alive) continue;
if (particle.LifeTimeRemaining <= 0.0f)
{
particle.Alive = false;
continue;
}
particle.LifeTimeRemaining -= (float)dt;
particle.Velocity += _settings.Gravity * (float)dt;
particle.Position += particle.Velocity * (float)dt;
particle.Rotation += particle.AngularVelocity * (float)dt;
particle.Velocity -= particle.Velocity * _settings.Damping * (float)dt;
_particles[i] = particle;
}
}
private void Emit()
{
Particle particle = _particles[_particleIndex];
if (!(particle.LifeTimeRemaining <= 0)) return;
particle.Alive = true;
particle.Position = GetEmitPosition();
particle.Velocity = _settings.Direction * _settings.LinearVelocity;
particle.Velocity += Vector2.One * _settings.LinearVelocityRandom * ((float)_random.NextDouble() - 0.5f);
particle.AngularVelocity = _settings.AngularVelocity;
particle.AngularVelocity += 1f * _settings.AngularVelocityRandom * ((float)_random.NextDouble() - 0.5f);
particle.LifeTime = _settings.LifeTime;
particle.LifeTimeRemaining = particle.LifeTime;
_particles[_particleIndex] = particle;
_particleIndex = --_particleIndex <= 0 ? _maxParticles - 1 : --_particleIndex;
}
private void CleanupParticles() => Array.Clear(_particles);
private Vector2 GetEmitPosition()
{
// https://gamedev.stackexchange.com/questions/26713/calculate-random-points-pixel-within-a-circle-image
var angle = _random.NextDouble() * Math.PI * 2;
float radius = (float)Math.Sqrt(_random.NextDouble()) * _settings.EmitRadius;
float x = Position.X + radius * (float)Math.Cos(angle);
float y = Position.Y + radius * (float)Math.Sin(angle);
return new Vector2(x, y);
}
private ParticleSettings _settings;
private int _maxParticles;
private Particle[] _particles;
private int _particleIndex;
// TODO: replace a random function for better distribution and performance.
private LehmerRandom _random = new LehmerRandom();
}
public struct ParticleSettings
{
public ParticleSettings()
{
}
public float EmitRadius;
public float LifeTime;
public float Explosiveness;
public int MaxParticles;
public Vector2 Direction;
public float LinearVelocity;
public float AngularVelocity = 0.0f;
public float AngularVelocityRandom;
public float LinearVelocityRandom;
public Vector2 Gravity;
public float ScaleBegin = 16f;
public float ScaleEnd = 0.0f;
public Color ColorBegin = Color.White;
public Color ColorEnd = Color.Black;
public float Damping = 0.0f;
}
public struct Particle
{
public Particle()
{
}
public Vector2 Position;
public Vector2 Velocity;
public float AngularVelocity;
public float LifeTime;
public float LifeTimeRemaining;
public float Scale;
public float Rotation;
public bool Alive = true;
}
}

View File

@@ -2,6 +2,9 @@ namespace Voile;
public interface IStartableSystem public interface IStartableSystem
{ {
/// <summary>
/// Starts this system.
/// </summary>
void Start(); void Start();
} }

View File

@@ -0,0 +1,205 @@
using System.Numerics;
using Voile.Rendering;
using Voile.Utils;
namespace Voile.Systems;
public struct Particle
{
public Particle()
{
}
public int EmitterIndex { get; set; }
public int ColorArgb { get; set; }
public Vector2 Position { get; set; }
public Vector2 Velocity { get; set; }
public float AngularVelocity { get; set; }
public float LifeTime { get; set; } = 1.0f;
public float LifeTimeRemaining { get; set; }
public float Scale { get; set; }
public float Rotation { get; set; }
public bool Alive { get; set; } = true;
}
public class ParticleEmitterSettings
{
public int MaxParticles { get; set; } = 16;
public float EmitRadius { get; set; }
public float LifeTime { get; set; } = 1.0f;
public float Explosiveness { get; set; }
public Vector2 Direction { get; set; } = -Vector2.UnitY;
public float LinearVelocity { get; set; } = 980.0f;
public float AngularVelocity { get; set; }
public float AngularVelocityRandom { get; set; }
public float LinearVelocityRandom { get; set; } = 0.5f;
public Vector2 Gravity { get; set; } = Vector2.UnitY * 980f;
public float ScaleBegin { get; set; } = 1.0f;
public float ScaleEnd { get; set; } = 0.0f;
public Color ColorBegin { get; set; } = Color.White;
public Color ColorEnd { get; set; } = Color.Black;
public float Damping { get; set; } = 1.0f;
}
public class ParticleEmitter : IUpdatableSystem
{
public ReadOnlySpan<Particle> Particles => _particles.AsSpan();
public Vector2 OriginPosition => _originPosition;
public ParticleEmitterSettings Settings => _settings;
public ParticleEmitter(Vector2 originPosition, ParticleEmitterSettings settings, ArraySegment<Particle> particles)
{
_originPosition = originPosition;
_settings = settings;
_maxParticles = _settings.MaxParticles;
_particleIndex = _maxParticles - 1;
_particles = particles;
_random = new LehmerRandom();
}
public void Update(double deltaTime)
{
var rate = (int)MathUtils.Lerp(1, _maxParticles, _settings.Explosiveness);
for (int i = 0; i < rate; i++)
{
Emit();
}
for (int i = 0; i < _maxParticles; i++)
{
var particle = _particles[i];
if (!particle.Alive) continue;
if (particle.LifeTimeRemaining <= 0.0f)
{
particle.Alive = false;
continue;
}
particle.LifeTimeRemaining = Math.Clamp(particle.LifeTimeRemaining - (float)deltaTime, 0.0f, particle.LifeTime);
var t = particle.LifeTimeRemaining / particle.LifeTime;
particle.Velocity += _settings.Gravity * (float)deltaTime;
particle.Position += particle.Velocity * (float)deltaTime;
particle.Rotation += particle.AngularVelocity * (float)deltaTime;
particle.Scale = MathUtils.Lerp(Settings.ScaleEnd, Settings.ScaleBegin, t);
var color = MathUtils.LerpColor(Settings.ColorEnd, Settings.ColorBegin, t);
particle.ColorArgb = color.Argb;
particle.Velocity -= particle.Velocity * _settings.Damping * (float)deltaTime;
_particles[i] = particle;
}
}
private void Emit()
{
Particle particle = _particles[_particleIndex];
if (!(particle.LifeTimeRemaining <= 0)) return;
particle.Alive = true;
particle.Position = GetEmitPosition();
particle.Velocity = _settings.Direction * _settings.LinearVelocity;
particle.Velocity += Vector2.One * _settings.LinearVelocityRandom * ((float)_random.NextDouble() - 0.5f);
particle.AngularVelocity = _settings.AngularVelocity;
particle.AngularVelocity += 1f * _settings.AngularVelocityRandom * ((float)_random.NextDouble() - 0.5f);
particle.LifeTime = _settings.LifeTime;
particle.LifeTimeRemaining = particle.LifeTime;
_particles[_particleIndex] = particle;
_particleIndex = --_particleIndex <= 0 ? _maxParticles - 1 : --_particleIndex;
}
private Vector2 GetEmitPosition()
{
// https://gamedev.stackexchange.com/questions/26713/calculate-random-points-pixel-within-a-circle-image
var angle = _random.NextDouble() * Math.PI * 2;
float radius = (float)Math.Sqrt(_random.NextDouble()) * _settings.EmitRadius;
float x = radius * (float)Math.Cos(angle);
float y = radius * (float)Math.Sin(angle);
return new Vector2(x, y);
}
private LehmerRandom _random;
private int _maxParticles;
private int _particleIndex;
private Vector2 _originPosition = Vector2.Zero;
private ArraySegment<Particle> _particles;
private ParticleEmitterSettings _settings;
}
public class ParticleSystem : IUpdatableSystem, IDisposable
{
/// <summary>
/// Maximum amount of particles emittable by the system.
/// </summary>
public int ParticleLimit { get; set; } = 8192;
public IReadOnlyList<ParticleEmitter> Emitters => _emitters;
public ParticleSystem()
{
_particleIndex = ParticleLimit - 1;
_particles = new Particle[ParticleLimit];
}
public void CreateEmitter(Vector2 originPosition, ParticleEmitterSettings settings)
{
if (_emitterSliceOffset + settings.MaxParticles >= ParticleLimit - 1)
{
_logger.Error("Cannot create an emitter! Reached particle limit.");
return;
}
var particles = new ArraySegment<Particle>(_particles, _emitterSliceOffset, settings.MaxParticles);
// foreach (var particle in particles)
// {
// particle.LifeTime = settings.LifeTime;
// }
for (int i = 0; i < particles.Count; i++)
{
var particle = particles[i];
particle.LifeTime = settings.LifeTime;
}
var emitter = new ParticleEmitter(originPosition, settings, particles);
_emitters.Add(emitter);
_emitterSliceOffset += settings.MaxParticles;
}
public void Update(double deltaTime)
{
foreach (var emitter in _emitters)
{
emitter.Update(deltaTime);
}
}
public void Dispose()
{
CleanupParticles();
}
private void CleanupParticles() => Array.Clear(_particles);
private Particle[] _particles;
private int _particleIndex;
private int _emitterSliceOffset;
private List<ParticleEmitter> _emitters = new();
private Logger _logger = new(nameof(ParticleSystem));
}

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@@ -37,21 +37,18 @@ namespace Voile
public float R { get; set; } public float R { get; set; }
public float G { get; set; } public float G { get; set; }
public float B { get; set; } public float B { get; set; }
public float A { get; set; } public float A { get; set; } = 1.0f;
public int Argb public int Argb
{ {
get get
{ {
int c = (ushort)Math.Round(A * 255f); int a = (int)Math.Round(A * 255f) << 24;
c <<= 8; int r = (int)Math.Round(R * 255f) << 16;
c |= (ushort)Math.Round(R * 255f); int g = (int)Math.Round(G * 255f) << 8;
c <<= 8; int b = (int)Math.Round(B * 255f);
c |= (ushort)Math.Round(G * 255f);
c <<= 8;
c |= (ushort)Math.Round(B * 255f);
return c; return a | r | g | b;
} }
} }

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@@ -8,10 +8,10 @@ namespace Voile
public static Color LerpColor(Color colorA, Color colorB, double t) public static Color LerpColor(Color colorA, Color colorB, double t)
{ {
var r = (byte)Lerp(colorA.R, colorB.R, t); var r = Lerp(colorA.R, colorB.R, t);
var g = (byte)Lerp(colorA.G, colorB.G, t); var g = Lerp(colorA.G, colorB.G, t);
var b = (byte)Lerp(colorA.B, colorB.B, t); var b = Lerp(colorA.B, colorB.B, t);
var a = (byte)Lerp(colorA.A, colorB.A, t); var a = Lerp(colorA.A, colorB.A, t);
return new Color(r, g, b, a); return new Color(r, g, b, a);
} }