mame/3rdparty/bgfx/examples/common/ps/particle_system.h
Julian Sikorski 0837e7451a WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6

* Sync with bx upstream revision d60912b

* Sync with bimg upstream revision bd81f60

* Add astc-codec decoder

* Rename VertexDecl to VertexLayout

* Rename UniformType enum Int1 to Sampler.

* Add NVN stub

* Fix unused-const-variable error on macOS

* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.

* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning

* Build bgfx as Objective-C++ on macOS
It is needed due to included headers

* Enable Direct3D12 and Vulkan bgfx rendering backends

* Enable building of spirv shaders

* Properly escape /c in cmd call

* Comment out dx12 bgfx renderer

* Honor VERBOSE setting during shaders build

* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl

* Add spirv shaders

* OpenGL ES needs transposed matrix too

* Metal needs transposed matrix as well
2019-10-13 07:50:38 -04:00

107 lines
1.8 KiB
C++

/*
* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#ifndef PARTICLE_SYSTEM_H_HEADER_GUARD
#define PARTICLE_SYSTEM_H_HEADER_GUARD
#include <bx/allocator.h>
#include <bx/easing.h>
#include <bx/rng.h>
#include "../bounds.h"
struct EmitterHandle { uint16_t idx; };
struct EmitterSpriteHandle { uint16_t idx; };
template<typename Ty>
inline bool isValid(Ty _handle)
{
return _handle.idx != UINT16_MAX;
}
struct EmitterShape
{
enum Enum
{
Sphere,
Hemisphere,
Circle,
Disc,
Rect,
Count
};
};
struct EmitterDirection
{
enum Enum
{
Up,
Outward,
Count
};
};
struct EmitterUniforms
{
void reset();
float m_position[3];
float m_angle[3];
float m_blendStart[2];
float m_blendEnd[2];
float m_offsetStart[2];
float m_offsetEnd[2];
float m_scaleStart[2];
float m_scaleEnd[2];
float m_lifeSpan[2];
float m_gravityScale;
uint32_t m_rgba[5];
uint32_t m_particlesPerSecond;
bx::Easing::Enum m_easePos;
bx::Easing::Enum m_easeRgba;
bx::Easing::Enum m_easeBlend;
bx::Easing::Enum m_easeScale;
EmitterSpriteHandle m_handle;
};
///
void psInit(uint16_t _maxEmitters = 64, bx::AllocatorI* _allocator = NULL);
///
void psShutdown();
///
EmitterSpriteHandle psCreateSprite(uint16_t _width, uint16_t _height, const void* _data);
///
void psDestroy(EmitterSpriteHandle _handle);
///
EmitterHandle psCreateEmitter(EmitterShape::Enum _shape, EmitterDirection::Enum _direction, uint32_t _maxParticles);
///
void psUpdateEmitter(EmitterHandle _handle, const EmitterUniforms* _uniforms = NULL);
///
void psGetAabb(EmitterHandle _handle, Aabb& _outAabb);
///
void psDestroyEmitter(EmitterHandle _handle);
///
void psUpdate(float _dt);
///
void psRender(uint8_t _view, const float* _mtxView, const bx::Vec3& _eye);
#endif // PARTICLE_SYSTEM_H_HEADER_GUARD