1 /*---------------------------------------------------------------------------*
2   Project:  NintendoWare
3   File:     gfx_ParticleSceneUpdater.cpp
4 
5   Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc.  All rights reserved.
6 
7   These coded instructions, statements, and computer programs contain proprietary
8   information of Nintendo and/or its licensed developers and are protected by
9   national and international copyright laws. They may not be disclosed to third
10   parties or copied or duplicated in any form, in whole or in part, without the
11   prior written consent of Nintendo.
12 
13   The content herein is highly confidential and should be handled accordingly.
14 
15   $Revision: 31311 $
16  *---------------------------------------------------------------------------*/
17 
18 #include "precompiled.h"
19 
20 #include <nw/gfx/gfx_ParticleSceneUpdater.h>
21 
22 #include <nw/gfx/gfx_SceneContext.h>
23 #include <nw/gfx/gfx_ParticleContext.h>
24 #include <nw/gfx/gfx_SkeletalModel.h>
25 #include <nw/gfx/gfx_ParticleModel.h>
26 #include <nw/gfx/gfx_ParticleSet.h>
27 #include <nw/gfx/gfx_ParticleEmitter.h>
28 
29 #include <nw/ut/ut_Foreach.h>
30 
31 
32 namespace nw
33 {
34 namespace gfx
35 {
36 
37 NW_UT_RUNTIME_TYPEINFO_ROOT_DEFINITION(ParticleSceneUpdater);
38 
39 //----------------------------------------
40 ParticleSceneUpdater*
Create(os::IAllocator * allocator)41 ParticleSceneUpdater::Builder::Create(
42     os::IAllocator* allocator
43 )
44 {
45     NW_NULL_ASSERT(allocator);
46 
47     void* memory = allocator->Alloc(sizeof(ParticleSceneUpdater));
48     if (memory == NULL)
49     {
50         return NULL;
51     }
52 
53     return new(memory) ParticleSceneUpdater(
54         allocator);
55 }
56 
57 //----------------------------------------
58 void
SetStepFrame(SceneContext * sceneContext,f32 stepFrame)59 ParticleSceneUpdater::SetStepFrame(
60     SceneContext* sceneContext,
61     f32 stepFrame
62 )
63 {
64     NW_PROFILE("ParticleSceneUpdater::SetStepFrame");
65 
66     {
67         ParticleModelArray::iterator end = sceneContext->GetParticleModelEnd();
68         for (ParticleModelArray::iterator i = sceneContext->GetParticleModelBegin(); i != end;)
69         {
70             ParticleModel* model = *i++;
71             NW_NULL_ASSERT(model);
72 
73             model->ParticleAnimFrameController().SetStepFrame(stepFrame);
74         }
75     }
76 
77     {
78         ParticleEmitterArray::iterator end = sceneContext->GetParticleEmitterEnd();
79         for (ParticleEmitterArray::iterator i = sceneContext->GetParticleEmitterBegin(); i != end;)
80         {
81             ParticleEmitter* emitter = *i++;
82             NW_NULL_ASSERT(emitter);
83 
84             emitter->ParticleAnimFrameController().SetStepFrame(stepFrame);
85         }
86     }
87 }
88 
89 //----------------------------------------
90 void
UpdateNode(SceneContext * sceneContext,ParticleContext * particleContext,bool enableSwapBuffer)91 ParticleSceneUpdater::UpdateNode(
92     SceneContext* sceneContext,
93     ParticleContext* particleContext,
94     bool enableSwapBuffer
95 )
96 {
97     NW_PROFILE("ParticleSceneUpdater::UpdateNode");
98 
99     // Frame更新 -> Emission -> UpdateParticlesの順で処理する
100     // Emitter間の依存関係は無いので
101     // emitterのUpdateFrameとEmissionは一緒に行っている(本来はUpdateFrameを完了してからEmission)
102 
103     {
104         ParticleModelArray::iterator end = sceneContext->GetParticleModelEnd();
105         for (ParticleModelArray::iterator i = sceneContext->GetParticleModelBegin(); i != end;)
106         {
107             ParticleModel* model = *i++;
108             NW_NULL_ASSERT(model);
109 
110             model->UpdateParticleFrame();
111         }
112     }
113 
114     {
115         ParticleEmitterArray::iterator end = sceneContext->GetParticleEmitterEnd();
116         for (ParticleEmitterArray::iterator i = sceneContext->GetParticleEmitterBegin(); i != end;)
117         {
118             ParticleEmitter* emitter = *i++;
119             NW_NULL_ASSERT(emitter);
120 
121             emitter->UpdateParticleFrame();
122             emitter->Emission(particleContext);
123         }
124     }
125 
126     {
127         ParticleSetArray::iterator end = sceneContext->GetParticleSetEnd();
128         for (ParticleSetArray::iterator i = sceneContext->GetParticleSetBegin(); i != end;)
129         {
130             ParticleSet* particleSet = *i++;
131             particleSet->UpdateParticles(particleContext, enableSwapBuffer);
132         }
133     }
134 }
135 
136 } // namespace gfx
137 } // namespace nw
138