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- module BABYLON {
- /**
- * This represents a GPU particle system in Babylon
- * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
- * @see https://www.babylonjs-playground.com/#PU4WYI#4
- */
- export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
- /**
- * The layer mask we are rendering the particles through.
- */
- public layerMask: number = 0x0FFFFFFF;
- private _capacity: number;
- private _activeCount: number;
- private _currentActiveCount: number;
- private _accumulatedCount = 0;
- private _renderEffect: Effect;
- private _updateEffect: Effect;
- private _buffer0: Buffer;
- private _buffer1: Buffer;
- private _spriteBuffer: Buffer;
- private _updateVAO: Array<WebGLVertexArrayObject>;
- private _renderVAO: Array<WebGLVertexArrayObject>;
- private _targetIndex = 0;
- private _sourceBuffer: Buffer;
- private _targetBuffer: Buffer;
- private _engine: Engine;
- private _currentRenderId = -1;
- private _started = false;
- private _stopped = false;
- private _timeDelta = 0;
- private _randomTexture: RawTexture;
- private _randomTexture2: RawTexture;
- private _attributesStrideSize = 21;
- private _updateEffectOptions: EffectCreationOptions;
- private _randomTextureSize: number;
- private _actualFrame = 0;
-
- private readonly _rawTextureWidth = 256;
- /**
- * Gets a boolean indicating if the GPU particles can be rendered on current browser
- */
- public static get IsSupported(): boolean {
- if (!Engine.LastCreatedEngine) {
- return false;
- }
- return Engine.LastCreatedEngine.webGLVersion > 1;
- }
- /**
- * An event triggered when the system is disposed.
- */
- public onDisposeObservable = new Observable<GPUParticleSystem>();
- /**
- * Gets the maximum number of particles active at the same time.
- * @returns The max number of active particles.
- */
- public getCapacity(): number {
- return this._capacity;
- }
- /**
- * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
- * to override the particles.
- */
- public forceDepthWrite = false;
- /**
- * Gets or set the number of active particles
- */
- public get activeParticleCount(): number {
- return this._activeCount;
- }
- public set activeParticleCount(value: number) {
- this._activeCount = Math.min(value, this._capacity);
- }
- private _preWarmDone = false;
-
- /**
- * Is this system ready to be used/rendered
- * @return true if the system is ready
- */
- public isReady(): boolean {
- if (!this._updateEffect) {
- this._recreateUpdateEffect();
- this._recreateRenderEffect();
- return false;
- }
- if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
- return false;
- }
- return true;
- }
- /**
- * Gets if the system has been started. (Note: this will still be true after stop is called)
- * @returns True if it has been started, otherwise false.
- */
- public isStarted(): boolean {
- return this._started;
- }
- /**
- * Starts the particle system and begins to emit
- * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
- */
- public start(delay = this.startDelay): void {
- if(!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()){
- throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
- }
- if (delay) {
- setTimeout(()=> {
- this.start(0);
- }, delay);
- return;
- }
- this._started = true;
- this._stopped = false;
- this._preWarmDone = false;
- }
- /**
- * Stops the particle system.
- */
- public stop(): void {
- this._stopped = true;
- }
- /**
- * Remove all active particles
- */
- public reset(): void {
- this._releaseBuffers();
- this._releaseVAOs();
- this._currentActiveCount = 0;
- this._targetIndex = 0;
- }
-
- /**
- * Returns the string "GPUParticleSystem"
- * @returns a string containing the class name
- */
- public getClassName(): string {
- return "GPUParticleSystem";
- }
-
- private _colorGradientsTexture: RawTexture;
-
- protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem {
- super._removeGradientAndTexture(gradient, gradients, texture);
- this._releaseBuffers();
- return this;
- }
-
- /**
- * Adds a new color gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param color1 defines the color to affect to the specified gradient
- * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
- * @returns the current particle system
- */
- public addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem {
- if (!this._colorGradients) {
- this._colorGradients = [];
- }
- let colorGradient = new ColorGradient();
- colorGradient.gradient = gradient;
- colorGradient.color1 = color1;
- this._colorGradients.push(colorGradient);
- this._colorGradients.sort((a, b) => {
- if (a.gradient < b.gradient) {
- return -1;
- } else if (a.gradient > b.gradient) {
- return 1;
- }
- return 0;
- });
- if (this._colorGradientsTexture) {
- this._colorGradientsTexture.dispose();
- (<any>this._colorGradientsTexture) = null;
- }
- this._releaseBuffers();
- return this;
- }
- /**
- * Remove a specific color gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeColorGradient(gradient: number): GPUParticleSystem {
- this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
- (<any>this._colorGradientsTexture) = null;
- return this;
- }
- private _angularSpeedGradientsTexture: RawTexture;
- private _sizeGradientsTexture: RawTexture;
- private _velocityGradientsTexture: RawTexture;
- private _limitVelocityGradientsTexture: RawTexture;
- private _dragGradientsTexture: RawTexture;
- private _addFactorGradient(factorGradients: FactorGradient[], gradient: number, factor: number) {
- let valueGradient = new FactorGradient();
- valueGradient.gradient = gradient;
- valueGradient.factor1 = factor;
- factorGradients.push(valueGradient);
- factorGradients.sort((a, b) => {
- if (a.gradient < b.gradient) {
- return -1;
- } else if (a.gradient > b.gradient) {
- return 1;
- }
- return 0;
- });
- this._releaseBuffers();
- }
-
- /**
- * Adds a new size gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the size factor to affect to the specified gradient
- * @returns the current particle system
- */
- public addSizeGradient(gradient: number, factor: number): GPUParticleSystem {
- if (!this._sizeGradients) {
- this._sizeGradients = [];
- }
- this._addFactorGradient(this._sizeGradients, gradient, factor);
- if (this._sizeGradientsTexture) {
- this._sizeGradientsTexture.dispose();
- (<any>this._sizeGradientsTexture) = null;
- }
- this._releaseBuffers();
- return this;
- }
- /**
- * Remove a specific size gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeSizeGradient(gradient: number): GPUParticleSystem {
- this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
- (<any>this._sizeGradientsTexture) = null;
- return this;
- }
-
- /**
- * Adds a new angular speed gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the angular speed to affect to the specified gradient
- * @returns the current particle system
- */
- public addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem {
- if (!this._angularSpeedGradients) {
- this._angularSpeedGradients = [];
- }
- this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
- if (this._angularSpeedGradientsTexture) {
- this._angularSpeedGradientsTexture.dispose();
- (<any>this._angularSpeedGradientsTexture) = null;
- }
- this._releaseBuffers();
- return this;
- }
- /**
- * Remove a specific angular speed gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeAngularSpeedGradient(gradient: number): GPUParticleSystem {
- this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
- (<any>this._angularSpeedGradientsTexture) = null;
- return this;
- }
-
- /**
- * Adds a new velocity gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the velocity to affect to the specified gradient
- * @returns the current particle system
- */
- public addVelocityGradient(gradient: number, factor: number): GPUParticleSystem {
- if (!this._velocityGradients) {
- this._velocityGradients = [];
- }
- this._addFactorGradient(this._velocityGradients, gradient, factor);
- if (this._velocityGradientsTexture) {
- this._velocityGradientsTexture.dispose();
- (<any>this._velocityGradientsTexture) = null;
- }
- this._releaseBuffers();
- return this;
- }
- /**
- * Remove a specific velocity gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeVelocityGradient(gradient: number): GPUParticleSystem {
- this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
- (<any>this._velocityGradientsTexture) = null;
- return this;
- }
-
- /**
- * Adds a new limit velocity gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the limit velocity value to affect to the specified gradient
- * @returns the current particle system
- */
- public addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem {
- if (!this._limitVelocityGradients) {
- this._limitVelocityGradients = [];
- }
- this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
- if (this._limitVelocityGradientsTexture) {
- this._limitVelocityGradientsTexture.dispose();
- (<any>this._limitVelocityGradientsTexture) = null;
- }
- this._releaseBuffers();
- return this;
- }
- /**
- * Remove a specific limit velocity gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeLimitVelocityGradient(gradient: number): GPUParticleSystem {
- this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
- (<any>this._limitVelocityGradientsTexture) = null;
- return this;
- }
- /**
- * Adds a new drag gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the drag value to affect to the specified gradient
- * @returns the current particle system
- */
- public addDragGradient(gradient: number, factor: number): GPUParticleSystem {
- if (!this._dragGradients) {
- this._dragGradients = [];
- }
- this._addFactorGradient(this._dragGradients, gradient, factor);
- if (this._dragGradientsTexture) {
- this._dragGradientsTexture.dispose();
- (<any>this._dragGradientsTexture) = null;
- }
- this._releaseBuffers();
- return this;
- }
- /**
- * Remove a specific drag gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeDragGradient(gradient: number): GPUParticleSystem {
- this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
- (<any>this._dragGradientsTexture) = null;
- return this;
- }
-
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the emit rate value to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- public addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {
- // Do nothing as emit rate is not supported by GPUParticleSystem
- return this;
- }
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeEmitRateGradient(gradient: number): IParticleSystem {
- // Do nothing as emit rate is not supported by GPUParticleSystem
- return this;
- }
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the start size value to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- public addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem {
- // Do nothing as start size is not supported by GPUParticleSystem
- return this;
- }
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeStartSizeGradient(gradient: number): IParticleSystem {
- // Do nothing as start size is not supported by GPUParticleSystem
- return this;
- }
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param min defines the color remap minimal range
- * @param max defines the color remap maximal range
- * @returns the current particle system
- */
- public addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem {
- // Do nothing as start size is not supported by GPUParticleSystem
- return this;
- }
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeColorRemapGradient(gradient: number): IParticleSystem {
- // Do nothing as start size is not supported by GPUParticleSystem
- return this;
- }
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param min defines the alpha remap minimal range
- * @param max defines the alpha remap maximal range
- * @returns the current particle system
- */
- public addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem {
- // Do nothing as start size is not supported by GPUParticleSystem
- return this;
- }
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeAlphaRemapGradient(gradient: number): IParticleSystem {
- // Do nothing as start size is not supported by GPUParticleSystem
- return this;
- }
-
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param color defines the color to affect to the specified gradient
- * @returns the current particle system
- */
- public addRampGradient(gradient: number, color: Color3): IParticleSystem {
- //Not supported by GPUParticleSystem
- return this;
- }
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- public removeRampGradient(gradient: number): IParticleSystem {
- //Not supported by GPUParticleSystem
- return this;
- }
-
- /**
- * Not supported by GPUParticleSystem
- * @returns the list of ramp gradients
- */
- public getRampGradients(): Nullable<Array<Color3Gradient>> {
- return null;
- }
-
- /**
- * Not supported by GPUParticleSystem
- * Gets or sets a boolean indicating that ramp gradients must be used
- * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
- */
- public get useRampGradients(): boolean {
- //Not supported by GPUParticleSystem
- return false;
- }
- public set useRampGradients(value: boolean) {
- //Not supported by GPUParticleSystem
- }
-
- /**
- * Instantiates a GPU particle system.
- * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
- * @param name The name of the particle system
- * @param options The options used to create the system
- * @param scene The scene the particle system belongs to
- * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
- */
- constructor(name: string, options: Partial<{
- capacity: number,
- randomTextureSize: number
- }>, scene: Scene, isAnimationSheetEnabled: boolean = false) {
- super(name);
- this._scene = scene || Engine.LastCreatedScene;
- // Setup the default processing configuration to the scene.
- this._attachImageProcessingConfiguration(null);
-
- this._engine = this._scene.getEngine();
- if (!options.randomTextureSize) {
- delete options.randomTextureSize;
- }
- let fullOptions = {
- capacity: 50000,
- randomTextureSize: this._engine.getCaps().maxTextureSize,
- ...options
- };
- var optionsAsNumber = <number>options;
- if (isFinite(optionsAsNumber)) {
- fullOptions.capacity = optionsAsNumber;
- }
- this._capacity = fullOptions.capacity;
- this._activeCount = fullOptions.capacity;
- this._currentActiveCount = 0;
- this._isAnimationSheetEnabled = isAnimationSheetEnabled;
- this._scene.particleSystems.push(this);
- this._updateEffectOptions = {
- attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
- uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange","gravity", "emitPower",
- "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
- "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
- uniformBuffersNames: [],
- samplers:["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
- defines: "",
- fallbacks: null,
- onCompiled: null,
- onError: null,
- indexParameters: null,
- maxSimultaneousLights: 0,
- transformFeedbackVaryings: []
- };
- this.particleEmitterType = new BoxParticleEmitter();
- // Random data
- var maxTextureSize = Math.min(this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
- var d = [];
- for (var i = 0; i < maxTextureSize; ++i) {
- d.push(Math.random());
- d.push(Math.random());
- d.push(Math.random());
- d.push(Math.random());
- }
- this._randomTexture = new RawTexture(new Float32Array(d), maxTextureSize, 1, Engine.TEXTUREFORMAT_RGBA, this._scene, false, false, Texture.NEAREST_SAMPLINGMODE, Engine.TEXTURETYPE_FLOAT);
- this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE;
- this._randomTexture.wrapV = Texture.WRAP_ADDRESSMODE;
- d = [];
- for (var i = 0; i < maxTextureSize; ++i) {
- d.push(Math.random());
- d.push(Math.random());
- d.push(Math.random());
- d.push(Math.random());
- }
- this._randomTexture2 = new RawTexture(new Float32Array(d), maxTextureSize, 1, Engine.TEXTUREFORMAT_RGBA, this._scene, false, false, Texture.NEAREST_SAMPLINGMODE, Engine.TEXTURETYPE_FLOAT);
- this._randomTexture2.wrapU = Texture.WRAP_ADDRESSMODE;
- this._randomTexture2.wrapV = Texture.WRAP_ADDRESSMODE;
- this._randomTextureSize = maxTextureSize;
- }
- protected _reset() {
- this._releaseBuffers();
- }
- private _createUpdateVAO(source: Buffer): WebGLVertexArrayObject {
- let updateVertexBuffers: {[key: string]: VertexBuffer} = {};
- updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
- updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
- updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
- updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
- updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
- let offset = 12;
- if (!this._colorGradientsTexture) {
- updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
- offset += 4;
- }
- updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
- offset += 3
- if (!this._isBillboardBased) {
- updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
- offset += 3;
- }
- if (this._angularSpeedGradientsTexture) {
- updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
- offset += 1;
- } else {
- updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
- offset += 2;
- }
- if (this._isAnimationSheetEnabled) {
- updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
- offset += 1;
- if (this.spriteRandomStartCell) {
- updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
- offset += 1;
- }
- }
-
- if (this.noiseTexture) {
- updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
- offset += 3;
- updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
- offset += 3;
- }
-
- let vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
- this._engine.bindArrayBuffer(null);
- return vao;
- }
- private _createRenderVAO(source: Buffer, spriteSource: Buffer): WebGLVertexArrayObject {
- let renderVertexBuffers: {[key: string]: VertexBuffer} = {};
- renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
- renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
- renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
- renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
-
- let offset = 12;
- if (!this._colorGradientsTexture) {
- renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
- offset += 4;
- }
-
- if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
- renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
- }
- offset += 3; // Direction
- if (!this._isBillboardBased) {
- renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
- offset += 3;
- }
- renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
- if (this._angularSpeedGradientsTexture) {
- offset++;
- } else {
- offset += 2;
- }
- if (this._isAnimationSheetEnabled) {
- renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
- offset += 1;
- if (this.spriteRandomStartCell) {
- renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
- offset += 1;
- }
- }
-
- if (this.noiseTexture) {
- renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
- offset += 3;
- renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
- offset += 3;
- }
- renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
- renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
-
- let vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
- this._engine.bindArrayBuffer(null);
- return vao;
- }
-
- private _initialize(force = false): void {
- if (this._buffer0 && !force) {
- return;
- }
- let engine = this._scene.getEngine();
- var data = new Array<float>();
- if (!this.isBillboardBased) {
- this._attributesStrideSize += 3;
- }
- if (this._colorGradientsTexture) {
- this._attributesStrideSize -= 4;
- }
- if (this._angularSpeedGradientsTexture) {
- this._attributesStrideSize -= 1;
- }
- if (this._isAnimationSheetEnabled) {
- this._attributesStrideSize += 1;
- if (this.spriteRandomStartCell) {
- this._attributesStrideSize += 1;
- }
- }
-
- if (this.noiseTexture) {
- this._attributesStrideSize += 6;
- }
- for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
- // position
- data.push(0.0);
- data.push(0.0);
- data.push(0.0);
- // Age and life
- data.push(0.0); // create the particle as a dead one to create a new one at start
- data.push(0.0);
- // Seed
- data.push(Math.random());
- data.push(Math.random());
- data.push(Math.random());
- data.push(Math.random());
- // Size
- data.push(0.0);
- data.push(0.0);
- data.push(0.0);
- if (!this._colorGradientsTexture) {
- // color
- data.push(0.0);
- data.push(0.0);
- data.push(0.0);
- data.push(0.0);
- }
- // direction
- data.push(0.0);
- data.push(0.0);
- data.push(0.0);
- if (!this.isBillboardBased) {
- // initialDirection
- data.push(0.0);
- data.push(0.0);
- data.push(0.0);
- }
- // angle
- data.push(0.0);
- if (!this._angularSpeedGradientsTexture) {
- data.push(0.0);
- }
- if (this._isAnimationSheetEnabled) {
- data.push(0.0);
- if (this.spriteRandomStartCell) {
- data.push(0.0);
- }
- }
-
- if (this.noiseTexture) { // Random coordinates for reading into noise texture
- data.push(Math.random());
- data.push(Math.random());
- data.push(Math.random());
- data.push(Math.random());
- data.push(Math.random());
- data.push(Math.random());
- }
- }
- // Sprite data
- var spriteData = new Float32Array([0.5, 0.5, 1, 1,
- -0.5, 0.5, 0, 1,
- -0.5, -0.5, 0, 0,
- 0.5, -0.5, 1, 0]);
- // Buffers
- this._buffer0 = new Buffer(engine, data, false, this._attributesStrideSize);
- this._buffer1 = new Buffer(engine, data, false, this._attributesStrideSize);
- this._spriteBuffer = new Buffer(engine, spriteData, false, 4);
- // Update VAO
- this._updateVAO = [];
- this._updateVAO.push(this._createUpdateVAO(this._buffer0));
- this._updateVAO.push(this._createUpdateVAO(this._buffer1));
- // Render VAO
- this._renderVAO = [];
- this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
- this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
- // Links
- this._sourceBuffer = this._buffer0;
- this._targetBuffer = this._buffer1;
- }
- /** @hidden */
- public _recreateUpdateEffect() {
- let defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
- if (this._isBillboardBased) {
- defines += "\n#define BILLBOARD";
- }
- if (this._colorGradientsTexture) {
- defines += "\n#define COLORGRADIENTS";
- }
-
- if (this._sizeGradientsTexture) {
- defines += "\n#define SIZEGRADIENTS";
- }
- if (this._angularSpeedGradientsTexture) {
- defines += "\n#define ANGULARSPEEDGRADIENTS";
- }
-
- if (this._velocityGradientsTexture) {
- defines += "\n#define VELOCITYGRADIENTS";
- }
- if (this._limitVelocityGradientsTexture) {
- defines += "\n#define LIMITVELOCITYGRADIENTS";
- }
-
- if (this._dragGradientsTexture) {
- defines += "\n#define DRAGGRADIENTS";
- }
-
- if (this.isAnimationSheetEnabled) {
- defines += "\n#define ANIMATESHEET";
- if (this.spriteRandomStartCell) {
- defines += "\n#define ANIMATESHEETRANDOMSTART";
- }
- }
-
- if (this.noiseTexture) {
- defines += "\n#define NOISE";
- }
- if (this._updateEffect && this._updateEffectOptions.defines === defines) {
- return;
- }
- this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
- if (!this._colorGradientsTexture) {
- this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
- }
- this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
- if (!this._isBillboardBased) {
- this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
- }
- this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
- if (this.isAnimationSheetEnabled) {
- this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
- if (this.spriteRandomStartCell) {
- this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
- }
- }
-
- if (this.noiseTexture) {
- this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
- this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
- }
- this._updateEffectOptions.defines = defines;
- this._updateEffect = new Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
- }
- /** @hidden */
- public _recreateRenderEffect() {
- let defines = "";
- if (this._scene.clipPlane) {
- defines = "\n#define CLIPPLANE";
- }
- if (this._scene.clipPlane2) {
- defines = "\n#define CLIPPLANE2";
- }
- if (this._scene.clipPlane3) {
- defines = "\n#define CLIPPLANE3";
- }
- if (this._scene.clipPlane4) {
- defines = "\n#define CLIPPLANE4";
- }
- if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
- defines = "\n#define BLENDMULTIPLYMODE";
- }
- if (this._isBillboardBased) {
- defines += "\n#define BILLBOARD";
- switch (this.billboardMode) {
- case ParticleSystem.BILLBOARDMODE_Y:
- defines += "\n#define BILLBOARDY";
- break;
- case ParticleSystem.BILLBOARDMODE_STRETCHED:
- defines += "\n#define BILLBOARDSTRETCHED";
- break;
- case ParticleSystem.BILLBOARDMODE_ALL:
- default:
- break;
- }
- }
-
- if (this._colorGradientsTexture) {
- defines += "\n#define COLORGRADIENTS";
- }
- if (this.isAnimationSheetEnabled) {
- defines += "\n#define ANIMATESHEET";
- }
- if (this._imageProcessingConfiguration) {
- this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
- defines += "\n" + this._imageProcessingConfigurationDefines.toString();
- }
- if (this._renderEffect && this._renderEffect.defines === defines) {
- return;
- }
- var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
- var samplers = ["textureSampler", "colorGradientSampler"];
- if (ImageProcessingConfiguration) {
- ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
- ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
- }
- this._renderEffect = new Effect("gpuRenderParticles",
- ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"],
- uniforms,
- samplers, this._scene.getEngine(), defines);
- }
- /**
- * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
- * @param preWarm defines if we are in the pre-warmimg phase
- */
- public animate(preWarm = false): void {
- this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
- this._actualFrame += this._timeDelta;
- if (!this._stopped) {
- if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
- this.stop();
- }
- }
- }
- private _createFactorGradientTexture(factorGradients: Nullable<IValueGradient[]>, textureName: string) {
- let texture:RawTexture = (<any>this)[textureName];
- if (!factorGradients || !factorGradients.length || texture) {
- return;
- }
- let data = new Float32Array(this._rawTextureWidth);
- for (var x = 0; x < this._rawTextureWidth; x++) {
- var ratio = x / this._rawTextureWidth;
- Tools.GetCurrentGradient(ratio, factorGradients, (currentGradient, nextGradient, scale) => {
- data[x] = Scalar.Lerp((<FactorGradient>currentGradient).factor1, (<FactorGradient>nextGradient).factor1, scale);
- });
- }
- (<any>this)[textureName] = RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, Texture.NEAREST_SAMPLINGMODE);
- }
- private _createSizeGradientTexture() {
- this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
- }
-
- private _createAngularSpeedGradientTexture() {
- this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
- }
- private _createVelocityGradientTexture() {
- this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
- }
- private _createLimitVelocityGradientTexture() {
- this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
- }
- private _createDragGradientTexture() {
- this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
- }
-
- private _createColorGradientTexture() {
- if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
- return;
- }
- let data = new Uint8Array(this._rawTextureWidth * 4);
- let tmpColor = Tmp.Color4[0];
- for (var x = 0; x < this._rawTextureWidth; x++) {
- var ratio = x / this._rawTextureWidth;
- Tools.GetCurrentGradient(ratio, this._colorGradients, (currentGradient, nextGradient, scale) => {
- Color4.LerpToRef((<ColorGradient>currentGradient).color1, (<ColorGradient>nextGradient).color1, scale, tmpColor);
- data[x * 4] = tmpColor.r * 255;
- data[x * 4 + 1] = tmpColor.g * 255;
- data[x * 4 + 2] = tmpColor.b * 255;
- data[x * 4 + 3] = tmpColor.a * 255;
- });
- }
- this._colorGradientsTexture = RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, Texture.NEAREST_SAMPLINGMODE);
- }
- /**
- * Renders the particle system in its current state
- * @param preWarm defines if the system should only update the particles but not render them
- * @returns the current number of particles
- */
- public render(preWarm = false): number {
- if (!this._started) {
- return 0;
- }
- this._createColorGradientTexture();
- this._createSizeGradientTexture();
- this._createAngularSpeedGradientTexture();
- this._createVelocityGradientTexture();
- this._createLimitVelocityGradientTexture();
- this._createDragGradientTexture();
- this._recreateUpdateEffect();
- this._recreateRenderEffect();
- if (!this.isReady()) {
- return 0;
- }
- if (!preWarm) {
- if (!this._preWarmDone && this.preWarmCycles) {
- for (var index = 0; index < this.preWarmCycles; index++) {
- this.animate(true);
- this.render(true);
- }
- this._preWarmDone = true;
- }
- if (this._currentRenderId === this._scene.getRenderId()) {
- return 0;
- }
- this._currentRenderId = this._scene.getRenderId();
- }
-
- // Get everything ready to render
- this._initialize();
- this._accumulatedCount += this.emitRate * this._timeDelta;
- if (this._accumulatedCount > 1) {
- var intPart = this._accumulatedCount | 0;
- this._accumulatedCount -= intPart;
- this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
- }
- if (!this._currentActiveCount) {
- return 0;
- }
-
- // Enable update effect
- this._engine.enableEffect(this._updateEffect);
- this._engine.setState(false);
-
- this._updateEffect.setFloat("currentCount", this._currentActiveCount);
- this._updateEffect.setFloat("timeDelta", this._timeDelta);
- this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
- this._updateEffect.setTexture("randomSampler", this._randomTexture);
- this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
- this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
- this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
- if (!this._colorGradientsTexture) {
- this._updateEffect.setDirectColor4("color1", this.color1);
- this._updateEffect.setDirectColor4("color2", this.color2);
- }
- this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
- this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
- this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
- this._updateEffect.setVector3("gravity", this.gravity);
- if (this._sizeGradientsTexture) {
- this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
- }
- if (this._angularSpeedGradientsTexture) {
- this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
- }
- if (this._velocityGradientsTexture) {
- this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
- }
- if (this._limitVelocityGradientsTexture) {
- this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
- this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
- }
- if (this._dragGradientsTexture) {
- this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
- }
- if (this.particleEmitterType) {
- this.particleEmitterType.applyToShader(this._updateEffect);
- }
- if (this._isAnimationSheetEnabled) {
- this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
- }
-
- if (this.noiseTexture) {
- this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
- this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
- }
- let emitterWM: Matrix;
- if ((<AbstractMesh>this.emitter).position) {
- var emitterMesh = (<AbstractMesh>this.emitter);
- emitterWM = emitterMesh.getWorldMatrix();
- } else {
- var emitterPosition = (<Vector3>this.emitter);
- emitterWM = Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
- }
- this._updateEffect.setMatrix("emitterWM", emitterWM);
- // Bind source VAO
- this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
- // Update
- this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
- this._engine.setRasterizerState(false);
- this._engine.beginTransformFeedback(true);
- this._engine.drawArraysType(Material.PointListDrawMode, 0, this._currentActiveCount);
- this._engine.endTransformFeedback();
- this._engine.setRasterizerState(true);
- this._engine.bindTransformFeedbackBuffer(null);
- if (!preWarm) {
- // Enable render effect
- this._engine.enableEffect(this._renderEffect);
- let viewMatrix = this._scene.getViewMatrix();
- this._renderEffect.setMatrix("view", viewMatrix);
- this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
- this._renderEffect.setTexture("textureSampler", this.particleTexture);
- this._renderEffect.setVector2("translationPivot", this.translationPivot);
- if (this._colorGradientsTexture) {
- this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
- } else {
- this._renderEffect.setDirectColor4("colorDead", this.colorDead);
- }
- if (this._isAnimationSheetEnabled && this.particleTexture) {
- let baseSize = this.particleTexture.getBaseSize();
- this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
- }
- if (this._isBillboardBased) {
- var camera = this._scene.activeCamera!;
- this._renderEffect.setVector3("eyePosition", camera.globalPosition);
- }
- if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
- var invView = viewMatrix.clone();
- invView.invert();
- this._renderEffect.setMatrix("invView", invView);
- MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
- }
- // image processing
- if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
- this._imageProcessingConfiguration.bind(this._renderEffect);
- }
- // Draw order
- switch(this.blendMode)
- {
- case ParticleSystem.BLENDMODE_ADD:
- this._engine.setAlphaMode(Engine.ALPHA_ADD);
- break;
- case ParticleSystem.BLENDMODE_ONEONE:
- this._engine.setAlphaMode(Engine.ALPHA_ONEONE);
- break;
- case ParticleSystem.BLENDMODE_STANDARD:
- this._engine.setAlphaMode(Engine.ALPHA_COMBINE);
- break;
- case ParticleSystem.BLENDMODE_MULTIPLY:
- this._engine.setAlphaMode(Engine.ALPHA_MULTIPLY);
- break;
- }
- if (this.forceDepthWrite) {
- this._engine.setDepthWrite(true);
- }
- // Bind source VAO
- this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
- // Render
- this._engine.drawArraysType(Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
- this._engine.setAlphaMode(Engine.ALPHA_DISABLE);
- }
- // Switch VAOs
- this._targetIndex++;
- if (this._targetIndex === 2) {
- this._targetIndex = 0;
- }
- // Switch buffers
- let tmpBuffer = this._sourceBuffer;
- this._sourceBuffer = this._targetBuffer;
- this._targetBuffer = tmpBuffer;
-
- return this._currentActiveCount;
- }
- /**
- * Rebuilds the particle system
- */
- public rebuild(): void {
- this._initialize(true);
- }
- private _releaseBuffers() {
- if (this._buffer0) {
- this._buffer0.dispose();
- (<any>this._buffer0) = null;
- }
- if (this._buffer1) {
- this._buffer1.dispose();
- (<any>this._buffer1) = null;
- }
- if (this._spriteBuffer) {
- this._spriteBuffer.dispose();
- (<any>this._spriteBuffer) = null;
- }
- }
- private _releaseVAOs() {
- if (!this._updateVAO) {
- return;
- }
-
- for (var index = 0; index < this._updateVAO.length; index++) {
- this._engine.releaseVertexArrayObject(this._updateVAO[index]);
- }
- this._updateVAO = [];
- for (var index = 0; index < this._renderVAO.length; index++) {
- this._engine.releaseVertexArrayObject(this._renderVAO[index]);
- }
- this._renderVAO = [];
- }
- /**
- * Disposes the particle system and free the associated resources
- * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
- */
- public dispose(disposeTexture = true): void {
- var index = this._scene.particleSystems.indexOf(this);
- if (index > -1) {
- this._scene.particleSystems.splice(index, 1);
- }
- this._releaseBuffers();
- this._releaseVAOs();
- if (this._colorGradientsTexture) {
- this._colorGradientsTexture.dispose();
- (<any>this._colorGradientsTexture) = null;
- }
- if (this._sizeGradientsTexture) {
- this._sizeGradientsTexture.dispose();
- (<any>this._sizeGradientsTexture) = null;
- }
-
- if (this._angularSpeedGradientsTexture) {
- this._angularSpeedGradientsTexture.dispose();
- (<any>this._angularSpeedGradientsTexture) = null;
- }
- if (this._velocityGradientsTexture) {
- this._velocityGradientsTexture.dispose();
- (<any>this._velocityGradientsTexture) = null;
- }
- if (this._limitVelocityGradientsTexture) {
- this._limitVelocityGradientsTexture.dispose();
- (<any>this._limitVelocityGradientsTexture) = null;
- }
- if (this._dragGradientsTexture) {
- this._dragGradientsTexture.dispose();
- (<any>this._dragGradientsTexture) = null;
- }
-
- if (this._randomTexture) {
- this._randomTexture.dispose();
- (<any>this._randomTexture) = null;
- }
- if (this._randomTexture2) {
- this._randomTexture2.dispose();
- (<any>this._randomTexture2) = null;
- }
- if (disposeTexture && this.particleTexture) {
- this.particleTexture.dispose();
- this.particleTexture = null;
- }
-
- if (disposeTexture && this.noiseTexture) {
- this.noiseTexture.dispose();
- this.noiseTexture = null;
- }
- // Callback
- this.onDisposeObservable.notifyObservers(this);
- this.onDisposeObservable.clear();
- }
- /**
- * Clones the particle system.
- * @param name The name of the cloned object
- * @param newEmitter The new emitter to use
- * @returns the cloned particle system
- */
- public clone(name: string, newEmitter: any): GPUParticleSystem {
- var result = new GPUParticleSystem(name, {capacity: this._capacity, randomTextureSize: this._randomTextureSize}, this._scene);
- Tools.DeepCopy(this, result);
- if (newEmitter === undefined) {
- newEmitter = this.emitter;
- }
- result.emitter = newEmitter;
- if (this.particleTexture) {
- result.particleTexture = new Texture(this.particleTexture.url, this._scene);
- }
- return result;
- }
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- public serialize(): any {
- var serializationObject: any = {};
- ParticleSystem._Serialize(serializationObject, this);
- serializationObject.activeParticleCount = this.activeParticleCount;
- return serializationObject;
- }
- /**
- * Parses a JSON object to create a GPU particle system.
- * @param parsedParticleSystem The JSON object to parse
- * @param scene The scene to create the particle system in
- * @param rootUrl The root url to use to load external dependencies like texture
- * @returns the parsed GPU particle system
- */
- public static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string): GPUParticleSystem {
- var name = parsedParticleSystem.name;
- var particleSystem = new GPUParticleSystem(name, {capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize}, scene);
- if (parsedParticleSystem.activeParticleCount) {
- particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
- }
- ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
- return particleSystem;
- }
- }
- }
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