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ParticlesClass.hpp
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#ifndef PARTICLESCLASS_HPP
#define PARTICLESCLASS_HPP
#include <d3d11.h>
#include <d3dcompiler.h>
#include <DirectXMath.h>
#include <time.h>
#include "Globals.hpp"
#include "Camera.hpp"
struct ParticleProperties
{
DirectX::XMFLOAT3 CameraRelativePosition;
DirectX::XMFLOAT3 Position;
DirectX::XMFLOAT3 Color;
float Velocity;
bool Active;
};
struct ParticleVertexData
{
DirectX::XMFLOAT3 Position;
DirectX::XMFLOAT2 TexCoord;
DirectX::XMFLOAT3 Color;
};
class ParticleSystem
{
private:
ID3D11InputLayout* VertexLayout;
ID3D11VertexShader* VertexShader;
ID3D11GeometryShader* GeometryShader;
ID3D11PixelShader* PixelShader;
ID3D11Buffer* VertexBuffer;
int Capacity;
int MaxVertexCount;
int CurrentParticleCount;
float LastKeyTime;
float CurrentTime;
ParticleProperties* PropertiesArray;
ParticleVertexData* VertexArray;
// PRIVATE FUNCTIONS
void InitializeShaders(
ID3D11Device* *Device
);
void InitializeBuffers(
ID3D11Device* *Device
);
void CreateParticle(
DirectX::XMFLOAT3 CameraPosition
);
void UpdateVertexBuffer(
ID3D11DeviceContext* *DeviceContext,
Camera* theCamera
);
void UpdateParticlePositions(
DirectX::XMFLOAT3 CameraPosition
);
public:
ParticleSystem();
~ParticleSystem();
void ReleaseAll();
void InitializeAll(
ID3D11Device* *Device);
void UpdateSystem(
ID3D11DeviceContext* *DeviceContext,
float dt,
Camera* theCamera
);
void SetShadingContext(
ID3D11DeviceContext* *DeviceContext
);
void RenderParticles(
ID3D11DeviceContext* *DeviceContext
);
};
#endif