#region CPL License /* Nuclex Framework Copyright (C) 2002-2009 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #endregion using System; using System.Collections.Generic; using System.Diagnostics; using System.Threading; using Microsoft.Xna.Framework.Graphics; using Nuclex.Graphics.Batching; using Nuclex.Support; namespace Nuclex.Graphics.SpecialEffects.Particles.HighLevel { partial class ParticleSystemManager { #region interface IParticleSystemHolder /// Interface for objects managing a single particle system private interface IParticleSystemHolder { /// Renders the particle system into its primitive batch void Render(); /// Disposes the contained particle system void Dispose(); /// Releases or destroys the referenced primitive batch void ReleasePrimitiveBatch(); /// Updates the particles in the particle system /// Number of updates that will be performed void Update(int updates); /// Begins an asynchronous update on the particle system /// Number of updates that will be performed /// Number of threads that will be used /// /// Callback that will be invoked after the update has finished /// /// User-defined state /// /// An asynchronous result handle that can be used to wait for the operation /// IAsyncResult BeginUpdate( int updates, int threads, AsyncCallback callback, object state ); /// Ends the asynchronous update /// /// Asynchronous result handle obtained from the BeginUpdate() method /// void EndUpdate(IAsyncResult asyncResult); /// Prunes dead particles from the system void Prune(); /// Begins asynchronously pruning dead particles from the system /// /// Callback that will be invoked after pruning has finished /// /// User-defined state /// /// An asynchronous result handle that can be used to wait for the operation /// IAsyncResult BeginPrune(AsyncCallback callback, object state); /// Ends asynchronous pruning /// /// Asynchronous result handle obtained from the BeginPrune() method /// void EndPrune(IAsyncResult asyncResult); } #endregion // interface IParticleSystemHolder #region class ParticleSystemHolder<> /// Manages a particle system and its associated resources /// /// Type of particles being simulated in the particle system /// /// /// Type of vertices the particle system generates /// private class ParticleSystemHolder : IParticleSystemHolder where ParticleType : struct where VertexType : struct, IVertexType { /// Initializes a new particle system holder /// Particle system the holder will manage /// /// Renderer through which the particles are sent to the primitive batch /// /// /// Method which will be used to detect dead particles /// /// /// Primitive batch holder that manages the primitive batch used to /// render the vertices generated by this particle system /// public ParticleSystemHolder( ParticleSystem particleSystem, ParticleSystem.PrunePredicate pruneDelegate, IParticleRenderer renderer, PrimitiveBatchHolder primitiveBatchHolder ) { if(renderer == null) { throw new ArgumentException("You must specify a renderer", "renderer"); } this.particleSystem = particleSystem; this.pruneDelegate = pruneDelegate; this.renderer = renderer; this.primitiveBatchHolder = primitiveBatchHolder; } /// Renders the particle system into its primitive batch public void Render() { this.renderer.Render( this.particleSystem.Particles, this.primitiveBatchHolder.PrimitiveBatch ); } /// Disposes the contained particle system public void Dispose() { this.particleSystem.Dispose(); } /// Releases or destroys the referenced primitive batch public void ReleasePrimitiveBatch() { this.primitiveBatchHolder.Release(); } /// Updates the particles in the particle system /// Number of updates that will be performed public void Update(int updates) { this.particleSystem.Update(updates); } /// Begins an asynchronous update on the particle system /// Number of updates that will be performed /// Number of threads that will be used /// /// Callback that will be invoked after the update has finished /// /// User-defined state /// /// An asynchronous result handle that can be used to wait for the operation /// public IAsyncResult BeginUpdate( int updates, int threads, AsyncCallback callback, object state ) { return this.particleSystem.BeginUpdate(updates, threads, callback, state); } /// Ends the asynchronous update /// /// Asynchronous result handle obtained from the BeginUpdate() method /// public void EndUpdate(IAsyncResult asyncResult) { this.particleSystem.EndUpdate(asyncResult); } /// Prunes dead particles from the system public void Prune() { this.particleSystem.Prune(this.pruneDelegate); } /// Begins asynchronously pruning dead particles from the system /// /// Callback that will be invoked after pruning has finished /// /// User-defined state /// /// An asynchronous result handle that can be used to wait for the operation /// public IAsyncResult BeginPrune(AsyncCallback callback, object state) { return this.particleSystem.BeginPrune(this.pruneDelegate, callback, state); } /// Ends asynchronous pruning /// /// Asynchronous result handle obtained from the BeginPrune() method /// public void EndPrune(IAsyncResult asyncResult) { this.particleSystem.EndPrune(asyncResult); } /// Particle system being managed by the holder private ParticleSystem particleSystem; /// Particle renderer used to generate vertices from particles private IParticleRenderer renderer; /// Manages the primitive batch used to draw particles private PrimitiveBatchHolder primitiveBatchHolder; /// Delegate for the method used to recognize dead particles private ParticleSystem.PrunePredicate pruneDelegate; } #endregion // class ParticleSystemHolder<> /// Adds a particle system to be processed by the manager /// /// Type of particles being stored in the particle system /// /// /// Type of vertices that will be generated from the particles /// /// /// Particle system that will be added to the manager /// /// Method used to detect dead particles /// /// Particle renderer that will turn the particles into vertices and send /// them to a primitive batch for rendering /// public void AddParticleSystem( ParticleSystem particleSystem, ParticleSystem.PrunePredicate pruneDelegate, IParticleRenderer renderer ) where ParticleType : struct where VertexType : struct, IVertexType { PrimitiveBatchHolder holder; holder = getOrCreatePrimitiveBatch(); try { this.particleSystems.Add( particleSystem, new ParticleSystemHolder( particleSystem, pruneDelegate, renderer, holder ) ); this.holderArraysDirty = true; } catch(Exception) { holder.Release(); throw; } } /// Removes a particle system from the manager /// /// Type of particles being stored in the particle system /// /// /// Particle system that will be removed from the manager /// public void RemoveParticleSystem( ParticleSystem particleSystem ) where ParticleType : struct, IVertexType { IParticleSystemHolder holder; if(!this.particleSystems.TryGetValue(particleSystem, out holder)) { throw new ArgumentException( "Particle system has not been added to this manager", "particleSystem" ); } // Get rid of the particle system and unreference the primitive batch // it was using for rendering holder.ReleasePrimitiveBatch(); this.particleSystems.Remove(particleSystem); this.holderArraysDirty = true; } /// Particle systems that are being managed by this instance private Dictionary particleSystems; } } // namespace Nuclex.Graphics.SpecialEffects.Particles.HighLevel