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Implement particle groups, enabling simple particle trails.
This commit essentially allows multiple effects to share the same underlying buffer. Such sub-effects are known as *particle groups*. An effect may have up to 32 particle groups, each with its own capacity. Every modifier specifies which particle groups it affects. Spawners always spawn into particle group 0; this restriction was implemented for simplicity and can be lifted later. A new modifier has been added, `CloneModifier`. This allows particles to be duplicated into a group on a fixed rate. By cloning particles into a group, particle trails can be created. It's intended that a node graph can be layered on top of particle groups in the future. Particle groups are the most efficient way I can think of to implement node graphs in any case, so this seems to me to be a step toward a node-based editor. Currently, init modifiers don't run on cloned particles. Their age is, however, reset to 0 if present, as this is typically the most useful behavior. Internally, each particle group receives its own update and render invocation. This reduces branching in both shaders, simplifies much of the bookkeeping, and enables ribbon rendering for trails in the future (needed for weapon effects, etc.) The new `worms` example illustrates how trails can be produced with this groups feature.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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