Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: particle system code
//
//===========================================================================//
#include "tier0/platform.h"
#include "particles/particles.h"
#include "filesystem.h"
#include "tier2/tier2.h"
#include "tier2/fileutils.h"
#include "tier2/renderutils.h"
#include "tier2/beamsegdraw.h"
#include "tier1/UtlStringMap.h"
#include "tier1/strtools.h"
#include "materialsystem/imesh.h"
#include "materialsystem/itexture.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "psheet.h"
#include "tier0/vprof.h"
#ifdef USE_BLOBULATOR
// TODO: These should be in public by the time the SDK ships
#include "../common/blobulator/Implicit/ImpDefines.h"
#include "../common/blobulator/Implicit/ImpRenderer.h"
#include "../common/blobulator/Implicit/ImpTiler.h"
#include "../common/blobulator/Implicit/UserFunctions.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Vertex instancing (1 vert submitted per particle, duplicated to 4 (a quad) on the GPU) is supported only on 360
const bool bUseInstancing = IsX360();
//-----------------------------------------------------------------------------
// Utility method to compute the max # of particles per batch
//-----------------------------------------------------------------------------
static inline int GetMaxParticlesPerBatch( IMatRenderContext *pRenderContext, IMaterial *pMaterial, bool bWithInstancing )
{
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
if ( bWithInstancing )
return nMaxVertices;
else
return min( (nMaxVertices / 4), (nMaxIndices / 6) );
}
void SetupParticleVisibility( CParticleCollection *pParticles, CParticleVisibilityData *pVisibilityData, const CParticleVisibilityInputs *pVisibilityInputs, int *nQueryHandle )
{
float flScale = pVisibilityInputs->m_flProxyRadius;
Vector vecOrigin;
/*
if ( pVisibilityInputs->m_bUseBBox )
{
Vector vecMinBounds;
Vector vecMaxBounds;
Vector mins;
Vector maxs;
pParticles->GetBounds( &vecMinBounds, &vecMaxBounds );
vecOrigin = ( ( vecMinBounds + vecMaxBounds ) / 2 );
Vector vecBounds = ( vecMaxBounds - vecMinBounds );
flScale = ( max(vecBounds.x, max (vecBounds.y, vecBounds.z) ) * pVisibilityInputs->m_flBBoxScale );
}
if ( pVisibilityInputs->m_nCPin >= 0 )
{
vecOrigin = pParticles->GetControlPointAtCurrentTime( pVisibilityInputs->m_nCPin );
}
*/
vecOrigin = pParticles->GetControlPointAtCurrentTime( pVisibilityInputs->m_nCPin );
float flVisibility = g_pParticleSystemMgr->Query()->GetPixelVisibility( nQueryHandle, vecOrigin, flScale );
pVisibilityData->m_flAlphaVisibility = RemapValClamped( flVisibility, pVisibilityInputs->m_flInputMin,
pVisibilityInputs->m_flInputMax, pVisibilityInputs->m_flAlphaScaleMin, pVisibilityInputs->m_flAlphaScaleMax );
pVisibilityData->m_flRadiusVisibility = RemapValClamped( flVisibility, pVisibilityInputs->m_flInputMin,
pVisibilityInputs->m_flInputMax, pVisibilityInputs->m_flRadiusScaleMin, pVisibilityInputs->m_flRadiusScaleMax );
pVisibilityData->m_flCameraBias = pVisibilityInputs->m_flCameraBias;
}
static SheetSequenceSample_t s_DefaultSheetSequence =
{
{
{ 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f }, // SequenceSampleTextureCoords_t image 0
{ 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f } // SequenceSampleTextureCoords_t image 1
},
1.0f // m_fBlendFactor
};
class C_OP_RenderPoints : public CParticleRenderOperatorInstance
{
DECLARE_PARTICLE_OPERATOR( C_OP_RenderPoints );
uint32 GetWrittenAttributes( void ) const
{
return 0;
}
uint32 GetReadAttributes( void ) const
{
return PARTICLE_ATTRIBUTE_XYZ_MASK;
}
virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
struct C_OP_RenderPointsContext_t
{
CParticleVisibilityData m_VisibilityData;
int m_nQueryHandle;
};
size_t GetRequiredContextBytes( void ) const
{
return sizeof( C_OP_RenderPointsContext_t );
}
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
{
C_OP_RenderPointsContext_t *pCtx = reinterpret_cast<C_OP_RenderPointsContext_t *>( pContext );
pCtx->m_VisibilityData.m_bUseVisibility = false;
pCtx->m_VisibilityData.m_flCameraBias = VisibilityInputs.m_flCameraBias;
}
};
DEFINE_PARTICLE_OPERATOR( C_OP_RenderPoints, "render_points", OPERATOR_SINGLETON );
BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( C_OP_RenderPoints )
END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderPoints )
void C_OP_RenderPoints::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
{
C_OP_RenderPointsContext_t *pCtx = reinterpret_cast<C_OP_RenderPointsContext_t *>( pContext );
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
int nParticles;
const ParticleRenderData_t *pRenderList =
pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
size_t xyz_stride;
const fltx4 *xyz = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &xyz_stride );
pRenderContext->Bind( pMaterial );
CMeshBuilder meshBuilder;
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
while ( nParticles )
{
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
int nParticlesInBatch = min( nMaxVertices, nParticles );
nParticles -= nParticlesInBatch;
g_pParticleSystemMgr->TallyParticlesRendered( nParticlesInBatch );
meshBuilder.Begin( pMesh, MATERIAL_POINTS, nParticlesInBatch );
for( int i = 0; i < nParticlesInBatch; i++ )
{
int hParticle = (--pRenderList)->m_nIndex;
int nIndex = ( hParticle / 4 ) * xyz_stride;
int nOffset = hParticle & 0x3;
meshBuilder.Position3f( SubFloat( xyz[nIndex], nOffset ), SubFloat( xyz[nIndex+1], nOffset ), SubFloat( xyz[nIndex+2], nOffset ) );
meshBuilder.Color4ub( 255, 255, 255, 255 );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
}
//-----------------------------------------------------------------------------
//
// Sprite Rendering
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Utility struct to help with sprite rendering
//-----------------------------------------------------------------------------
struct SpriteRenderInfo_t
{
size_t m_nXYZStride;
const fltx4 *m_pXYZ;
size_t m_nRotStride;
const fltx4 *m_pRot;
size_t m_nYawStride;
const fltx4 *m_pYaw;
size_t m_nRGBStride;
const fltx4 *m_pRGB;
size_t m_nCreationTimeStride;
const fltx4 *m_pCreationTimeStamp;
size_t m_nSequenceStride;
const fltx4 *m_pSequenceNumber;
size_t m_nSequence1Stride;
const fltx4 *m_pSequence1Number;
float m_flAgeScale;
float m_flAgeScale2;
CSheet *m_pSheet;
int m_nVertexOffset;
CParticleCollection *m_pParticles;
void Init( CParticleCollection *pParticles, int nVertexOffset, float flAgeScale, float flAgeScale2, CSheet *pSheet )
{
m_pParticles = pParticles;
m_pXYZ = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &m_nXYZStride );
m_pRot = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_ROTATION, &m_nRotStride );
m_pYaw = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_YAW, &m_nYawStride );
m_pRGB = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_TINT_RGB, &m_nRGBStride );
m_pCreationTimeStamp = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_CREATION_TIME, &m_nCreationTimeStride );
m_pSequenceNumber = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER, &m_nSequenceStride );
m_pSequence1Number = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER1, &m_nSequence1Stride );
m_flAgeScale = flAgeScale;
m_flAgeScale2 = flAgeScale2;
m_pSheet = pSheet;
m_nVertexOffset = nVertexOffset;
}
};
class C_OP_RenderSprites : public C_OP_RenderPoints
{
DECLARE_PARTICLE_OPERATOR( C_OP_RenderSprites );
struct C_OP_RenderSpritesContext_t
{
unsigned int m_nOrientationVarToken;
unsigned int m_nOrientationMatrixVarToken;
CParticleVisibilityData m_VisibilityData;
int m_nQueryHandle;
};
size_t GetRequiredContextBytes( void ) const
{
return sizeof( C_OP_RenderSpritesContext_t );
}
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
{
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
pCtx->m_nOrientationVarToken = 0;
pCtx->m_nOrientationMatrixVarToken = 0;
if ( VisibilityInputs.m_nCPin >= 0 )
pCtx->m_VisibilityData.m_bUseVisibility = true;
else
pCtx->m_VisibilityData.m_bUseVisibility = false;
pCtx->m_VisibilityData.m_flCameraBias = VisibilityInputs.m_flCameraBias;
}
virtual uint64 GetReadControlPointMask() const
{
if ( m_nOrientationControlPoint >= 0 )
return 1ULL << m_nOrientationControlPoint;
return 0;
}
uint32 GetReadAttributes( void ) const
{
return PARTICLE_ATTRIBUTE_XYZ_MASK | PARTICLE_ATTRIBUTE_ROTATION_MASK | PARTICLE_ATTRIBUTE_RADIUS_MASK |
PARTICLE_ATTRIBUTE_TINT_RGB_MASK | PARTICLE_ATTRIBUTE_ALPHA_MASK | PARTICLE_ATTRIBUTE_CREATION_TIME_MASK |
PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER1_MASK |
PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER_MASK | PARTICLE_ATTRIBUTE_LIFE_DURATION_MASK;
}
virtual void InitParams( CParticleSystemDefinition *pDef, CDmxElement *pElement );
virtual int GetParticlesToRender( CParticleCollection *pParticles, void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices, int *pVertsUsed, int *pIndicesUsed ) const;
virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
virtual void RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const;
void RenderSpriteCard( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, ParticleRenderData_t const *pSortList, Vector *pCamera ) const;
void RenderTwoSequenceSpriteCard( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, ParticleRenderData_t const *pSortList, Vector *pCamera ) const;
void RenderNonSpriteCardCameraFacing( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial ) const;
void RenderNonSpriteCardZRotating( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, const Vector& vecCameraPos, ParticleRenderData_t const *pSortList ) const;
void RenderNonSpriteCardZRotating( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial ) const;
void RenderUnsortedNonSpriteCardZRotating( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const;
void RenderNonSpriteCardOriented( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, const Vector& vecCameraPos, ParticleRenderData_t const *pSortList, bool bUseYaw ) const;
void RenderNonSpriteCardOriented( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial, bool bUseYaw ) const;
void RenderUnsortedNonSpriteCardOriented( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const;
// cycles per second
float m_flAnimationRate;
float m_flAnimationRate2;
bool m_bFitCycleToLifetime;
bool m_bAnimateInFPS;
int m_nOrientationType;
int m_nOrientationControlPoint;
};
DEFINE_PARTICLE_OPERATOR( C_OP_RenderSprites, "render_animated_sprites", OPERATOR_GENERIC );
BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( C_OP_RenderSprites )
DMXELEMENT_UNPACK_FIELD( "animation rate", ".1", float, m_flAnimationRate )
DMXELEMENT_UNPACK_FIELD( "animation_fit_lifetime", "0", bool, m_bFitCycleToLifetime )
DMXELEMENT_UNPACK_FIELD( "orientation_type", "0", int, m_nOrientationType )
DMXELEMENT_UNPACK_FIELD( "orientation control point", "-1", int, m_nOrientationControlPoint )
DMXELEMENT_UNPACK_FIELD( "second sequence animation rate", "0", float, m_flAnimationRate2 )
DMXELEMENT_UNPACK_FIELD( "use animation rate as FPS", "0", bool, m_bAnimateInFPS )
END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderSprites )
void C_OP_RenderSprites::InitParams( CParticleSystemDefinition *pDef, CDmxElement *pElement )
{
}
const SheetSequenceSample_t *GetSampleForSequence( CSheet *pSheet, float flCreationTime, float flCurTime, float flAgeScale, int nSequence )
{
if ( pSheet == NULL )
return NULL;
if ( pSheet->m_nNumFrames[nSequence] == 1 )
return (const SheetSequenceSample_t *) &pSheet->m_pSamples[nSequence][0];
float flAge = flCurTime - flCreationTime;
flAge *= flAgeScale;
unsigned int nFrame = flAge;
if ( pSheet->m_bClamp[nSequence] )
{
nFrame = min( nFrame, (unsigned int)SEQUENCE_SAMPLE_COUNT-1 );
}
else
{
nFrame &= SEQUENCE_SAMPLE_COUNT-1;
}
return (const SheetSequenceSample_t *) &pSheet->m_pSamples[nSequence][nFrame];
}
int C_OP_RenderSprites::GetParticlesToRender( CParticleCollection *pParticles,
void *pContext, int nFirstParticle,
int nRemainingVertices, int nRemainingIndices,
int *pVertsUsed, int *pIndicesUsed ) const
{
int nMaxParticles = ( (nRemainingVertices / 4) > (nRemainingIndices / 6) ) ? nRemainingIndices / 6 : nRemainingVertices / 4;
int nParticleCount = pParticles->m_nActiveParticles - nFirstParticle;
if ( nParticleCount > nMaxParticles )
{
nParticleCount = nMaxParticles;
}
*pVertsUsed = nParticleCount * 4;
*pIndicesUsed = nParticleCount * 6;
return nParticleCount;
}
void C_OP_RenderSprites::RenderNonSpriteCardCameraFacing( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial ) const
{
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
// generate the sort list before this code starts messing with the matrices
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
bool bCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias != 0.0f;
float flCameraBias = (&pCtx->m_VisibilityData )->m_flCameraBias;
Vector vecCamera;
pRenderContext->GetWorldSpaceCameraPosition( &vecCamera );
// NOTE: This is interesting to support because at first we won't have all the various
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
VMatrix tempView;
// Store matrices off so we can restore them in RenderEnd().
pRenderContext->GetMatrix(MATERIAL_VIEW, &tempView);
// Force the user clip planes to use the old view matrix
pRenderContext->EnableUserClipTransformOverride( true );
pRenderContext->UserClipTransform( tempView );
// The particle renderers want to do things in camera space
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
size_t xyz_stride;
const fltx4 *xyz = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &xyz_stride );
size_t rot_stride;
const fltx4 *pRot = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_ROTATION, &rot_stride );
size_t rgb_stride;
const fltx4 *pRGB = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_TINT_RGB, &rgb_stride );
size_t ct_stride;
const fltx4 *pCreationTimeStamp = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_CREATION_TIME, &ct_stride );
size_t seq_stride;
const fltx4 *pSequenceNumber = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER, &seq_stride );
size_t ld_stride;
const fltx4 *pLifeDuration = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_LIFE_DURATION, &ld_stride );
float flAgeScale;
int nMaxParticlesInBatch = GetMaxParticlesPerBatch( pRenderContext, pMaterial, false );
CSheet *pSheet = pParticles->m_Sheet();
while ( nParticles )
{
int nParticlesInBatch = min( nMaxParticlesInBatch, nParticles );
nParticles -= nParticlesInBatch;
g_pParticleSystemMgr->TallyParticlesRendered( nParticlesInBatch * 4 );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, nParticlesInBatch );
for( int i = 0; i < nParticlesInBatch; i++ )
{
int hParticle = (--pSortList)->m_nIndex;
int nGroup = hParticle / 4;
int nOffset = hParticle & 0x3;
unsigned char ac = pSortList->m_nAlpha;
if ( ac == 0 )
continue;
int nColorIndex = nGroup * rgb_stride;
float r = SubFloat( pRGB[nColorIndex], nOffset );
float g = SubFloat( pRGB[nColorIndex+1], nOffset );
float b = SubFloat( pRGB[nColorIndex+2], nOffset );
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
Assert( (r >= 0.0f) && (g >= 0.0f) && (b >= 0.0f) );
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
unsigned char rc = FastFToC( r );
unsigned char gc = FastFToC( g );
unsigned char bc = FastFToC( b );
float rad = pSortList->m_flRadius;
int nXYZIndex = nGroup * xyz_stride;
Vector vecWorldPos( SubFloat( xyz[ nXYZIndex ], nOffset ), SubFloat( xyz[ nXYZIndex+1 ], nOffset ), SubFloat( xyz[ nXYZIndex+2 ], nOffset ) );
// Move the Particle if their is a camerabias
if ( bCameraBias )
{
Vector vEyeDir = vecCamera - vecWorldPos;
VectorNormalizeFast( vEyeDir );
vEyeDir *= flCameraBias;
vecWorldPos += vEyeDir;
}
Vector vecViewPos;
Vector3DMultiplyPosition( tempView, vecWorldPos, vecViewPos );
if ( !IsFinite( vecViewPos.x ) )
continue;
float rot = SubFloat( pRot[ nGroup * rot_stride ], nOffset );
float ca = (float)cos(rot);
float sa = (float)sin(rot);
// Find the sample for this frame
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
if ( pSheet )
{
if ( m_bFitCycleToLifetime )
{
float flLifetime = SubFloat( pLifeDuration[ nGroup * ld_stride ], nOffset );
flAgeScale = ( flLifetime > 0.0f ) ? ( 1.0f / flLifetime ) * SEQUENCE_SAMPLE_COUNT : 0.0f;
}
else
{
flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
if ( m_bAnimateInFPS )
{
int nSequence = SubFloat( pSequenceNumber[ nGroup * seq_stride ], nOffset );
flAgeScale = flAgeScale / pSheet->m_flFrameSpan[nSequence];
}
}
pSample = GetSampleForSequence( pSheet,
SubFloat( pCreationTimeStamp[ nGroup * ct_stride ], nOffset ),
pParticles->m_flCurTime,
flAgeScale,
SubFloat( pSequenceNumber[ nGroup * seq_stride ], nOffset ) );
}
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
meshBuilder.Position3f( vecViewPos.x + (-ca + sa) * rad, vecViewPos.y + (-sa - ca) * rad, vecViewPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vecViewPos.x + (-ca - sa) * rad, vecViewPos.y + (-sa + ca) * rad, vecViewPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vecViewPos.x + (ca - sa) * rad, vecViewPos.y + (sa + ca) * rad, vecViewPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fTop_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vecViewPos.x + (ca + sa) * rad, vecViewPos.y + (sa - ca) * rad, vecViewPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
}
pRenderContext->EnableUserClipTransformOverride( false );
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PopMatrix();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_OP_RenderSprites::RenderNonSpriteCardZRotating( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, const Vector& vecCameraPos, ParticleRenderData_t const *pSortList ) const
{
Assert( hParticle != -1 );
int nGroup = hParticle / 4;
int nOffset = hParticle & 0x3;
unsigned char ac = pSortList->m_nAlpha;
if ( ac == 0 )
return;
bool bCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias != 0.0f;
float flCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias;
int nColorIndex = nGroup * info.m_nRGBStride;
float r = SubFloat( info.m_pRGB[nColorIndex], nOffset );
float g = SubFloat( info.m_pRGB[nColorIndex+1], nOffset );
float b = SubFloat( info.m_pRGB[nColorIndex+2], nOffset );
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
Assert( (r >= 0.0f) && (g >= 0.0f) && (b >= 0.0f) );
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
unsigned char rc = FastFToC( r );
unsigned char gc = FastFToC( g );
unsigned char bc = FastFToC( b );
float rad = pSortList->m_flRadius;
float rot = SubFloat( info.m_pRot[ nGroup * info.m_nRotStride ], nOffset );
float ca = (float)cos(-rot);
float sa = (float)sin(-rot);
int nXYZIndex = nGroup * info.m_nXYZStride;
Vector vecWorldPos( SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset ) );
// Move the Particle if their is a camerabias
if ( bCameraBias )
{
Vector vEyeDir = vecCameraPos - vecWorldPos;
VectorNormalizeFast( vEyeDir );
vEyeDir *= flCameraBias;
vecWorldPos += vEyeDir;
}
Vector vecViewToPos;
VectorSubtract( vecWorldPos, vecCameraPos, vecViewToPos );
float flLength = vecViewToPos.Length();
if ( flLength < rad / 2 )
return;
Vector vecUp( 0, 0, 1 );
Vector vecRight;
CrossProduct( vecUp, vecCameraPos, vecRight );
VectorNormalize( vecRight );
// Find the sample for this frame
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
if ( info.m_pSheet )
{
pSample = GetSampleForSequence( info.m_pSheet,
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
info.m_pParticles->m_flCurTime,
info.m_flAgeScale,
SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset ) );
}
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
vecRight *= rad;
float x, y;
Vector vecCorner;
x = - ca - sa; y = - ca + sa;
VectorMA( vecWorldPos, x, vecRight, vecCorner );
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z + y * rad );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
x = - ca + sa; y = + ca + sa;
VectorMA( vecWorldPos, x, vecRight, vecCorner );
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z + y * rad );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0 );
meshBuilder.AdvanceVertex();
x = + ca + sa; y = + ca - sa;
VectorMA( vecWorldPos, x, vecRight, vecCorner );
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z + y * rad );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fTop_V0 );
meshBuilder.AdvanceVertex();
x = + ca - sa; y = - ca - sa;
VectorMA( vecWorldPos, x, vecRight, vecCorner );
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z + y * rad );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.FastIndex( info.m_nVertexOffset );
meshBuilder.FastIndex( info.m_nVertexOffset + 1 );
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
meshBuilder.FastIndex( info.m_nVertexOffset );
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
meshBuilder.FastIndex( info.m_nVertexOffset + 3 );
info.m_nVertexOffset += 4;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_OP_RenderSprites::RenderNonSpriteCardZRotating( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial ) const
{
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
// NOTE: This is interesting to support because at first we won't have all the various
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
Vector vecCameraPos;
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
SpriteRenderInfo_t info;
info.Init( pParticles, 0, flAgeScale, 0, pParticles->m_Sheet() );
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
int nMaxParticlesInBatch = GetMaxParticlesPerBatch( pRenderContext, pMaterial, false );
while ( nParticles )
{
int nParticlesInBatch = min( nMaxParticlesInBatch, nParticles );
nParticles -= nParticlesInBatch;
g_pParticleSystemMgr->TallyParticlesRendered( nParticlesInBatch * 4 * 3, nParticlesInBatch * 6 * 3 );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nParticlesInBatch * 4, nParticlesInBatch * 6 );
info.m_nVertexOffset = 0;
for( int i = 0; i < nParticlesInBatch; i++ )
{
int hParticle = (--pSortList)->m_nIndex;
RenderNonSpriteCardZRotating( meshBuilder, pCtx, info, hParticle, vecCameraPos, pSortList );
}
meshBuilder.End();
pMesh->Draw();
}
}
void C_OP_RenderSprites::RenderUnsortedNonSpriteCardZRotating( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
{
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
// NOTE: This is interesting to support because at first we won't have all the various
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
Vector vecCameraPos;
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
SpriteRenderInfo_t info;
info.Init( pParticles, nVertexOffset, flAgeScale, 0, pParticles->m_Sheet() );
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
int hParticle = nFirstParticle;
for( int i = 0; i < nParticleCount; i++, hParticle++ )
{
RenderNonSpriteCardZRotating( meshBuilder, pCtx, info, hParticle, vecCameraPos, pSortList );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_OP_RenderSprites::RenderNonSpriteCardOriented(
CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, const Vector& vecCameraPos, ParticleRenderData_t const *pSortList, bool bUseYaw ) const
{
Assert( hParticle != -1 );
int nGroup = hParticle / 4;
int nOffset = hParticle & 0x3;
unsigned char ac = pSortList->m_nAlpha;
if ( ac == 0 )
return;
bool bCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias != 0.0f;
float flCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias;
int nColorIndex = nGroup * info.m_nRGBStride;
float r = SubFloat( info.m_pRGB[nColorIndex], nOffset );
float g = SubFloat( info.m_pRGB[nColorIndex+1], nOffset );
float b = SubFloat( info.m_pRGB[nColorIndex+2], nOffset );
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
Assert( (r >= 0.0f) && (g >= 0.0f) && (b >= 0.0f) );
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
unsigned char rc = FastFToC( r );
unsigned char gc = FastFToC( g );
unsigned char bc = FastFToC( b );
float rad = pSortList->m_flRadius;
float rot = SubFloat( info.m_pRot[ nGroup * info.m_nRotStride ], nOffset );
float ca = (float)cos(-rot);
float sa = (float)sin(-rot);
int nXYZIndex = nGroup * info.m_nXYZStride;
Vector vecWorldPos( SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset ) );
// Move the Particle if their is a camerabias
if ( bCameraBias )
{
Vector vEyeDir = vecCameraPos - vecWorldPos;
VectorNormalizeFast( vEyeDir );
vEyeDir *= flCameraBias;
vecWorldPos += vEyeDir;
}
Vector vecViewToPos;
VectorSubtract( vecWorldPos, vecCameraPos, vecViewToPos );
float flLength = vecViewToPos.Length();
if ( flLength < rad / 2 )
return;
Vector vecNormal, vecRight, vecUp;
if ( m_nOrientationControlPoint < 0 )
{
vecNormal.Init( 0, 0, 1 );
vecRight.Init( 1, 0, 0 );
vecUp.Init( 0, -1, 0 );
}
else
{
info.m_pParticles->GetControlPointOrientationAtCurrentTime(
m_nOrientationControlPoint, &vecRight, &vecUp, &vecNormal );
}
if ( bUseYaw )
{
float yaw = SubFloat( info.m_pYaw[nGroup * info.m_nYawStride], nOffset );
if ( yaw != 0.0f )
{
Vector particleRight = Vector( 1, 0, 0 );
yaw = RAD2DEG( yaw ); // I hate you source (VectorYawRotate will undo this)
matrix3x4_t matRot;
MatrixBuildRotationAboutAxis( vecUp, yaw, matRot );
VectorRotate( vecRight, matRot, particleRight );
vecRight = particleRight;
}
}
// Find the sample for this frame
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
if ( info.m_pSheet )
{
pSample = GetSampleForSequence( info.m_pSheet,
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
info.m_pParticles->m_flCurTime,
info.m_flAgeScale,
SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset ) );
}
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
vecRight *= rad;
vecUp *= rad;
float x, y;
Vector vecCorner;
x = + ca - sa; y = - ca - sa;
VectorMA( vecWorldPos, x, vecRight, vecCorner );
VectorMA( vecCorner, y, vecUp, vecCorner );
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
x = + ca + sa; y = + ca - sa;
VectorMA( vecWorldPos, x, vecRight, vecCorner );
VectorMA( vecCorner, y, vecUp, vecCorner );
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fTop_V0 );
meshBuilder.AdvanceVertex();
x = - ca + sa; y = + ca + sa;
VectorMA( vecWorldPos, x, vecRight, vecCorner );
VectorMA( vecCorner, y, vecUp, vecCorner );
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0 );
meshBuilder.AdvanceVertex();
x = - ca - sa; y = - ca + sa;
VectorMA( vecWorldPos, x, vecRight, vecCorner );
VectorMA( vecCorner, y, vecUp, vecCorner );
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.FastIndex( info.m_nVertexOffset );
meshBuilder.FastIndex( info.m_nVertexOffset + 1 );
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
meshBuilder.FastIndex( info.m_nVertexOffset );
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
meshBuilder.FastIndex( info.m_nVertexOffset + 3 );
info.m_nVertexOffset += 4;
}
void C_OP_RenderSprites::RenderNonSpriteCardOriented( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial, bool bUseYaw ) const
{
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
// NOTE: This is interesting to support because at first we won't have all the various
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
Vector vecCameraPos;
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
SpriteRenderInfo_t info;
info.Init( pParticles, 0, flAgeScale, 0, pParticles->m_Sheet() );
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
int nMaxParticlesInBatch = GetMaxParticlesPerBatch( pRenderContext, pMaterial, false );
while ( nParticles )
{
int nParticlesInBatch = min( nMaxParticlesInBatch, nParticles );
nParticles -= nParticlesInBatch;
g_pParticleSystemMgr->TallyParticlesRendered( nParticlesInBatch * 4 * 3, nParticlesInBatch * 6 * 3 );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nParticlesInBatch * 4, nParticlesInBatch * 6 );
info.m_nVertexOffset = 0;
for( int i = 0; i < nParticlesInBatch; i++)
{
int hParticle = (--pSortList)->m_nIndex;
RenderNonSpriteCardOriented( meshBuilder, pCtx, info, hParticle, vecCameraPos, pSortList, bUseYaw );
}
meshBuilder.End();
pMesh->Draw();
}
}
void C_OP_RenderSprites::RenderUnsortedNonSpriteCardOriented( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
{
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
// NOTE: This is interesting to support because at first we won't have all the various
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
Vector vecCameraPos;
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
SpriteRenderInfo_t info;
info.Init( pParticles, nVertexOffset, flAgeScale, 0, pParticles->m_Sheet() );
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
int hParticle = nFirstParticle;
for( int i = 0; i < nParticleCount; i++, hParticle++ )
{
RenderNonSpriteCardOriented( meshBuilder, pCtx, info, hParticle, vecCameraPos, pSortList, false );
}
}
void C_OP_RenderSprites::RenderSpriteCard( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, ParticleRenderData_t const *pSortList, Vector *pCamera ) const
{
Assert( hParticle != -1 );
int nGroup = hParticle / 4;
int nOffset = hParticle & 0x3;
int nColorIndex = nGroup * info.m_nRGBStride;
float r = SubFloat( info.m_pRGB[nColorIndex], nOffset );
float g = SubFloat( info.m_pRGB[nColorIndex+1], nOffset );
float b = SubFloat( info.m_pRGB[nColorIndex+2], nOffset );
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
Assert( (r >= -1e-6f) && (g >= -1e-6f) && (b >= -1e-6f) );
if ( !HushAsserts() )
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
unsigned char rc = FastFToC( r );
unsigned char gc = FastFToC( g );
unsigned char bc = FastFToC( b );
unsigned char ac = pSortList->m_nAlpha;
float rad = pSortList->m_flRadius;
if ( !IsFinite( rad ) )
{
return;
}
bool bCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias != 0.0f;
float flCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias;
float rot = SubFloat( info.m_pRot[ nGroup * info.m_nRotStride ], nOffset );
float yaw = SubFloat( info.m_pYaw[ nGroup * info.m_nYawStride ], nOffset );
int nXYZIndex = nGroup * info.m_nXYZStride;
Vector vecWorldPos;
vecWorldPos.x = SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset );
vecWorldPos.y = SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset );
vecWorldPos.z = SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset );
if ( bCameraBias )
{
Vector vEyeDir = *pCamera - vecWorldPos;
VectorNormalizeFast( vEyeDir );
vEyeDir *= flCameraBias;
vecWorldPos += vEyeDir;
}
// Find the sample for this frame
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
if ( info.m_pSheet )
{
float flAgeScale = info.m_flAgeScale;
// if ( m_bFitCycleToLifetime )
// {
// float flLifetime = SubFloat( pLifeDuration[ nGroup * ld_stride ], nOffset );
// flAgeScale = ( flLifetime > 0.0f ) ? ( 1.0f / flLifetime ) * SEQUENCE_SAMPLE_COUNT : 0.0f;
// }
if ( m_bAnimateInFPS )
{
int nSequence = SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset );
flAgeScale = flAgeScale / info.m_pParticles->m_Sheet()->m_flFrameSpan[nSequence];
}
pSample = GetSampleForSequence( info.m_pSheet,
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
info.m_pParticles->m_flCurTime,
flAgeScale,
SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset ) );
}
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
const SequenceSampleTextureCoords_t *pSecondTexture0 = &(pSample->m_TextureCoordData[1]);
// Submit 1 (instanced) or 4 (non-instanced) verts (if we're instancing, we don't produce indices either)
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
// FIXME: change the vertex decl (remove texcoord3/cornerid) if instancing - need to adjust elements beyond texcoord3 down, though
if ( !bUseInstancing )
meshBuilder.TexCoord2f( 3, 0, 0 );
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
if ( !bUseInstancing )
{
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
meshBuilder.TexCoord2f( 3, 1, 0 );
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
meshBuilder.TexCoord2f( 3, 1, 1 );
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
meshBuilder.TexCoord2f( 3, 0, 1 );
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.FastIndex( info.m_nVertexOffset );
meshBuilder.FastIndex( info.m_nVertexOffset + 1 );
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
meshBuilder.FastIndex( info.m_nVertexOffset );
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
meshBuilder.FastIndex( info.m_nVertexOffset + 3 );
info.m_nVertexOffset += 4;
}
}
void C_OP_RenderSprites::RenderTwoSequenceSpriteCard( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, ParticleRenderData_t const *pSortList, Vector *pCamera ) const
{
Assert( hParticle != -1 );
int nGroup = hParticle / 4;
int nOffset = hParticle & 0x3;
int nColorIndex = nGroup * info.m_nRGBStride;
float r = SubFloat( info.m_pRGB[nColorIndex], nOffset );
float g = SubFloat( info.m_pRGB[nColorIndex+1], nOffset );
float b = SubFloat( info.m_pRGB[nColorIndex+2], nOffset );
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
Assert( (r >= 0.0f) && (g >= 0.0f) && (b >= 0.0f) );
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
unsigned char rc = FastFToC( r );
unsigned char gc = FastFToC( g );
unsigned char bc = FastFToC( b );
unsigned char ac = pSortList->m_nAlpha;
bool bCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias != 0.0f;
float flCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias;
float rad = pSortList->m_flRadius;
float rot = SubFloat( info.m_pRot[ nGroup * info.m_nRotStride ], nOffset );
float yaw = SubFloat( info.m_pYaw[ nGroup * info.m_nYawStride ], nOffset );
int nXYZIndex = nGroup * info.m_nXYZStride;
Vector vecWorldPos;
vecWorldPos.x = SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset );
vecWorldPos.y = SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset );
vecWorldPos.z = SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset );
if ( bCameraBias )
{
Vector vEyeDir = *pCamera - vecWorldPos;
VectorNormalizeFast( vEyeDir );
vEyeDir *= flCameraBias;
vecWorldPos += vEyeDir;
}
// Find the sample for this frame
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
const SheetSequenceSample_t *pSample1 = &s_DefaultSheetSequence;
if ( info.m_pSheet )
{
pSample = GetSampleForSequence( info.m_pSheet,
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
info.m_pParticles->m_flCurTime,
info.m_flAgeScale,
SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset ) );
pSample1 = GetSampleForSequence( info.m_pSheet,
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
info.m_pParticles->m_flCurTime,
info.m_flAgeScale2,
SubFloat( info.m_pSequence1Number[ nGroup * info.m_nSequence1Stride ], nOffset ) );
}
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
const SequenceSampleTextureCoords_t *pSecondTexture0 = &(pSample->m_TextureCoordData[1]);
const SequenceSampleTextureCoords_t *pSample1Frame = &(pSample1->m_TextureCoordData[0]);
// Submit 1 (instanced) or 4 (non-instanced) verts (if we're instancing, we don't produce indices either)
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
// FIXME: change the vertex decl (remove texcoord3/cornerid) if instancing - need to adjust elements beyond texcoord3 down, though
if ( ! bUseInstancing )
meshBuilder.TexCoord2f( 3, 0, 0 );
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 5, pSample1Frame->m_fLeft_U0, pSample1Frame->m_fTop_V0, pSample1Frame->m_fRight_U0, pSample1Frame->m_fBottom_V0 );
meshBuilder.TexCoord4f( 6, pSample1Frame->m_fLeft_U1, pSample1Frame->m_fTop_V1, pSample1Frame->m_fRight_U1, pSample1Frame->m_fBottom_V1 );
meshBuilder.TexCoord4f( 7, pSample1->m_fBlendFactor, 0, 0, 0 );
meshBuilder.AdvanceVertex();
if ( !bUseInstancing )
{
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
meshBuilder.TexCoord2f( 3, 1, 0 );
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 5, pSample1Frame->m_fLeft_U0, pSample1Frame->m_fTop_V0, pSample1Frame->m_fRight_U0, pSample1Frame->m_fBottom_V0 );
meshBuilder.TexCoord4f( 6, pSample1Frame->m_fLeft_U1, pSample1Frame->m_fTop_V1, pSample1Frame->m_fRight_U1, pSample1Frame->m_fBottom_V1 );
meshBuilder.TexCoord4f( 7, pSample1->m_fBlendFactor, 0, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
meshBuilder.TexCoord2f( 3, 1, 1 );
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 5, pSample1Frame->m_fLeft_U0, pSample1Frame->m_fTop_V0, pSample1Frame->m_fRight_U0, pSample1Frame->m_fBottom_V0 );
meshBuilder.TexCoord4f( 6, pSample1Frame->m_fLeft_U1, pSample1Frame->m_fTop_V1, pSample1Frame->m_fRight_U1, pSample1Frame->m_fBottom_V1 );
meshBuilder.TexCoord4f( 7, pSample1->m_fBlendFactor, 0, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
meshBuilder.TexCoord2f( 3, 0, 1 );
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
meshBuilder.TexCoord4f( 5, pSample1Frame->m_fLeft_U0, pSample1Frame->m_fTop_V0, pSample1Frame->m_fRight_U0, pSample1Frame->m_fBottom_V0 );
meshBuilder.TexCoord4f( 6, pSample1Frame->m_fLeft_U1, pSample1Frame->m_fTop_V1, pSample1Frame->m_fRight_U1, pSample1Frame->m_fBottom_V1 );
meshBuilder.TexCoord4f( 7, pSample1->m_fBlendFactor, 0, 0, 0 );
meshBuilder.AdvanceVertex();
meshBuilder.FastIndex( info.m_nVertexOffset );
meshBuilder.FastIndex( info.m_nVertexOffset + 1 );
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
meshBuilder.FastIndex( info.m_nVertexOffset );
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
meshBuilder.FastIndex( info.m_nVertexOffset + 3 );
info.m_nVertexOffset += 4;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_OP_RenderSprites::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
{
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
if ( pCtx->m_VisibilityData.m_bUseVisibility )
{
SetupParticleVisibility( pParticles, &pCtx->m_VisibilityData, &VisibilityInputs, &pCtx->m_nQueryHandle );
}
IMaterialVar* pVar = pMaterial->FindVarFast( "$orientation", &pCtx->m_nOrientationVarToken );
if ( pVar )
{
pVar->SetIntValue( m_nOrientationType );
}
pRenderContext->Bind( pMaterial );
if ( !pMaterial->IsSpriteCard() )
{
switch( m_nOrientationType )
{
case 0:
RenderNonSpriteCardCameraFacing( pParticles, pContext, pRenderContext, pMaterial );
break;
case 1:
RenderNonSpriteCardZRotating( pParticles, pContext, pRenderContext, pMaterial );
break;
case 2:
RenderNonSpriteCardOriented( pParticles, pContext, pRenderContext, pMaterial, false );
break;
case 3:
RenderNonSpriteCardOriented( pParticles, pContext, pRenderContext, pMaterial, true );
break;
}
return;
}
if ( m_nOrientationType == 2 )
{
pVar = pMaterial->FindVarFast( "$orientationMatrix", &pCtx->m_nOrientationMatrixVarToken );
if ( pVar )
{
VMatrix mat;
if ( m_nOrientationControlPoint < 0 )
{
MatrixSetIdentity( mat );
}
else
{
pParticles->GetControlPointTransformAtCurrentTime( m_nOrientationControlPoint, &mat );
}
pVar->SetMatrixValue( mat );
}
}
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
float flAgeScale2 = m_flAnimationRate2 * SEQUENCE_SAMPLE_COUNT;
SpriteRenderInfo_t info;
info.Init( pParticles, 0, flAgeScale, flAgeScale2, pParticles->m_Sheet() );
MaterialPrimitiveType_t primType = bUseInstancing ? MATERIAL_INSTANCED_QUADS : MATERIAL_TRIANGLES;
int nMaxParticlesInBatch = GetMaxParticlesPerBatch( pRenderContext, pMaterial, bUseInstancing );
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
Vector vecCamera;
pRenderContext->GetWorldSpaceCameraPosition( &vecCamera );
while ( nParticles )
{
int nParticlesInBatch = min( nMaxParticlesInBatch, nParticles );
nParticles -= nParticlesInBatch;
int vertexCount = bUseInstancing ? nParticlesInBatch : nParticlesInBatch * 4;
int indexCount = bUseInstancing ? 0 : nParticlesInBatch * 6;
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
if ( bUseInstancing )
{
g_pParticleSystemMgr->TallyParticlesRendered( vertexCount * ( primType == MATERIAL_TRIANGLES ? 3 : 4 ) );
meshBuilder.Begin( pMesh, primType, vertexCount );
}
else
{
g_pParticleSystemMgr->TallyParticlesRendered( vertexCount * ( primType == MATERIAL_TRIANGLES ? 3 : 4 ), indexCount * ( primType == MATERIAL_TRIANGLES ? 3 : 4 ) );
meshBuilder.Begin( pMesh, primType, vertexCount, indexCount );
}
info.m_nVertexOffset = 0;
if ( meshBuilder.TextureCoordinateSize( 5 ) ) // second sequence?
{
for( int i = 0; i < nParticlesInBatch; i++ )
{
int hParticle = (--pSortList)->m_nIndex;
RenderTwoSequenceSpriteCard( meshBuilder, pCtx, info, hParticle, pSortList, &vecCamera );
}
}
else
{
for( int i = 0; i < nParticlesInBatch; i++ )
{
int hParticle = (--pSortList)->m_nIndex;
RenderSpriteCard( meshBuilder, pCtx, info, hParticle, pSortList, &vecCamera );
}
}
meshBuilder.End();
pMesh->Draw();
}
}
void C_OP_RenderSprites::RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
{
if ( !pParticles->m_pDef->GetMaterial()->IsSpriteCard() )
{
switch( m_nOrientationType )
{
case 0:
// FIXME: Implement! Requires removing MATERIAL_VIEW modification from sorted version
Warning( "C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system \"%s\"!\n",
pParticles->m_pDef->GetName() );
// RenderUnsortedNonSpriteCardCameraFacing( pParticles, pContext, pRenderContext, meshBuilder, nVertexOffset, nFirstParticle, nParticleCount );
break;
case 1:
RenderUnsortedNonSpriteCardZRotating( pParticles, pContext, pRenderContext, meshBuilder, nVertexOffset, nFirstParticle, nParticleCount );
break;
case 2:
RenderUnsortedNonSpriteCardOriented( pParticles, pContext, pRenderContext, meshBuilder, nVertexOffset, nFirstParticle, nParticleCount );
break;
}
return;
}
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
float flAgeScale2 = m_flAnimationRate2 * SEQUENCE_SAMPLE_COUNT;
SpriteRenderInfo_t info;
info.Init( pParticles, 0, flAgeScale, flAgeScale2, pParticles->m_Sheet() );
int hParticle = nFirstParticle;
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
Vector vecCamera;
pRenderContext->GetWorldSpaceCameraPosition( &vecCamera );
for( int i = 0; i < nParticleCount; i++, hParticle++ )
{
RenderSpriteCard( meshBuilder, pCtx, info, hParticle, pSortList, &vecCamera );
}
}
//
//
//
//
struct SpriteTrailRenderInfo_t : public SpriteRenderInfo_t
{
size_t m_nPrevXYZStride;
const fltx4 *m_pPrevXYZ;
size_t length_stride;
const fltx4 *m_pLength;
const fltx4 *m_pCreationTime;
size_t m_nCreationTimeStride;
void Init( CParticleCollection *pParticles, int nVertexOffset, float flAgeScale, CSheet *pSheet )
{
SpriteRenderInfo_t::Init( pParticles, nVertexOffset, flAgeScale, 0, pSheet );
m_pParticles = pParticles;
m_pPrevXYZ = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_PREV_XYZ, &m_nPrevXYZStride );
m_pLength = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_TRAIL_LENGTH, &length_stride );
m_pCreationTime = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_CREATION_TIME, &m_nCreationTimeStride );
}
};
class C_OP_RenderSpritesTrail : public CParticleRenderOperatorInstance
{
DECLARE_PARTICLE_OPERATOR( C_OP_RenderSpritesTrail );
struct C_OP_RenderSpriteTrailContext_t
{
CParticleVisibilityData m_VisibilityData;
int m_nQueryHandle;
};
size_t GetRequiredContextBytes( void ) const
{
return sizeof( C_OP_RenderSpriteTrailContext_t );
}
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
{
C_OP_RenderSpriteTrailContext_t *pCtx = reinterpret_cast<C_OP_RenderSpriteTrailContext_t *>( pContext );
if ( VisibilityInputs.m_nCPin >= 0 )
pCtx->m_VisibilityData.m_bUseVisibility = true;
else
pCtx->m_VisibilityData.m_bUseVisibility = false;
pCtx->m_VisibilityData.m_flCameraBias = VisibilityInputs.m_flCameraBias;
}
uint32 GetWrittenAttributes( void ) const
{
return 0;
}
void InitParams( CParticleSystemDefinition *pDef, CDmxElement *pElement )
{
}
uint32 GetReadAttributes( void ) const
{
return PARTICLE_ATTRIBUTE_XYZ_MASK | PARTICLE_ATTRIBUTE_PREV_XYZ_MASK | PARTICLE_ATTRIBUTE_RADIUS_MASK |
PARTICLE_ATTRIBUTE_TINT_RGB_MASK | PARTICLE_ATTRIBUTE_ALPHA_MASK | PARTICLE_ATTRIBUTE_CREATION_TIME_MASK |
PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER_MASK | PARTICLE_ATTRIBUTE_TRAIL_LENGTH_MASK;
}
virtual int GetParticlesToRender( CParticleCollection *pParticles, void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices, int *pVertsUsed, int *pIndicesUsed ) const ;
virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
virtual void RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const;
void RenderSpriteTrail( CMeshBuilder &meshBuilder, SpriteTrailRenderInfo_t& info, int hParticle, const Vector &vecCameraPos, float flOODt, ParticleRenderData_t const *pSortlist ) const;
float m_flAnimationRate;
float m_flLengthFadeInTime;
float m_flMaxLength;
float m_flMinLength;
};
DEFINE_PARTICLE_OPERATOR( C_OP_RenderSpritesTrail, "render_sprite_trail", OPERATOR_SINGLETON );
BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( C_OP_RenderSpritesTrail )
DMXELEMENT_UNPACK_FIELD( "animation rate", ".1", float, m_flAnimationRate )
DMXELEMENT_UNPACK_FIELD( "length fade in time", "0", float, m_flLengthFadeInTime )
DMXELEMENT_UNPACK_FIELD( "max length", "2000", float, m_flMaxLength )
DMXELEMENT_UNPACK_FIELD( "min length", "0", float, m_flMinLength )
END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderSpritesTrail )
int C_OP_RenderSpritesTrail::GetParticlesToRender( CParticleCollection *pParticles,
void *pContext, int nFirstParticle, int nRemainingVertices,
int nRemainingIndices,
int *pVertsUsed, int *pIndicesUsed ) const
{
int nMaxParticles = ( (nRemainingVertices / 4) > (nRemainingIndices / 6) ) ? nRemainingIndices / 6 : nRemainingVertices / 4;
int nParticleCount = pParticles->m_nActiveParticles - nFirstParticle;
if ( nParticleCount > nMaxParticles )
{
nParticleCount = nMaxParticles;
}
*pVertsUsed = nParticleCount * 4;
*pIndicesUsed = nParticleCount * 6;
return nParticleCount;
}
void C_OP_RenderSpritesTrail::RenderSpriteTrail( CMeshBuilder &meshBuilder,
SpriteTrailRenderInfo_t& info, int hParticle,
const Vector &vecCameraPos, float flOODt, ParticleRenderData_t const *pSortList ) const
{
Assert( hParticle != -1 );
int nGroup = hParticle / 4;
int nOffset = hParticle & 0x3;
// Setup our alpha
unsigned char ac = pSortList->m_nAlpha;
if ( ac == 0 )
return;
// Setup our colors
int nColorIndex = nGroup * info.m_nRGBStride;
float r = SubFloat( info.m_pRGB[nColorIndex], nOffset );
float g = SubFloat( info.m_pRGB[nColorIndex+1], nOffset );
float b = SubFloat( info.m_pRGB[nColorIndex+2], nOffset );
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
Assert( (r >= -1e-6f) && (g >= -1e-6f) && (b >= -1e-6f) );
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
unsigned char rc = FastFToC( r );
unsigned char gc = FastFToC( g );
unsigned char bc = FastFToC( b );
// Setup the scale and rotation
float rad = pSortList->m_flRadius;
// Find the sample for this frame
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
if ( info.m_pSheet )
{
pSample = GetSampleForSequence( info.m_pSheet,
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
info.m_pParticles->m_flCurTime,
info.m_flAgeScale,
SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset ) );
}
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
int nCreationTimeIndex = nGroup * info.m_nCreationTimeStride;
float flAge = info.m_pParticles->m_flCurTime - SubFloat( info.m_pCreationTimeStamp[ nCreationTimeIndex ], nOffset );
float flLengthScale = ( flAge >= m_flLengthFadeInTime ) ? 1.0 : ( flAge / m_flLengthFadeInTime );
int nXYZIndex = nGroup * info.m_nXYZStride;
Vector vecWorldPos( SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset ) );
Vector vecViewPos = vecWorldPos;
// Get our screenspace last position
int nPrevXYZIndex = nGroup * info.m_nPrevXYZStride;
Vector vecPrevWorldPos( SubFloat( info.m_pPrevXYZ[ nPrevXYZIndex ], nOffset ), SubFloat( info.m_pPrevXYZ[ nPrevXYZIndex+1 ], nOffset ), SubFloat( info.m_pPrevXYZ[ nPrevXYZIndex+2 ], nOffset ) );
Vector vecPrevViewPos = vecPrevWorldPos;
// Get the delta direction and find the magnitude, then scale the length by the desired length amount
Vector vecDelta;
VectorSubtract( vecPrevViewPos, vecViewPos, vecDelta );
float flMag = VectorNormalize( vecDelta );
float flLength = flLengthScale * flMag * flOODt * SubFloat( info.m_pLength[ nGroup * info.length_stride ], nOffset );
if ( flLength <= 0.0f )
return;
flLength = max( m_flMinLength, min( m_flMaxLength, flLength ) );
vecDelta *= flLength;
// Fade the width as the length fades to keep it at a square aspect ratio
if ( flLength < rad )
{
rad = flLength;
}
// Find our tangent direction which "fattens" the line
Vector vDirToBeam, vTangentY;
VectorSubtract( vecWorldPos, vecCameraPos, vDirToBeam );
CrossProduct( vDirToBeam, vecDelta, vTangentY );
VectorNormalizeFast( vTangentY );
// Calculate the verts we'll use as our points
Vector verts[4];
VectorMA( vecWorldPos, rad*0.5f, vTangentY, verts[0] );
VectorMA( vecWorldPos, -rad*0.5f, vTangentY, verts[1] );
VectorAdd( verts[0], vecDelta, verts[3] );
VectorAdd( verts[1], vecDelta, verts[2] );
Assert( verts[0].IsValid() && verts[1].IsValid() && verts[2].IsValid() && verts[3].IsValid() );
meshBuilder.Position3fv( verts[0].Base() );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( verts[1].Base() );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( verts[2].Base() );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fTop_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( verts[3].Base() );
meshBuilder.Color4ub( rc, gc, bc, ac );
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0 );
meshBuilder.AdvanceVertex();
meshBuilder.FastIndex( info.m_nVertexOffset );
meshBuilder.FastIndex( info.m_nVertexOffset + 1 );
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
meshBuilder.FastIndex( info.m_nVertexOffset );
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
meshBuilder.FastIndex( info.m_nVertexOffset + 3 );
info.m_nVertexOffset += 4;
}
void C_OP_RenderSpritesTrail::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
{
C_OP_RenderSpriteTrailContext_t *pCtx = reinterpret_cast<C_OP_RenderSpriteTrailContext_t *>( pContext );
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
if ( pCtx->m_VisibilityData.m_bUseVisibility )
{
SetupParticleVisibility( pParticles, &pCtx->m_VisibilityData, &VisibilityInputs, &pCtx->m_nQueryHandle );
}
// Right now we only have a meshbuilder version!
if ( !HushAsserts() )
Assert( pMaterial->IsSpriteCard() == false );
if ( pMaterial->IsSpriteCard() )
return;
// Store matrices off so we can restore them in RenderEnd().
pRenderContext->Bind( pMaterial );
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
// Get the camera's worldspace position
Vector vecCameraPos;
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
SpriteTrailRenderInfo_t info;
info.Init( pParticles, 0, flAgeScale, pParticles->m_Sheet() );
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
int nMaxParticlesInBatch = GetMaxParticlesPerBatch( pRenderContext, pMaterial, false );
float flOODt = ( pParticles->m_flDt != 0.0f ) ? ( 1.0f / pParticles->m_flDt ) : 1.0f;
while ( nParticles )
{
int nParticlesInBatch = min( nMaxParticlesInBatch, nParticles );
nParticles -= nParticlesInBatch;
g_pParticleSystemMgr->TallyParticlesRendered( nParticlesInBatch * 4 * 3, nParticlesInBatch * 6 * 3 );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nParticlesInBatch * 4, nParticlesInBatch * 6 );
info.m_nVertexOffset = 0;
for( int i = 0; i < nParticlesInBatch; i++ )
{
int hParticle = (--pSortList)->m_nIndex;
RenderSpriteTrail( meshBuilder, info, hParticle, vecCameraPos, flOODt, pSortList );
}
meshBuilder.End();
pMesh->Draw();
}
}
void C_OP_RenderSpritesTrail::RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
{
C_OP_RenderSpriteTrailContext_t *pCtx = reinterpret_cast<C_OP_RenderSpriteTrailContext_t *>( pContext );
// NOTE: This is interesting to support because at first we won't have all the various
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
Vector vecCameraPos;
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
SpriteTrailRenderInfo_t info;
info.Init( pParticles, nVertexOffset, flAgeScale, pParticles->m_Sheet() );
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
float flOODt = ( pParticles->m_flDt != 0.0f ) ? ( 1.0f / pParticles->m_flDt ) : 1.0f;
int hParticle = nFirstParticle;
for( int i = 0; i < nParticleCount; i++, hParticle++ )
{
RenderSpriteTrail( meshBuilder, info, hParticle, vecCameraPos, flOODt, pSortList );
}
}
//-----------------------------------------------------------------------------
//
// Rope renderer
//
//-----------------------------------------------------------------------------
struct RopeRenderInfo_t
{
size_t m_nXYZStride;
const fltx4 *m_pXYZ;
size_t m_nRadStride;
const fltx4 *m_pRadius;
size_t m_nRGBStride;
const fltx4 *m_pRGB;
size_t m_nAlphaStride;
const fltx4 *m_pAlpha;
CParticleCollection *m_pParticles;
void Init( CParticleCollection *pParticles )
{
m_pParticles = pParticles;
m_pXYZ = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &m_nXYZStride );
m_pRadius = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_RADIUS, &m_nRadStride );
m_pRGB = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_TINT_RGB, &m_nRGBStride );
m_pAlpha = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_ALPHA, &m_nAlphaStride );
}
void GenerateSeg( int hParticle, BeamSeg_t& seg )
{
Assert( hParticle != -1 );
int nGroup = hParticle / 4;
int nOffset = hParticle & 0x3;
int nXYZIndex = nGroup * m_nXYZStride;
int nColorIndex = nGroup * m_nRGBStride;
seg.m_vPos.Init( SubFloat( m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( m_pXYZ[ nXYZIndex+2 ], nOffset ) );
seg.m_vColor.Init( SubFloat( m_pRGB[ nColorIndex ], nOffset ), SubFloat( m_pRGB[ nColorIndex+1 ], nOffset ), SubFloat( m_pRGB[nColorIndex+2], nOffset ) );
seg.m_flAlpha = SubFloat( m_pAlpha[ nGroup * m_nAlphaStride ], nOffset );
seg.m_flWidth = SubFloat( m_pRadius[ nGroup * m_nRadStride ], nOffset );
}
};
struct RenderRopeContext_t
{
float m_flRenderedRopeLength;
};
class C_OP_RenderRope : public CParticleOperatorInstance
{
DECLARE_PARTICLE_OPERATOR( C_OP_RenderRope );
uint32 GetWrittenAttributes( void ) const
{
return 0;
}
uint32 GetReadAttributes( void ) const
{
return PARTICLE_ATTRIBUTE_XYZ_MASK | PARTICLE_ATTRIBUTE_RADIUS_MASK |
PARTICLE_ATTRIBUTE_TINT_RGB_MASK | PARTICLE_ATTRIBUTE_ALPHA_MASK;
}
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
{
RenderRopeContext_t *pCtx = reinterpret_cast<RenderRopeContext_t *>( pContext );
pCtx->m_flRenderedRopeLength = false;
float *pSubdivList = (float*)( pCtx + 1 );
for ( int iSubdiv = 0; iSubdiv < m_nSubdivCount; iSubdiv++ )
{
pSubdivList[iSubdiv] = (float)iSubdiv / (float)m_nSubdivCount;
}
// NOTE: Has to happen here, and not in InitParams, since the material isn't set up yet
const_cast<C_OP_RenderRope*>( this )->m_flTextureScale = 1.0f / ( pParticles->m_pDef->GetMaterial()->GetMappingHeight() * m_flTexelSizeInUnits );
}
size_t GetRequiredContextBytes( void ) const
{
return sizeof( RenderRopeContext_t ) + m_nSubdivCount * sizeof(float);
}
virtual void InitParams( CParticleSystemDefinition *pDef, CDmxElement *pElement )
{
if ( m_nSubdivCount <= 0 )
{
m_nSubdivCount = 1;
}
if ( m_flTexelSizeInUnits <= 0 )
{
m_flTexelSizeInUnits = 1.0f;
}
m_flTStep = 1.0 / m_nSubdivCount;
}
virtual int GetParticlesToRender( CParticleCollection *pParticles, void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices, int *pVertsUsed, int *pIndicesUsed ) const;
virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
virtual void RenderSpriteCard( CParticleCollection *pParticles, void *pContext, IMaterial *pMaterial ) const;
virtual void RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const;
// We connect neighboring particle instances to each other, so if the order isn't maintained we will have a particle that jumps
// back to the wrong place and look terrible.
virtual bool RequiresOrderInvariance( void ) const OVERRIDE
{
return true;
}
int m_nSubdivCount;
float m_flTexelSizeInUnits;
float m_flTextureScale;
float m_flTextureScrollRate;
float m_flTStep;
};
DEFINE_PARTICLE_OPERATOR( C_OP_RenderRope, "render_rope", OPERATOR_SINGLETON );
BEGIN_PARTICLE_OPERATOR_UNPACK( C_OP_RenderRope )
DMXELEMENT_UNPACK_FIELD( "subdivision_count", "3", int, m_nSubdivCount )
DMXELEMENT_UNPACK_FIELD( "texel_size", "4.0f", float, m_flTexelSizeInUnits )
DMXELEMENT_UNPACK_FIELD( "texture_scroll_rate", "0.0f", float, m_flTextureScrollRate )
END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderRope )
//-----------------------------------------------------------------------------
// Returns the number of particles to render
//-----------------------------------------------------------------------------
int C_OP_RenderRope::GetParticlesToRender( CParticleCollection *pParticles,
void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices,
int *pVertsUsed, int *pIndicesUsed ) const
{
if ( ( nFirstParticle >= pParticles->m_nActiveParticles - 1 ) || ( pParticles->m_nActiveParticles <= 1 ) )
{
*pVertsUsed = 0;
*pIndicesUsed = 0;
return 0;
}
// NOTE: This is only true for particles *after* the first particle.
// First particle takes 2 verts, no indices.
int nVertsPerParticle = 2 * m_nSubdivCount;
int nIndicesPerParticle = 6 * m_nSubdivCount;
// Subtract 2 is because the first particle uses an extra pair of vertices
int nMaxParticleCount = 1 + ( nRemainingVertices - 2 ) / nVertsPerParticle;
int nMaxParticleCount2 = nRemainingIndices / nIndicesPerParticle;
if ( nMaxParticleCount > nMaxParticleCount2 )
{
nMaxParticleCount = nMaxParticleCount2;
}
int nParticleCount = pParticles->m_nActiveParticles - nFirstParticle;
// We can't choose a max particle count so that we only have 1 particle to render next time
if ( nMaxParticleCount == nParticleCount - 1 )
{
--nMaxParticleCount;
Assert( nMaxParticleCount > 0 );
}
if ( nParticleCount > nMaxParticleCount )
{
nParticleCount = nMaxParticleCount;
}
*pVertsUsed = ( nParticleCount - 1 ) * m_nSubdivCount * 2 + 2;
*pIndicesUsed = nParticleCount * m_nSubdivCount * 6;
return nParticleCount;
}
#define OUTPUT_2SPLINE_VERTS( t ) \
meshBuilder.Color4ub( FastFToC( vecColor.x ), FastFToC( vecColor.y), FastFToC( vecColor.z), FastFToC( vecColor.w ) ); \
meshBuilder.Position3f( (t), flU, 0 ); \
meshBuilder.TexCoord4fv( 0, vecP0.Base() ); \
meshBuilder.TexCoord4fv( 1, vecP1.Base() ); \
meshBuilder.TexCoord4fv( 2, vecP2.Base() ); \
meshBuilder.TexCoord4fv( 3, vecP3.Base() ); \
meshBuilder.AdvanceVertex(); \
meshBuilder.Color4ub( FastFToC( vecColor.x ), FastFToC( vecColor.y), FastFToC( vecColor.z), FastFToC( vecColor.w ) ); \
meshBuilder.Position3f( (t), flU, 1 ); \
meshBuilder.TexCoord4fv( 0, vecP0.Base() ); \
meshBuilder.TexCoord4fv( 1, vecP1.Base() ); \
meshBuilder.TexCoord4fv( 2, vecP2.Base() ); \
meshBuilder.TexCoord4fv( 3, vecP3.Base() ); \
meshBuilder.AdvanceVertex();
void C_OP_RenderRope::RenderSpriteCard( CParticleCollection *pParticles, void *pContext, IMaterial *pMaterial ) const
{
int nParticles = pParticles->m_nActiveParticles;
int nSegmentsToRender = nParticles - 1;
if ( ! nSegmentsToRender )
return;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( pMaterial );
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
int nNumIndicesPerSegment = 6 * m_nSubdivCount;
int nNumVerticesPerSegment = 2 * m_nSubdivCount;
int nNumSegmentsPerBatch = min( ( nMaxVertices - 2 )/nNumVerticesPerSegment,
( nMaxIndices ) / nNumIndicesPerSegment );
const float *pXYZ = pParticles->GetFloatAttributePtr(
PARTICLE_ATTRIBUTE_XYZ, 0 );
const float *pColor = pParticles->GetFloatAttributePtr(
PARTICLE_ATTRIBUTE_TINT_RGB, 0 );
const float *pRadius = pParticles->GetFloatAttributePtr(
PARTICLE_ATTRIBUTE_RADIUS, 0 );
const float *pAlpha = pParticles->GetFloatAttributePtr(
PARTICLE_ATTRIBUTE_ALPHA, 0 );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
int nNumSegmentsIWillRenderPerBatch = min( nNumSegmentsPerBatch, nSegmentsToRender );
bool bFirstPoint = true;
float flTexOffset = m_flTextureScrollRate * pParticles->m_flCurTime;
float flU = flTexOffset;
// initialize first spline segment
Vector4D vecP1( pXYZ[0], pXYZ[4], pXYZ[8], pRadius[0] );
Vector4D vecP2( pXYZ[1], pXYZ[5], pXYZ[9], pRadius[1] );
Vector4D vecP0 = vecP1;
Vector4D vecColor( pColor[0], pColor[4], pColor[8], pAlpha[0] );
Vector4D vecDelta = vecP2;
vecDelta -= vecP1;
vecP0 -= vecDelta;
Vector4D vecP3;
if ( nParticles < 3 )
{
vecP3 = vecP2;
vecP3 += vecDelta;
}
else
{
vecP3.Init( pXYZ[2], pXYZ[6], pXYZ[10], pRadius[2] );
}
int nPnt = 3;
int nCurIDX = 0;
int nSegmentsAvailableInBuffer = nNumSegmentsIWillRenderPerBatch;
g_pParticleSystemMgr->TallyParticlesRendered( 2 + nNumSegmentsIWillRenderPerBatch * nNumVerticesPerSegment * 3, nNumIndicesPerSegment * nNumSegmentsIWillRenderPerBatch * 3 );
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES,
2 + nNumSegmentsIWillRenderPerBatch * nNumVerticesPerSegment,
nNumIndicesPerSegment * nNumSegmentsIWillRenderPerBatch );
float flDUScale = ( m_flTStep * m_flTexelSizeInUnits );
float flT = 0;
do
{
if ( ! nSegmentsAvailableInBuffer )
{
meshBuilder.End();
pMesh->Draw();
g_pParticleSystemMgr->TallyParticlesRendered( 2 + nNumSegmentsIWillRenderPerBatch * nNumVerticesPerSegment * 3, nNumIndicesPerSegment * nNumSegmentsIWillRenderPerBatch * 3 );
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 2 + nNumSegmentsIWillRenderPerBatch * nNumVerticesPerSegment,
nNumIndicesPerSegment * nNumSegmentsIWillRenderPerBatch );
// copy the last emitted points
OUTPUT_2SPLINE_VERTS( flT );
nSegmentsAvailableInBuffer = nNumSegmentsIWillRenderPerBatch;
nCurIDX = 0;
}
nSegmentsAvailableInBuffer--;
flT = 0.;
float flDu = flDUScale * ( vecP2.AsVector3D() - vecP1.AsVector3D() ).Length();
for( int nSlice = 0 ; nSlice < m_nSubdivCount; nSlice++ )
{
OUTPUT_2SPLINE_VERTS( flT );
flT += m_flTStep;
flU += flDu;
if ( ! bFirstPoint )
{
meshBuilder.FastIndex( nCurIDX );
meshBuilder.FastIndex( nCurIDX+1 );
meshBuilder.FastIndex( nCurIDX+2 );
meshBuilder.FastIndex( nCurIDX+1 );
meshBuilder.FastIndex( nCurIDX+3 );
meshBuilder.FastIndex( nCurIDX+2 );
nCurIDX += 2;
}
bFirstPoint = false;
}
// next segment
if ( nSegmentsToRender > 1 )
{
vecP0 = vecP1;
vecP1 = vecP2;
vecP2 = vecP3;
pRadius = pParticles->GetFloatAttributePtr(
PARTICLE_ATTRIBUTE_RADIUS, nPnt );
pAlpha = pParticles->GetFloatAttributePtr(
PARTICLE_ATTRIBUTE_ALPHA, nPnt -2 );
vecColor.Init( pColor[0], pColor[4], pColor[8], pAlpha[0] );
if ( nPnt < nParticles )
{
pXYZ = pParticles->GetFloatAttributePtr(
PARTICLE_ATTRIBUTE_XYZ, nPnt );
vecP3.Init( pXYZ[0], pXYZ[4], pXYZ[8], pRadius[0] );
nPnt++;
}
else
{
// fake last point by extrapolating
vecP3 += vecP2;
vecP3 -= vecP1;
}
}
} while( --nSegmentsToRender );
// output last piece
OUTPUT_2SPLINE_VERTS( 1.0 );
meshBuilder.FastIndex( nCurIDX );
meshBuilder.FastIndex( nCurIDX+1 );
meshBuilder.FastIndex( nCurIDX+2 );
meshBuilder.FastIndex( nCurIDX+1 );
meshBuilder.FastIndex( nCurIDX+3 );
meshBuilder.FastIndex( nCurIDX+2 );
meshBuilder.End();
pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Renders particles, sorts them (?)
//-----------------------------------------------------------------------------
void C_OP_RenderRope::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
{
// FIXME: What does this even mean? Ropes can't really be sorted.
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
if ( pMaterial->IsSpriteCard() )
{
RenderSpriteCard( pParticles, pContext, pMaterial );
return;
}
pRenderContext->Bind( pMaterial );
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
int nParticles = pParticles->m_nActiveParticles;
int nFirstParticle = 0;
while ( nParticles )
{
int nVertCount, nIndexCount;
int nParticlesInBatch = GetParticlesToRender( pParticles, pContext, nFirstParticle, nMaxVertices, nMaxIndices, &nVertCount, &nIndexCount );
if ( nParticlesInBatch == 0 )
break;
nParticles -= nParticlesInBatch;
g_pParticleSystemMgr->TallyParticlesRendered( nVertCount * 3, nIndexCount * 3 );
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nVertCount, nIndexCount );
RenderUnsorted( pParticles, pContext, pRenderContext, meshBuilder, 0, nFirstParticle, nParticlesInBatch );
meshBuilder.End();
pMesh->Draw();
nFirstParticle += nParticlesInBatch;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_OP_RenderRope::RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
{
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
// Right now we only have a meshbuilder version!
Assert( pMaterial->IsSpriteCard() == false );
if ( pMaterial->IsSpriteCard() )
return;
RenderRopeContext_t *pCtx = reinterpret_cast<RenderRopeContext_t *>( pContext );
float *pSubdivList = (float*)( pCtx + 1 );
if ( nFirstParticle == 0 )
{
pCtx->m_flRenderedRopeLength = 0.0f;
}
float flTexOffset = m_flTextureScrollRate * pParticles->m_flCurTime;
RopeRenderInfo_t info;
info.Init( pParticles );
CBeamSegDraw beamSegment;
beamSegment.Start( pRenderContext, ( nParticleCount - 1 ) * m_nSubdivCount + 1, pMaterial, &meshBuilder, nVertexOffset );
Vector vecCatmullRom[4];
BeamSeg_t seg[2];
info.GenerateSeg( nFirstParticle, seg[0] );
seg[0].m_flTexCoord = ( pCtx->m_flRenderedRopeLength + flTexOffset ) * m_flTextureScale;
beamSegment.NextSeg( &seg[0] );
vecCatmullRom[1] = seg[0].m_vPos;
if ( nFirstParticle == 0 )
{
vecCatmullRom[0] = vecCatmullRom[1];
}
else
{
int nGroup = ( nFirstParticle-1 ) / 4;
int nOffset = ( nFirstParticle-1 ) & 0x3;
int nXYZIndex = nGroup * info.m_nXYZStride;
vecCatmullRom[0].Init( SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset ) );
}
float flOOSubDivCount = 1.0f / m_nSubdivCount;
int hParticle = nFirstParticle + 1;
for ( int i = 1; i < nParticleCount; ++i, ++hParticle )
{
int nCurr = i & 1;
int nPrev = 1 - nCurr;
info.GenerateSeg( hParticle, seg[nCurr] );
pCtx->m_flRenderedRopeLength += seg[nCurr].m_vPos.DistTo( seg[nPrev].m_vPos );
seg[nCurr].m_flTexCoord = ( pCtx->m_flRenderedRopeLength + flTexOffset ) * m_flTextureScale;
if ( m_nSubdivCount > 1 )
{
vecCatmullRom[ (i+1) & 0x3 ] = seg[nCurr].m_vPos;
if ( hParticle != info.m_pParticles->m_nActiveParticles - 1 )
{
int nGroup = ( hParticle+1 ) / 4;
int nOffset = ( hParticle+1 ) & 0x3;
int nXYZIndex = nGroup * info.m_nXYZStride;
vecCatmullRom[ (i+2) & 0x3 ].Init( SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset ) );
}
else
{
vecCatmullRom[ (i+2) & 0x3 ] = vecCatmullRom[ (i+1) & 0x3 ];
}
BeamSeg_t &subDivSeg = seg[nPrev];
Vector vecColorInc = ( seg[nCurr].m_vColor - seg[nPrev].m_vColor ) * flOOSubDivCount;
float flAlphaInc = ( seg[nCurr].m_flAlpha - seg[nPrev].m_flAlpha ) * flOOSubDivCount;
float flTexcoordInc = ( seg[nCurr].m_flTexCoord - seg[nPrev].m_flTexCoord ) * flOOSubDivCount;
float flWidthInc = ( seg[nCurr].m_flWidth - seg[nPrev].m_flWidth ) * flOOSubDivCount;
for( int iSubdiv = 1; iSubdiv < m_nSubdivCount; ++iSubdiv )
{
subDivSeg.m_vColor += vecColorInc;
subDivSeg.m_vColor.x = clamp( subDivSeg.m_vColor.x, 0.0f, 1.0f );
subDivSeg.m_vColor.y = clamp( subDivSeg.m_vColor.y, 0.0f, 1.0f );
subDivSeg.m_vColor.z = clamp( subDivSeg.m_vColor.z, 0.0f, 1.0f );
subDivSeg.m_flAlpha += flAlphaInc;
subDivSeg.m_flAlpha = clamp( subDivSeg.m_flAlpha, 0.0f, 1.0f );
subDivSeg.m_flTexCoord += flTexcoordInc;
subDivSeg.m_flWidth += flWidthInc;
Catmull_Rom_Spline( vecCatmullRom[ (i+3) & 0x3 ], vecCatmullRom[ i & 0x3 ],
vecCatmullRom[ (i+1) & 0x3 ], vecCatmullRom[ (i+2) & 0x3 ],
pSubdivList[iSubdiv], subDivSeg.m_vPos );
beamSegment.NextSeg( &subDivSeg );
}
}
beamSegment.NextSeg( &seg[nCurr] );
}
beamSegment.End();
}
#ifdef USE_BLOBULATOR // Enable blobulator for EP3
//-----------------------------------------------------------------------------
// Installs renderers
//-----------------------------------------------------------------------------
class C_OP_RenderBlobs : public CParticleRenderOperatorInstance
{
DECLARE_PARTICLE_OPERATOR( C_OP_RenderBlobs );
float m_cubeWidth;
float m_cutoffRadius;
float m_renderRadius;
struct C_OP_RenderBlobsContext_t
{
CParticleVisibilityData m_VisibilityData;
int m_nQueryHandle;
};
size_t GetRequiredContextBytes( void ) const
{
return sizeof( C_OP_RenderBlobsContext_t );
}
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
{
C_OP_RenderBlobsContext_t *pCtx = reinterpret_cast<C_OP_RenderBlobsContext_t *>( pContext );
if ( VisibilityInputs.m_nCPin >= 0 )
pCtx->m_VisibilityData.m_bUseVisibility = true;
else
pCtx->m_VisibilityData.m_bUseVisibility = false;
pCtx->m_VisibilityData.m_flCameraBias = VisibilityInputs.m_flCameraBias;
}
uint32 GetWrittenAttributes( void ) const
{
return 0;
}
uint32 GetReadAttributes( void ) const
{
return PARTICLE_ATTRIBUTE_XYZ_MASK;
}
virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
virtual bool IsBatchable() const
{
return false;
}
};
DEFINE_PARTICLE_OPERATOR( C_OP_RenderBlobs, "render_blobs", OPERATOR_SINGLETON );
BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( C_OP_RenderBlobs )
DMXELEMENT_UNPACK_FIELD( "cube_width", "1.0f", float, m_cubeWidth )
DMXELEMENT_UNPACK_FIELD( "cutoff_radius", "3.3f", float, m_cutoffRadius )
DMXELEMENT_UNPACK_FIELD( "render_radius", "1.3f", float, m_renderRadius )
END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderBlobs )
void C_OP_RenderBlobs::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
{
ImpTiler* tiler = ImpTilerFactory::factory->getTiler();
//RENDERER_CLASS* sweepRenderer = tiler->getRenderer();
C_OP_RenderBlobsContext_t *pCtx = reinterpret_cast<C_OP_RenderBlobsContext_t *>( pContext );
if ( pCtx->m_VisibilityData.m_bUseVisibility )
{
SetupParticleVisibility( pParticles, &pCtx->m_VisibilityData, &VisibilityInputs, &pCtx->m_nQueryHandle );
}
#if 0
// Note: it is not good to have these static variables here.
static RENDERER_CLASS* sweepRenderer = NULL;
static ImpTiler* tiler = NULL;
if(!sweepRenderer)
{
sweepRenderer = new RENDERER_CLASS();
tiler = new ImpTiler(sweepRenderer);
}
#endif
// TODO: I should get rid of this static array and static calls
// to setCubeWidth, etc...
static SmartArray<ImpParticle> imp_particles_sa; // This doesn't specify alignment, might have problems with SSE
RENDERER_CLASS::setCubeWidth(m_cubeWidth);
RENDERER_CLASS::setRenderR(m_renderRadius);
RENDERER_CLASS::setCutoffR(m_cutoffRadius);
RENDERER_CLASS::setCalcSignFunc(calcSign);
RENDERER_CLASS::setCalcSign2Func(calcSign2);
#if 0
RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_COLOR_CI_SIZE, calcCornerNormalColor);
RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalNColor);
#endif
#if 1
RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_CI_SIZE, calcCornerNormal);
RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalDebugColor);
#endif
#if 0
RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_COLOR_CI_SIZE, calcCornerNormalHiFreqColor);
RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalNColor);
#endif
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
// TODO: I don't need to load this as a sorted list. See Lennard Jones forces for better way!
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
size_t xyz_stride;
const fltx4 *xyz = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &xyz_stride );
Vector bbMin;
Vector bbMax;
pParticles->GetBounds( &bbMin, &bbMax );
Vector bbCenter = 0.5f * ( bbMin + bbMax );
// FIXME: Make this configurable. Not all shaders perform lighting. Although it's pretty likely for isosurface shaders.
g_pParticleSystemMgr->Query()->SetUpLightingEnvironment( bbCenter );
// FIXME: Ugly hack to get particle system location to a special blob shader lighting proxy
pRenderContext->Bind( pMaterial, &bbCenter );
//CMeshBuilder meshBuilder;
//int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
tiler->beginFrame(Point3D(0.0f, 0.0f, 0.0f), (void*)&pRenderContext);
while(imp_particles_sa.size < nParticles)
{
imp_particles_sa.pushAutoSize(ImpParticle());
}
for( int i = 0; i < nParticles; i++ )
{
int hParticle = (--pSortList)->m_nIndex;
int nIndex = ( hParticle / 4 ) * xyz_stride;
int nOffset = hParticle & 0x3;
float x = SubFloat( xyz[nIndex], nOffset );
float y = SubFloat( xyz[nIndex+1], nOffset );
float z = SubFloat( xyz[nIndex+2], nOffset );
ImpParticle* imp_particle = &imp_particles_sa[i];
imp_particle->center[0]=x;
imp_particle->center[1]=y;
imp_particle->center[2]=z;
imp_particle->setFieldScale(1.0f);
//imp_particle->interpolants1.set(1.0f, 1.0f, 1.0f);
//imp_particle->interpolants1[3] = 0.0f; //m_flSurfaceV[i];
tiler->insertParticle(imp_particle);
}
tiler->drawSurface(); // NOTE: need to call drawSurfaceSorted for transparency
tiler->endFrame();
ImpTilerFactory::factory->returnTiler(tiler);
}
#endif //blobs
//-----------------------------------------------------------------------------
// Installs renderers
//-----------------------------------------------------------------------------
class C_OP_RenderScreenVelocityRotate : public CParticleRenderOperatorInstance
{
DECLARE_PARTICLE_OPERATOR( C_OP_RenderScreenVelocityRotate );
float m_flRotateRateDegrees;
float m_flForwardDegrees;
struct C_OP_RenderScreenVelocityRotateContext_t
{
CParticleVisibilityData m_VisibilityData;
int m_nQueryHandle;
};
size_t GetRequiredContextBytes( void ) const
{
return sizeof( C_OP_RenderScreenVelocityRotateContext_t );
}
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
{
C_OP_RenderScreenVelocityRotateContext_t *pCtx = reinterpret_cast<C_OP_RenderScreenVelocityRotateContext_t *>( pContext );
if ( VisibilityInputs.m_nCPin >= 0 )
pCtx->m_VisibilityData.m_bUseVisibility = true;
else
pCtx->m_VisibilityData.m_bUseVisibility = false;
pCtx->m_VisibilityData.m_flCameraBias = VisibilityInputs.m_flCameraBias;
}
uint32 GetWrittenAttributes( void ) const
{
return PARTICLE_ATTRIBUTE_ROTATION_MASK;
}
uint32 GetReadAttributes( void ) const
{
return PARTICLE_ATTRIBUTE_XYZ_MASK | PARTICLE_ATTRIBUTE_PREV_XYZ_MASK | PARTICLE_ATTRIBUTE_ROTATION_MASK ;
}
virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
};
DEFINE_PARTICLE_OPERATOR( C_OP_RenderScreenVelocityRotate, "render_screen_velocity_rotate", OPERATOR_SINGLETON );
BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( C_OP_RenderScreenVelocityRotate )
DMXELEMENT_UNPACK_FIELD( "rotate_rate(dps)", "0.0f", float, m_flRotateRateDegrees )
DMXELEMENT_UNPACK_FIELD( "forward_angle", "-90.0f", float, m_flForwardDegrees )
END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderScreenVelocityRotate )
void C_OP_RenderScreenVelocityRotate::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
{
C_OP_RenderScreenVelocityRotateContext_t *pCtx = reinterpret_cast<C_OP_RenderScreenVelocityRotateContext_t *>( pContext );
if ( pCtx->m_VisibilityData.m_bUseVisibility )
{
SetupParticleVisibility( pParticles, &pCtx->m_VisibilityData, &VisibilityInputs, &pCtx->m_nQueryHandle );
}
// NOTE: This is interesting to support because at first we won't have all the various
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
VMatrix tempView;
// Store matrices off so we can restore them in RenderEnd().
pRenderContext->GetMatrix(MATERIAL_VIEW, &tempView);
int nParticles;
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
size_t xyz_stride;
const fltx4 *xyz = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &xyz_stride );
size_t prev_xyz_stride;
const fltx4 *prev_xyz = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_PREV_XYZ, &prev_xyz_stride );
size_t rot_stride;
// const fltx4 *pRot = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_ROTATION, &rot_stride );
fltx4 *pRot = pParticles->GetM128AttributePtrForWrite( PARTICLE_ATTRIBUTE_ROTATION, &rot_stride );
float flForwardRadians = m_flForwardDegrees * ( M_PI / 180.0f );
//float flRotateRateRadians = m_flRotateRateDegrees * ( M_PI / 180.0f );
for( int i = 0; i < nParticles; i++ )
{
int hParticle = (--pSortList)->m_nIndex;
int nGroup = ( hParticle / 4 );
int nOffset = hParticle & 0x3;
int nXYZIndex = nGroup * xyz_stride;
Vector vecWorldPos( SubFloat( xyz[ nXYZIndex ], nOffset ), SubFloat( xyz[ nXYZIndex+1 ], nOffset ), SubFloat( xyz[ nXYZIndex+2 ], nOffset ) );
Vector vecViewPos;
Vector3DMultiplyPosition( tempView, vecWorldPos, vecViewPos );
if (!IsFinite(vecViewPos.x))
continue;
int nPrevXYZIndex = nGroup * prev_xyz_stride;
Vector vecPrevWorldPos( SubFloat( prev_xyz[ nPrevXYZIndex ], nOffset ), SubFloat( prev_xyz[ nPrevXYZIndex+1 ], nOffset ), SubFloat( prev_xyz[ nPrevXYZIndex+2 ], nOffset ) );
Vector vecPrevViewPos;
Vector3DMultiplyPosition( tempView, vecPrevWorldPos, vecPrevViewPos );
float rot = atan2( vecViewPos.y - vecPrevViewPos.y, vecViewPos.x - vecPrevViewPos.x ) + flForwardRadians;
SubFloat( pRot[ nGroup * rot_stride ], nOffset ) = rot;
}
}
//-----------------------------------------------------------------------------
// Installs renderers
//-----------------------------------------------------------------------------
void AddBuiltInParticleRenderers( void )
{
#ifdef _DEBUG
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderPoints );
#endif
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderSprites );
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderSpritesTrail );
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderRope );
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderScreenVelocityRotate );
#ifdef USE_BLOBULATOR
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderBlobs );
#endif // blobs
}