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 <algorithm>
#include "tier0/platform.h"
#include "tier0/vprof.h"
#include "particles/particles.h"
#include "psheet.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ALIGN16 ParticleRenderData_t s_SortedIndexList[MAX_PARTICLES_IN_A_SYSTEM] ALIGN16_POST;
enum EParticleSortKeyType
{
SORT_KEY_NONE,
SORT_KEY_DISTANCE,
SORT_KEY_CREATION_TIME,
};
template<EParticleSortKeyType eSortKeyMode> void s_GenerateData( Vector CameraPos, CParticleVisibilityData *pVisibilityData, CParticleCollection *pParticles )
{
fltx4 *pOutUnSorted = reinterpret_cast<fltx4 *>( s_SortedIndexList );
C4VAttributeIterator pXYZ( PARTICLE_ATTRIBUTE_XYZ, pParticles );
CM128AttributeIterator pCreationTimeStamp( PARTICLE_ATTRIBUTE_CREATION_TIME, pParticles );
CM128AttributeIterator pAlpha( PARTICLE_ATTRIBUTE_ALPHA, pParticles );
CM128AttributeIterator pAlpha2( PARTICLE_ATTRIBUTE_ALPHA2, pParticles );
CM128AttributeIterator pRadius( PARTICLE_ATTRIBUTE_RADIUS, pParticles );
int nParticles = pParticles->m_nActiveParticles;
FourVectors EyePos;
EyePos.DuplicateVector( CameraPos );
fltx4 fl4AlphaVis = ReplicateX4( pVisibilityData->m_flAlphaVisibility );
fltx4 fl4RadVis = ReplicateX4( pVisibilityData->m_flRadiusVisibility );
// indexing. We will generate the index as float and use magicf2i to convert to integer
fltx4 fl4OutIdx = g_SIMD_0123; // 0 1 2 3
fl4OutIdx = AddSIMD( fl4OutIdx, Four_2ToThe23s); // fix as int
bool bUseVis = pVisibilityData->m_bUseVisibility;
bool bCameraBias = pVisibilityData->m_flCameraBias != 0.0f;
fltx4 fl4Bias = ReplicateX4( pVisibilityData->m_flCameraBias );
fltx4 fl4AlphaScale = ReplicateX4( 255.0 );
do
{
fltx4 fl4X = pXYZ->x;
fltx4 fl4Y = pXYZ->y;
fltx4 fl4Z = pXYZ->z;
fltx4 fl4SortKey;
if ( eSortKeyMode == SORT_KEY_DISTANCE )
{
fltx4 Xdiff = SubSIMD( EyePos.x, fl4X );
fltx4 Ydiff = SubSIMD( EyePos.y, fl4Y );
fltx4 Zdiff = SubSIMD( EyePos.z, fl4Z );
if ( bCameraBias )
{
FourVectors v4CameraBias;
v4CameraBias.x = Xdiff;
v4CameraBias.y = Ydiff;
v4CameraBias.z = Zdiff;
//v4CameraBias = VectorNormalizeFast( v4CameraBias );
v4CameraBias.VectorNormalizeFast();
v4CameraBias *= fl4Bias;
fl4X = SubSIMD( fl4X, v4CameraBias.x );
fl4Y = SubSIMD( fl4Y, v4CameraBias.y );
fl4Z = SubSIMD( fl4Z, v4CameraBias.z );
Xdiff = SubSIMD( EyePos.x, fl4X );
Ydiff = SubSIMD( EyePos.y, fl4Y );
Zdiff = SubSIMD( EyePos.z, fl4Z );
}
fl4SortKey = AddSIMD( MulSIMD( Xdiff, Xdiff ),
AddSIMD( MulSIMD( Ydiff, Ydiff ),
MulSIMD( Zdiff, Zdiff ) ) );
}
else
{
Assert ( eSortKeyMode == SORT_KEY_CREATION_TIME || eSortKeyMode == SORT_KEY_NONE );
fl4SortKey = *pCreationTimeStamp;
}
fltx4 fl4FinalAlpha = MulSIMD( *pAlpha, *pAlpha2 );
fltx4 fl4FinalRadius = *pRadius;
if ( bUseVis )
{
fl4FinalAlpha = MaxSIMD ( Four_Zeros, MinSIMD( Four_Ones, MulSIMD( fl4FinalAlpha, fl4AlphaVis) ) );
fl4FinalRadius = MulSIMD( fl4FinalRadius, fl4RadVis );
}
// convert float 0..1 to int 0..255
fl4FinalAlpha = AddSIMD( MulSIMD( fl4FinalAlpha, fl4AlphaScale ), Four_2ToThe23s );
// now, we will use simd transpose to write the output
fltx4 i4Indices = AndSIMD( fl4OutIdx, LoadAlignedSIMD( (float *) g_SIMD_Low16BitsMask ) );
TransposeSIMD( fl4SortKey, i4Indices, fl4FinalRadius, fl4FinalAlpha );
pOutUnSorted[0] = fl4SortKey;
pOutUnSorted[1] = i4Indices;
pOutUnSorted[2] = fl4FinalRadius;
pOutUnSorted[3] = fl4FinalAlpha;
pOutUnSorted += 4;
fl4OutIdx = AddSIMD( fl4OutIdx, Four_Fours );
nParticles -= 4;
++pXYZ;
++pAlpha;
++pAlpha2;
++pRadius;
} while( nParticles > 0 ); // we're not called with 0
}
#define TREATASINT(x) ( *( ( (int32 const *)( &(x) ) ) ) )
static bool SortLessFunc( const ParticleRenderData_t &left, const ParticleRenderData_t &right )
{
return TREATASINT( left.m_flSortKey ) < TREATASINT( right.m_flSortKey );
}
void CParticleCollection::GenerateSortedIndexList( Vector vecCamera, CParticleVisibilityData *pVisibilityData, bool bSorted )
{
VPROF_BUDGET( "CParticleCollection::GenerateSortedIndexList", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
if ( bSorted )
{
s_GenerateData<SORT_KEY_DISTANCE>( vecCamera, pVisibilityData, this );
}
else
s_GenerateData<SORT_KEY_NONE>( vecCamera, pVisibilityData, this );
// check data
#if 0
bool bBad = false;
for( int i = 0; i < m_nActiveParticles; i++ )
{
Assert( s_SortedIndexList[i].m_nIndex == i );
if ( s_SortedIndexList[i].m_nIndex != i )
bBad = true;
}
if ( bBad )
{
s_GenerateData<SORT_KEY_NONE>( vecCamera, pVisibilityData, this );
}
#endif
#ifndef SWDS
if ( bSorted )
{
// sort the output in place
std::make_heap( s_SortedIndexList, s_SortedIndexList + m_nActiveParticles, SortLessFunc );
std::sort_heap( s_SortedIndexList, s_SortedIndexList + m_nActiveParticles, SortLessFunc );
}
#endif
}
const ParticleRenderData_t *CParticleCollection::GetRenderList( IMatRenderContext *pRenderContext, bool bSorted, int *pNparticles, CParticleVisibilityData *pVisibilityData)
{
if ( bSorted )
bSorted = m_pDef->m_bShouldSort;
Vector vecCamera;
pRenderContext->GetWorldSpaceCameraPosition( &vecCamera );
*pNparticles = m_nActiveParticles;
GenerateSortedIndexList( vecCamera, pVisibilityData, bSorted );
return s_SortedIndexList+m_nActiveParticles;
}