Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "fx_fleck.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// enable this to have the fleck_merge cvar as well as the current system count displayed as it changes (for profiling)
#define REPORT_MERGED_FLECKS 0
//
// class PARTICLE_MERGE
//{
//public:
// bool MergeParticleSystems( CFleckParticles *pSystem, const char *pEffectName, const Vector &center, const Vector &extents )
// { merge; return true; }
//};
// a singly linked list through all particle effects of a specific type
// with a specific rule for sharing them.
// Needs a hook to the particle effect's constructor/destructor and factory method
// The factory needs to support optionally merging the new particles into a previously built particle effect
// this cuts down on lots of scene management overhead as well as rendering/batch overhead
template< class PARTICLE_EFFECT, class PARTICLE_MERGE >
class CParticleMergeList
{
public:
CParticleMergeList() : m_pHead(NULL) {}
void AddParticleSystem( PARTICLE_EFFECT *pSystem );
void RemoveParticleSystem( PARTICLE_EFFECT *pRemove );
PARTICLE_EFFECT *FindAndMergeParticleSystem( const char *pEffectName, const Vector &center, const Vector &extents );
bool MergeParticleSystems( PARTICLE_EFFECT *pSystem, const char *pEffectName, const Vector &center, const Vector &extents );
private:
PARTICLE_EFFECT *m_pHead;
PARTICLE_MERGE m_merge;
};
#if REPORT_MERGED_FLECKS
ConVar fleck_merge("fleck_merge","1");
int g_PCount = 0;
#endif
template< class PARTICLE_EFFECT, class PARTICLE_MERGE >
void CParticleMergeList<PARTICLE_EFFECT,PARTICLE_MERGE>::AddParticleSystem( PARTICLE_EFFECT *pSystem )
{
#if REPORT_MERGED_FLECKS
g_PCount++;
Msg("PS: %d\n", g_PCount);
#endif
pSystem->m_pNextParticleSystem = m_pHead;
m_pHead = pSystem;
}
template< class PARTICLE_EFFECT, class PARTICLE_MERGE >
void CParticleMergeList<PARTICLE_EFFECT,PARTICLE_MERGE>::RemoveParticleSystem( PARTICLE_EFFECT *pRemove )
{
#if REPORT_MERGED_FLECKS
g_PCount--;
Msg("PS: %d\n", g_PCount);
#endif
PARTICLE_EFFECT **pPrev = &m_pHead;
PARTICLE_EFFECT *pCur = *pPrev;
while ( pCur )
{
if ( pCur == pRemove )
{
*pPrev = pCur->m_pNextParticleSystem;
return;
}
pPrev = &pCur->m_pNextParticleSystem;
pCur = *pPrev;
}
}
template< class PARTICLE_EFFECT, class PARTICLE_MERGE >
PARTICLE_EFFECT *CParticleMergeList<PARTICLE_EFFECT,PARTICLE_MERGE>::FindAndMergeParticleSystem( const char *pEffectName, const Vector &center, const Vector &extents )
{
#if REPORT_MERGED_FLECKS
if ( !fleck_merge.GetBool() )
return NULL;
#endif
for ( PARTICLE_EFFECT *pMerge = m_pHead; pMerge != NULL; pMerge = pMerge->m_pNextParticleSystem )
{
if ( m_merge.MergeParticleSystems( pMerge, pEffectName, center, extents ) )
return pMerge;
}
return NULL;
}
// merge anything within 10 feet
const float MAX_RADIUS_BBOX_MERGE = 120.0f;
template< class PARTICLE_EFFECT >
class CMergeSameNameBbox
{
public:
bool MergeParticleSystems( PARTICLE_EFFECT *pSystem, const char *pEffectName, const Vector &center, const Vector &extents )
{
// by default, match names
if ( !Q_stricmp(pSystem->GetEffectName(), pEffectName) )
{
Vector mins, maxs;
pSystem->GetBinding().GetWorldspaceBounds( &mins, &maxs );
AddPointToBounds( center - extents, mins, maxs );
AddPointToBounds( center + extents, mins, maxs );
Vector size = maxs - mins;
float radius = size.Length();
if ( radius < MAX_RADIUS_BBOX_MERGE )
{
pSystem->GetBinding().SetBBox( mins, maxs );
// put sort origin at center of the new box
Vector sortOrigin = 0.5f * (mins+maxs);
pSystem->SetSortOrigin(sortOrigin);
return true;
}
}
return false;
}
};
CParticleMergeList< CFleckParticles, CMergeSameNameBbox<CFleckParticles> > g_FleckMergeList;
//
// CFleckParticles
//
CSmartPtr<CFleckParticles> CFleckParticles::Create( const char *pDebugName, const Vector &vCenter, const Vector &extents )
{
CFleckParticles *pMerge = g_FleckMergeList.FindAndMergeParticleSystem( pDebugName, vCenter, extents );
if ( pMerge )
return pMerge;
CFleckParticles *pRet = new CFleckParticles( pDebugName );
if ( pRet )
{
pRet->GetBinding().SetBBox( vCenter - extents, vCenter + extents );
pRet->SetSortOrigin(vCenter);
}
return pRet;
}
CFleckParticles::CFleckParticles( const char *pDebugName ) : CSimpleEmitter( pDebugName ), m_pNextParticleSystem(NULL)
{
g_FleckMergeList.AddParticleSystem(this);
}
CFleckParticles::~CFleckParticles()
{
g_FleckMergeList.RemoveParticleSystem(this);
}
//-----------------------------------------------------------------------------
// Purpose: Test for surrounding collision surfaces for quick collision testing for the particle system
// Input : &origin - starting position
// *dir - direction of movement (if NULL, will do a point emission test in four directions)
// angularSpread - looseness of the spread
// minSpeed - minimum speed
// maxSpeed - maximum speed
// gravity - particle gravity for the sytem
// dampen - dampening amount on collisions
// flags - extra information
//-----------------------------------------------------------------------------
void CFleckParticles::Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags )
{
//See if we've specified a direction
m_ParticleCollision.Setup( origin, direction, angularSpread, minSpeed, maxSpeed, gravity, dampen );
}
void CFleckParticles::RenderParticles( CParticleRenderIterator *pIterator )
{
const FleckParticle *pParticle = (const FleckParticle*)pIterator->GetFirst();
while ( pParticle )
{
Vector tPos;
TransformParticle( ParticleMgr()->GetModelView(), pParticle->m_Pos, tPos );
float sortKey = (int) tPos.z;
Vector color;
color[0] = pParticle->m_uchColor[0] / 255.0f;
color[1] = pParticle->m_uchColor[1] / 255.0f;
color[2] = pParticle->m_uchColor[2] / 255.0f;
//Render it
RenderParticle_ColorSizeAngle(
pIterator->GetParticleDraw(),
tPos,
color,
1.0f - (pParticle->m_flLifetime / pParticle->m_flDieTime),
pParticle->m_uchSize,
pParticle->m_flRoll );
pParticle = (const FleckParticle*)pIterator->GetNext( sortKey );
}
}
void CFleckParticles::SimulateParticles( CParticleSimulateIterator *pIterator )
{
FleckParticle *pParticle = (FleckParticle*)pIterator->GetFirst();
while ( pParticle )
{
const float timeDelta = pIterator->GetTimeDelta();
//Should this particle die?
pParticle->m_flLifetime += timeDelta;
if ( pParticle->m_flLifetime >= pParticle->m_flDieTime )
{
pIterator->RemoveParticle( pParticle );
}
else
{
pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
//Simulate the movement with collision
trace_t trace;
m_ParticleCollision.MoveParticle( pParticle->m_Pos, pParticle->m_vecVelocity, &pParticle->m_flRollDelta, timeDelta, &trace );
// If we're in solid, then stop moving
if ( trace.allsolid )
{
pParticle->m_vecVelocity = vec3_origin;
pParticle->m_flRollDelta = 0.0f;
}
}
pParticle = (FleckParticle*)pIterator->GetNext();
}
}