0ad/source/graphics/ParticleEmitter.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

321 lines
10 KiB
C++
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ParticleEmitter.h"
#include "graphics/LightEnv.h"
#include "graphics/LOSTexture.h"
#include "graphics/ParticleEmitterType.h"
#include "graphics/ParticleManager.h"
#include "graphics/ShaderProgram.h"
#include "graphics/TextureManager.h"
#include "ps/CStrInternStatic.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
CParticleEmitter::CParticleEmitter(const CParticleEmitterTypePtr& type) :
m_Type(type), m_Active(true), m_NextParticleIdx(0), m_EmissionRoundingError(0.f),
m_LastUpdateTime(type->m_Manager.GetCurrentTime()),
m_IndexArray(false),
m_VertexArray(Renderer::Backend::IBuffer::Type::VERTEX, true),
m_LastFrameNumber(-1)
{
// If we should start with particles fully emitted, pretend that we
// were created in the past so the first update will produce lots of
// particles.
// TODO: instead of this, maybe it would make more sense to do a full
// lifetime-length update of all emitters when the game first starts
// (so that e.g. buildings constructed later on won't have fully-started
// emitters, but those at the start will)?
if (m_Type->m_StartFull)
m_LastUpdateTime -= m_Type->m_MaxLifetime;
m_Particles.reserve(m_Type->m_MaxParticles);
m_AttributePos.format = Renderer::Backend::Format::R32G32B32_SFLOAT;
m_VertexArray.AddAttribute(&m_AttributePos);
m_AttributeAxis.format = Renderer::Backend::Format::R32G32_SFLOAT;
m_VertexArray.AddAttribute(&m_AttributeAxis);
m_AttributeUV.format = Renderer::Backend::Format::R32G32_SFLOAT;
m_VertexArray.AddAttribute(&m_AttributeUV);
m_AttributeColor.format = Renderer::Backend::Format::R8G8B8A8_UNORM;
m_VertexArray.AddAttribute(&m_AttributeColor);
m_VertexArray.SetNumberOfVertices(m_Type->m_MaxParticles * 4);
m_VertexArray.Layout();
m_IndexArray.SetNumberOfVertices(m_Type->m_MaxParticles * 6);
m_IndexArray.Layout();
VertexArrayIterator<u16> index = m_IndexArray.GetIterator();
for (u16 i = 0; i < m_Type->m_MaxParticles; ++i)
{
*index++ = i*4 + 0;
*index++ = i*4 + 1;
*index++ = i*4 + 2;
*index++ = i*4 + 2;
*index++ = i*4 + 3;
*index++ = i*4 + 0;
}
m_IndexArray.Upload();
m_IndexArray.FreeBackingStore();
const uint32_t stride = m_VertexArray.GetStride();
const std::array<Renderer::Backend::SVertexAttributeFormat, 4> attributes{{
{Renderer::Backend::VertexAttributeStream::POSITION,
m_AttributePos.format, m_AttributePos.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::COLOR,
m_AttributeColor.format, m_AttributeColor.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV0,
m_AttributeUV.format, m_AttributeUV.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
{Renderer::Backend::VertexAttributeStream::UV1,
m_AttributeAxis.format, m_AttributeAxis.offset, stride,
Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
}};
m_VertexInputLayout = g_Renderer.GetVertexInputLayout(attributes);
}
void CParticleEmitter::UpdateArrayData(int frameNumber)
{
if (m_LastFrameNumber == frameNumber)
return;
m_LastFrameNumber = frameNumber;
// Update m_Particles
m_Type->UpdateEmitter(*this, m_Type->m_Manager.GetCurrentTime() - m_LastUpdateTime);
m_LastUpdateTime = m_Type->m_Manager.GetCurrentTime();
// Regenerate the vertex array data:
VertexArrayIterator<CVector3D> attrPos = m_AttributePos.GetIterator<CVector3D>();
VertexArrayIterator<float[2]> attrAxis = m_AttributeAxis.GetIterator<float[2]>();
VertexArrayIterator<float[2]> attrUV = m_AttributeUV.GetIterator<float[2]>();
VertexArrayIterator<SColor4ub> attrColor = m_AttributeColor.GetIterator<SColor4ub>();
ENSURE(m_Particles.size() <= m_Type->m_MaxParticles);
CBoundingBoxAligned bounds;
for (size_t i = 0; i < m_Particles.size(); ++i)
{
// TODO: for more efficient rendering, maybe we should replace this with
// a degenerate quad if alpha is 0
bounds += m_Particles[i].pos;
*attrPos++ = m_Particles[i].pos;
*attrPos++ = m_Particles[i].pos;
*attrPos++ = m_Particles[i].pos;
*attrPos++ = m_Particles[i].pos;
// Compute corner offsets, split into sin/cos components so the vertex
// shader can multiply by the camera-right (or left?) and camera-up vectors
// to get rotating billboards:
float s = sin(m_Particles[i].angle) * m_Particles[i].size/2.f;
float c = cos(m_Particles[i].angle) * m_Particles[i].size/2.f;
(*attrAxis)[0] = c;
(*attrAxis)[1] = s;
++attrAxis;
(*attrAxis)[0] = s;
(*attrAxis)[1] = -c;
++attrAxis;
(*attrAxis)[0] = -c;
(*attrAxis)[1] = -s;
++attrAxis;
(*attrAxis)[0] = -s;
(*attrAxis)[1] = c;
++attrAxis;
(*attrUV)[0] = 1;
(*attrUV)[1] = 0;
++attrUV;
(*attrUV)[0] = 0;
(*attrUV)[1] = 0;
++attrUV;
(*attrUV)[0] = 0;
(*attrUV)[1] = 1;
++attrUV;
(*attrUV)[0] = 1;
(*attrUV)[1] = 1;
++attrUV;
SColor4ub color = m_Particles[i].color;
// Special case: If the blending depends on the source color, not the source alpha,
// then pre-multiply by the alpha. (This is kind of a hack.)
if (m_Type->m_BlendMode == CParticleEmitterType::BlendMode::OVERLAY ||
m_Type->m_BlendMode == CParticleEmitterType::BlendMode::MULTIPLY)
{
color.R = (color.R * color.A) / 255;
color.G = (color.G * color.A) / 255;
color.B = (color.B * color.A) / 255;
}
*attrColor++ = color;
*attrColor++ = color;
*attrColor++ = color;
*attrColor++ = color;
}
m_ParticleBounds = bounds;
m_VertexArray.Upload();
}
void CParticleEmitter::PrepareForRendering()
{
m_VertexArray.PrepareForRendering();
}
void CParticleEmitter::UploadData(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
m_VertexArray.UploadIfNeeded(deviceCommandContext);
}
void CParticleEmitter::Bind(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader)
{
m_Type->m_Texture->UploadBackendTextureIfNeeded(deviceCommandContext);
CLOSTexture& los = g_Renderer.GetSceneRenderer().GetScene().GetLOSTexture();
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_losTex), los.GetTextureSmooth());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_losTransform),
los.GetTextureMatrix()[0], los.GetTextureMatrix()[12]);
const CLightEnv& lightEnv = g_Renderer.GetSceneRenderer().GetLightEnv();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_sunColor), lightEnv.m_SunColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_fogColor), lightEnv.m_FogColor.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_fogParams), lightEnv.m_FogFactor, lightEnv.m_FogMax);
deviceCommandContext->SetTexture(
shader->GetBindingSlot(str_baseTex), m_Type->m_Texture->GetBackendTexture());
}
void CParticleEmitter::RenderArray(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
if (m_Particles.empty())
return;
const uint32_t stride = m_VertexArray.GetStride();
const uint32_t firstVertexOffset = m_VertexArray.GetOffset() * stride;
deviceCommandContext->SetVertexInputLayout(m_VertexInputLayout);
deviceCommandContext->SetVertexBuffer(
0, m_VertexArray.GetBuffer(), firstVertexOffset);
deviceCommandContext->SetIndexBuffer(m_IndexArray.GetBuffer());
deviceCommandContext->DrawIndexed(m_IndexArray.GetOffset(), m_Particles.size() * 6, 0);
g_Renderer.GetStats().m_DrawCalls++;
g_Renderer.GetStats().m_Particles += m_Particles.size();
}
void CParticleEmitter::Unattach(const CParticleEmitterPtr& self)
{
m_Active = false;
m_Type->m_Manager.AddUnattachedEmitter(self);
}
void CParticleEmitter::AddParticle(const SParticle& particle)
{
if (m_NextParticleIdx >= m_Particles.size())
m_Particles.push_back(particle);
else
m_Particles[m_NextParticleIdx] = particle;
m_NextParticleIdx = (m_NextParticleIdx + 1) % m_Type->m_MaxParticles;
}
void CParticleEmitter::SetEntityVariable(const std::string& name, float value)
{
m_EntityVariables[name] = value;
}
CModelParticleEmitter::CModelParticleEmitter(const CParticleEmitterTypePtr& type) :
m_Type(type)
{
m_Emitter = CParticleEmitterPtr(new CParticleEmitter(m_Type));
}
CModelParticleEmitter::~CModelParticleEmitter()
{
m_Emitter->Unattach(m_Emitter);
}
void CModelParticleEmitter::SetEntityVariable(const std::string& name, float value)
{
m_Emitter->SetEntityVariable(name, value);
}
CModelAbstract* CModelParticleEmitter::Clone() const
{
return new CModelParticleEmitter(m_Type);
}
void CModelParticleEmitter::CalcBounds()
{
// TODO: we ought to compute sensible bounds here, probably based on the
// current computed particle positions plus the emitter type's largest
// potential bounding box at the current position
m_WorldBounds = m_Type->CalculateBounds(m_Emitter->GetPosition(), m_Emitter->GetParticleBounds());
}
void CModelParticleEmitter::ValidatePosition()
{
// TODO: do we need to do anything here?
// This is a convenient (though possibly not particularly appropriate) place
// to invalidate bounds so they'll be recomputed from the recent particle data
InvalidateBounds();
}
void CModelParticleEmitter::InvalidatePosition()
{
}
void CModelParticleEmitter::SetTransform(const CMatrix3D& transform)
{
if (m_Transform == transform)
return;
m_Emitter->SetPosition(transform.GetTranslation());
m_Emitter->SetRotation(transform.GetRotation());
// call base class to set transform on this object
CRenderableObject::SetTransform(transform);
}