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817 lines
32 KiB
817 lines
32 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "hsTypes.h"
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#include "plParticleFiller.h"
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// Core background
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#include "hsTemplates.h"
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#include "hsFastMath.h"
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#include "plPipeline.h"
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#include "plViewTransform.h"
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// Getting at the destination data
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#include "../pnSceneObject/plDrawInterface.h"
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#include "../plDrawable/plDrawableSpans.h"
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#include "../plPipeline/plGBufferGroup.h"
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// For shading
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#include "../plGLight/plLightInfo.h"
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// Getting at the source data
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#include "../plParticleSystem/plParticleEmitter.h"
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#include "../plParticleSystem/plParticle.h"
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static hsScalar sInvDelSecs;
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//// Local Static Stuff ///////////////////////////////////////////////////////
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/// Macros for getting/setting data in a D3D vertex buffer
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#define STUFF_POINT( ptr, point ) { float *fPtr = (float *)ptr; \
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fPtr[ 0 ] = point.fX; fPtr[ 1 ] = point.fY; fPtr[ 2 ] = point.fZ; \
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ptr += sizeof( float ) * 3; }
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#define STUFF_UINT32( ptr, uint ) { UInt32 *dPtr = (UInt32 *)ptr; \
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dPtr[ 0 ] = uint; ptr += sizeof( UInt32 ); }
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#define EXTRACT_POINT( ptr, pt ) { float *fPtr = (float *)ptr; \
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pt.fX = fPtr[ 0 ]; pt.fY = fPtr[ 1 ]; pt.fZ = fPtr[ 2 ]; \
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ptr += sizeof( float ) * 3; }
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#define EXTRACT_FLOAT( ptr, f ) { float *fPtr = (float *)ptr; \
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f = fPtr[ 0 ]; \
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ptr += sizeof( float ); }
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#define EXTRACT_UINT32( ptr, uint ) { UInt32 *dPtr = (UInt32 *)ptr; \
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uint = dPtr[ 0 ]; ptr += sizeof( UInt32 ); }
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static hsScalar sCurrMinWidth = 0;
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///////////////////////////////////////////////////////////////////////////////
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//// Particles ////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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//// Particle Processing Inlines //////////////////////////////////////////////
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// Thanks to the <cough> beauty of C++, the internal loop of
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// IFillParticlePolys would be horrendous without these inlines (with them,
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// it's just slightly annoying). The goal is to make the code easier to
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// maintain without loosing speed (hence the inlines, which will *hopefully*
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// remove the function call overhead....)
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void inline IInlSetParticlePathFollow( const plParticleCore &particle, const hsMatrix44& viewToWorld,
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hsVector3 &xVec, hsVector3 &yVec, hsVector3 &zVec )
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{
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/// Follow path specified by interpreting orientation as a velocity vector.
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hsVector3 viewDir(&particle.fPos, &viewToWorld.GetTranslate());
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hsFastMath::NormalizeAppr(viewDir);
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zVec = viewDir;
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const hsVector3& orientation = (const hsVector3)(particle.fOrientation);
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yVec = orientation - orientation.InnerProduct(viewDir) * viewDir;
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hsFastMath::NormalizeAppr(yVec);
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xVec = yVec % viewDir;
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hsFastMath::NormalizeAppr(xVec);
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xVec *= particle.fHSize;
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yVec *= particle.fVSize;
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}
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void inline IInlSetParticlePathStretch( const plParticleCore &particle, const hsMatrix44& viewToWorld,
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hsVector3 &xVec, hsVector3 &yVec, hsVector3 &zVec )
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{
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/// Follow path specified by interpreting orientation as a velocity vector.
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// Well, that's one way to do it, but it has a bit of a flaw. If the length of the
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// particle doesn't match the distance it's moved each frame, you get a nasty strobing
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// effect, particularly as particles move faster. One of those things they don't teach
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// you in the math class you slept through.
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// So what we want is for the tail of the particle this frame to be where the head of
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// the particle was last frame.
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// First thing changed was the orientation passed in is now the change in position for
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// this frame (was the last frame's velocity).
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// zVec will still be the normalized vector from the eye to the particle (in world space).
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// Does zVec ever get used? Hmm, only gets used for the normal facing the camera.
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// This thing gets a lot faster and cleaner when we just use the view axes to compute.
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// So zVec is just -viewDir.
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// yVec = orientation - orientation.InnerProduct(zVec) * zVec
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// xVec = yVec % zVec
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// To be really correct, you can normalize xVec, because the particle doesn't get fatter
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// as it goes faster, just longer. Costs a little more, but...
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// And it also raises the question of what to do with the user supplied sizes. Again,
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// for correctness, we want to add the size to the length of the displacement.
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// We could afford that (maybe) by doing a fast normalize on yVec, then multiplying
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// by orientation.InnerProduct(yVec) + fVSize.
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// So the new stuff we need here are:
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// The particle (to get the size out of).
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// The viewToWorld transform (we can pull the eyePt and viewDir out of that.
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// Note that we could probably slim away a normalize or two, but the actual number
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// of normalizes we're doing hasn't gone up, I've just moved them up from IInlSetParticlePoints().
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hsVector3 viewDir(&particle.fPos, &viewToWorld.GetTranslate());
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hsScalar invD = hsFastMath::InvSqrtAppr(viewDir.MagnitudeSquared());
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viewDir *= invD;
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zVec = viewDir;
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const hsVector3& orientation = (const hsVector3)(particle.fOrientation);
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// We don't want the projection of orientation orthogonal to viewDir here,
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// it's okay (and looks better) if yVec isn't in the image plane, we just
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// want to make sure that xVec is in the image plane. Might want to make
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// the same change to IInlSetParticlePathFollow(), but I haven't checked
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// that yet. Artifact to look for is particles starting to look goofy
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// as their orientation gets close in direction to viewDir. mf
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yVec = orientation;
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hsFastMath::NormalizeAppr(yVec);
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xVec = yVec % viewDir; // cross product of two orthonormal vectors, no need to normalize.
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hsScalar xLen = particle.fHSize;
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if( xLen * invD < sCurrMinWidth )
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xLen = sCurrMinWidth / invD;
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xVec *= xLen;
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hsScalar len = yVec.InnerProduct(orientation);
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// Might want to give it a little boost to overlap itself (and compensate for the massive
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// transparent border the artists love). But they can do that themselves with the VSize.
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// len *= 1.5f;
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len += particle.fVSize;
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yVec *= len * -1.f;
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}
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void inline IInlSetParticlePathFlow( const plParticleCore &particle, const hsMatrix44& viewToWorld,
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hsVector3 &xVec, hsVector3 &yVec, hsVector3 &zVec )
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{
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// Okay, all the notes for SetParticlePathStretch apply here too. The only
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// difference is that we're going to keep the area of the particle constant,
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// so the longer it stretches, the narrower it gets orthogonal to the velocity.
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hsVector3 viewDir(&particle.fPos, &viewToWorld.GetTranslate());
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hsScalar invD = hsFastMath::InvSqrtAppr(viewDir.MagnitudeSquared());
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viewDir *= invD;
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zVec = viewDir;
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const hsVector3& orientation = (const hsVector3)(particle.fOrientation);
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// We don't want the projection of orientation orthogonal to viewDir here,
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// it's okay (and looks better) if yVec isn't in the image plane, we just
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// want to make sure that xVec is in the image plane. Might want to make
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// the same change to IInlSetParticlePathFollow(), but I haven't checked
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// that yet. Artifact to look for is particles starting to look goofy
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// as their orientation gets close in direction to viewDir. mf
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yVec = orientation;
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hsFastMath::NormalizeAppr(yVec);
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xVec = yVec % viewDir; // cross product of two orthonormal vectors, no need to normalize.
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hsScalar len = yVec.InnerProduct(orientation);
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hsScalar xLen = particle.fHSize * hsFastMath::InvSqrtAppr(1.f + len * sInvDelSecs);
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if( xLen * invD < sCurrMinWidth )
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xLen = sCurrMinWidth / invD;
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xVec *= xLen;
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// Might want to give it a little boost to overlap itself (and compensate for the massive
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// transparent border the artists love). But they can do that themselves with the VSize.
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len += particle.fVSize;
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yVec *= len * -2.f;
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}
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void inline IInlSetParticleExplicit( const hsMatrix44 &viewToWorld, const plParticleCore &particle,
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hsVector3 &xVec, hsVector3 &yVec, hsVector3 &zVec )
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{
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const hsVector3& orientation = (const hsVector3)(particle.fOrientation);
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#if 0 // See notes below - mf
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zVec.Set( 0, 0, -1 );
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yVec.Set( &orientation );
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zVec = viewToWorld * zVec;
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yVec = viewToWorld * yVec;
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xVec = yVec % zVec;
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#else // See notes below - mf
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// The above has a bit of a problem with wide field of view. All of the
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// particles are facing the same direction with respect to lighting,
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// even though some are to the left and some are to the right of the camera
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// (when facing the center of the system). We'll also start seeing them side on
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// as they get to the edge of the screen. Fortunately, it's actually faster
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// to calculate the vector from camera to particle and normalize it than
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// to transform the vector (0,0,-1) (though not as fast as pulling the
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// camera direction directly from the viewToWorld).
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hsVector3 del(&particle.fPos, &viewToWorld.GetTranslate());
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hsFastMath::NormalizeAppr(del);
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zVec = del;
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yVec.Set(&(viewToWorld * orientation));
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xVec = yVec % zVec;
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#endif // See notes below - mf
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xVec = hsFastMath::NormalizeAppr( xVec ) * particle.fHSize;
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yVec = hsFastMath::NormalizeAppr( yVec ) * particle.fVSize;
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}
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void inline IInlSetParticlePoints( const hsVector3 &xVec, const hsVector3 &yVec, const plParticleCore &particle,
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hsPoint3 *partPts, UInt32 &partColor )
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{
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/// Do the 4 verts for this particle
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partPts[ 0 ] = partPts[ 1 ] = partPts[ 2 ] = partPts[ 3 ] = particle.fPos;
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partPts[ 0 ] += xVec - yVec;
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partPts[ 1 ] += -xVec - yVec;
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partPts[ 2 ] += -xVec + yVec;
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partPts[ 3 ] += xVec + yVec;
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partColor = particle.fColor;
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}
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void inline IInlSetParticlePointsStretch( const hsVector3 &xVec, const hsVector3 &yVec, const plParticleCore &particle,
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hsPoint3 *partPts, UInt32 &partColor )
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{
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/// Do the 4 verts for this particle
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partPts[ 0 ] = partPts[ 1 ] = partPts[ 2 ] = partPts[ 3 ] = particle.fPos;
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partPts[ 0 ] += xVec + yVec;
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partPts[ 1 ] += -xVec + yVec;
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partPts[ 2 ] += -xVec;
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partPts[ 3 ] += xVec;
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partColor = particle.fColor;
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}
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void inline IInlStuffParticle1UV( UInt8 *&destPtr, const hsPoint3 *partPts, const hsVector3 &partNorm,
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const UInt32 &partColor, const plParticleCore &particle )
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{
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UInt8 j;
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for( j = 0; j < 4; j++ )
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{
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STUFF_POINT( destPtr, partPts[ j ] );
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STUFF_POINT( destPtr, partNorm );
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STUFF_UINT32( destPtr, partColor );
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STUFF_UINT32( destPtr, 0 );
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STUFF_POINT( destPtr, particle.fUVCoords[ j ] );
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}
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}
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void inline IInlStuffParticleNoUVs( UInt8 *&destPtr, const hsPoint3 *partPts, const hsVector3 &partNorm,
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const UInt32 &partColor )
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{
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UInt8 j;
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for( j = 0; j < 4; j++ )
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{
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STUFF_POINT( destPtr, partPts[ j ] );
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STUFF_POINT( destPtr, partNorm );
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STUFF_UINT32( destPtr, partColor );
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STUFF_UINT32( destPtr, 0 );
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}
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}
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void inline IInlSetNormalViewFace( hsVector3 &partNorm, const hsVector3 &zVec )
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{
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partNorm = -zVec;
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}
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void inline IInlSetNormalStrongestLight( hsVector3 &partNorm, const plParticleCore &particle,
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const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight, const hsVector3 &zVec )
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{
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if( omniLight != nil )
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{
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partNorm.Set( &particle.fPos, &omniLight->GetWorldPosition() );
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partNorm = -partNorm;
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}
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else if( directionLight != nil )
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{
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partNorm = -directionLight->GetWorldDirection();
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}
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else
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partNorm = -zVec;
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partNorm = hsFastMath::NormalizeAppr( partNorm );
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}
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void inline IInlSetNormalExplicit( hsVector3 &partNorm, const plParticleCore &particle )
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{
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partNorm = particle.fNormal;
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}
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//// IIPL Functions (Internal-Inline-Particle-Loop) ///////////////////////////
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// Function names go as follows:
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// IIPL_u_o_n()
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// where u is 1UV or 0UV (for 1 UV channel or no UV channels),
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// o is OVel (for orientation-follows-velocity) or OExp (for orientation-is-explicit)
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// and n is NViewFace (for normals facing view), NLite (for facing strongest light)
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// or NExp (for explicit)
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#define IIPL_PROLOG \
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UInt32 i, partColor; \
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hsVector3 xVec, yVec, zVec, partNorm; \
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hsPoint3 partPts[ 4 ]; \
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for( i = 0; i < numParticles; i++ )
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void inline IIPL_1UV_OVel_NViewFace( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
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{
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IIPL_PROLOG
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{
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IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
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IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
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IInlSetNormalViewFace( partNorm, zVec );
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IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
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}
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}
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void inline IIPL_1UV_OVel_NLite( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr,
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const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
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{
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IIPL_PROLOG
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{
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IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
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IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
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IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
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IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
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}
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}
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||
|
void inline IIPL_1UV_OVel_NExp( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalExplicit( partNorm, particles[ i ] );
|
||
|
IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_1UV_OStr_NViewFace( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalViewFace( partNorm, zVec );
|
||
|
IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_1UV_OStr_NLite( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr,
|
||
|
const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
|
||
|
IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_1UV_OStr_NExp( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalExplicit( partNorm, particles[ i ] );
|
||
|
IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_1UV_OFlo_NViewFace( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalViewFace( partNorm, zVec );
|
||
|
IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_1UV_OFlo_NLite( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr,
|
||
|
const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
|
||
|
IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_1UV_OFlo_NExp( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalExplicit( partNorm, particles[ i ] );
|
||
|
IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_1UV_OExp_NViewFace( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
|
||
|
IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalViewFace( partNorm, zVec );
|
||
|
IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_1UV_OExp_NLite( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr,
|
||
|
const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
|
||
|
IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
|
||
|
IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_1UV_OExp_NExp( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
|
||
|
IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalExplicit( partNorm, particles[ i ] );
|
||
|
IInlStuffParticle1UV( destPtr, partPts, partNorm, partColor, particles[ i ] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OVel_NViewFace( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalViewFace( partNorm, zVec );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OVel_NLite( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr,
|
||
|
const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OVel_NExp( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathFollow( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalExplicit( partNorm, particles[ i ] );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OStr_NViewFace( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalViewFace( partNorm, zVec );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OStr_NLite( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr,
|
||
|
const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OStr_NExp( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathStretch( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalExplicit( partNorm, particles[ i ] );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OFlo_NViewFace( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalViewFace( partNorm, zVec );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OFlo_NLite( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr,
|
||
|
const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OFlo_NExp( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticlePathFlow( particles[ i ], viewToWorld, xVec, yVec, zVec );
|
||
|
IInlSetParticlePointsStretch( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalExplicit( partNorm, particles[ i ] );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OExp_NViewFace( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
|
||
|
IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalViewFace( partNorm, zVec );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OExp_NLite( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr,
|
||
|
const plOmniLightInfo *omniLight, const plDirectionalLightInfo *directionLight )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
|
||
|
IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalStrongestLight( partNorm, particles[ i ], omniLight, directionLight, zVec );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void inline IIPL_0UV_OExp_NExp( const UInt32 &numParticles, const plParticleCore *particles, const hsMatrix44& viewToWorld, UInt8 *&destPtr )
|
||
|
{
|
||
|
IIPL_PROLOG
|
||
|
{
|
||
|
IInlSetParticleExplicit( viewToWorld, particles[ i ], xVec, yVec, zVec );
|
||
|
IInlSetParticlePoints( xVec, yVec, particles[ i ], partPts, partColor );
|
||
|
IInlSetNormalExplicit( partNorm, particles[ i ] );
|
||
|
IInlStuffParticleNoUVs( destPtr, partPts, partNorm, partColor );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//// IFillParticlePolys ///////////////////////////////////////////////////////
|
||
|
// Takes a list of particles and makes the polys for them.
|
||
|
#include "hsTimer.h"
|
||
|
#include "plProfile.h"
|
||
|
plProfile_CreateTimer("Fill Polys", "Particles", ParticleFillPoly);
|
||
|
|
||
|
void plParticleFiller::FillParticles(plPipeline* pipe, plDrawableSpans* drawable, plParticleSpan* span)
|
||
|
{
|
||
|
if (!span->fSource || span->fNumParticles <= 0)
|
||
|
return;
|
||
|
|
||
|
plProfile_BeginTiming(ParticleFillPoly);
|
||
|
|
||
|
sInvDelSecs = hsTimer::GetDelSysSeconds();
|
||
|
if( sInvDelSecs > 0 )
|
||
|
sInvDelSecs = 1.f / sInvDelSecs;
|
||
|
|
||
|
const plParticleCore* particles = span->fSource->GetParticleArray();
|
||
|
const UInt32 numParticles = span->fNumParticles;
|
||
|
|
||
|
plGBufferGroup* group = drawable->GetBufferGroup(span->fGroupIdx);
|
||
|
|
||
|
UInt8* destPtr = group->GetVertBufferData(span->fVBufferIdx);
|
||
|
|
||
|
destPtr += span->fVStartIdx * group->GetVertexSize();
|
||
|
|
||
|
/// Get the z vector (pointing away from the camera) in worldspace
|
||
|
hsMatrix44 viewToWorld = pipe->GetCameraToWorld();
|
||
|
|
||
|
plOmniLightInfo* omniLight = nil;
|
||
|
plDirectionalLightInfo* directionLight = nil;
|
||
|
|
||
|
/// Get strongest light, if there is one, for normal generation
|
||
|
if( span->GetNumLights( false ) > 0 )
|
||
|
{
|
||
|
omniLight = plOmniLightInfo::ConvertNoRef( span->GetLight( 0, false ) );
|
||
|
directionLight = plDirectionalLightInfo::ConvertNoRef( span->GetLight( 0, false ) );
|
||
|
}
|
||
|
|
||
|
/// Fill with 1 UV channel
|
||
|
if( group->GetNumUVs() == 1 )
|
||
|
{
|
||
|
/// Switch on orientation
|
||
|
if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityBased )
|
||
|
{
|
||
|
/// Switch on normal generation
|
||
|
if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
|
||
|
IIPL_1UV_OVel_NViewFace( numParticles, particles, viewToWorld, destPtr );
|
||
|
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
|
||
|
IIPL_1UV_OVel_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );
|
||
|
|
||
|
else
|
||
|
IIPL_1UV_OVel_NExp( numParticles, particles, viewToWorld, destPtr );
|
||
|
}
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityStretch )
|
||
|
{
|
||
|
sCurrMinWidth = pipe->GetViewTransform().GetOrthoWidth() / pipe->GetViewTransform().GetScreenWidth() * 0.75f;
|
||
|
|
||
|
/// Switch on normal generation
|
||
|
if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
|
||
|
IIPL_1UV_OStr_NViewFace( numParticles, particles, viewToWorld, destPtr );
|
||
|
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
|
||
|
IIPL_1UV_OStr_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );
|
||
|
|
||
|
else
|
||
|
IIPL_1UV_OStr_NExp( numParticles, particles, viewToWorld, destPtr );
|
||
|
}
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityFlow )
|
||
|
{
|
||
|
sCurrMinWidth = pipe->GetViewTransform().GetOrthoWidth() / pipe->GetViewTransform().GetScreenWidth() * 0.75f;
|
||
|
|
||
|
/// Switch on normal generation
|
||
|
if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
|
||
|
IIPL_1UV_OFlo_NViewFace( numParticles, particles, viewToWorld, destPtr );
|
||
|
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
|
||
|
IIPL_1UV_OFlo_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );
|
||
|
|
||
|
else
|
||
|
IIPL_1UV_OFlo_NExp( numParticles, particles, viewToWorld, destPtr );
|
||
|
}
|
||
|
else // Orientation explicit
|
||
|
{
|
||
|
/// Switch on normal generation
|
||
|
if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
|
||
|
IIPL_1UV_OExp_NViewFace( numParticles, particles, viewToWorld, destPtr );
|
||
|
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
|
||
|
IIPL_1UV_OExp_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );
|
||
|
|
||
|
else
|
||
|
IIPL_1UV_OExp_NExp( numParticles, particles, viewToWorld, destPtr );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
/// Fill with no UV channels
|
||
|
{
|
||
|
/// Switch on orientation
|
||
|
if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityBased )
|
||
|
{
|
||
|
/// Switch on normal generation
|
||
|
if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
|
||
|
IIPL_0UV_OVel_NViewFace( numParticles, particles, viewToWorld, destPtr );
|
||
|
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
|
||
|
IIPL_0UV_OVel_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );
|
||
|
|
||
|
else
|
||
|
IIPL_0UV_OVel_NExp( numParticles, particles, viewToWorld, destPtr );
|
||
|
}
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityStretch )
|
||
|
{
|
||
|
sCurrMinWidth = pipe->GetViewTransform().GetOrthoWidth() / pipe->GetViewTransform().GetScreenWidth() * 0.75f;
|
||
|
|
||
|
/// Switch on normal generation
|
||
|
if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
|
||
|
IIPL_0UV_OStr_NViewFace( numParticles, particles, viewToWorld, destPtr );
|
||
|
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
|
||
|
IIPL_0UV_OStr_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );
|
||
|
|
||
|
else
|
||
|
IIPL_0UV_OStr_NExp( numParticles, particles, viewToWorld, destPtr );
|
||
|
}
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kOrientationVelocityFlow )
|
||
|
{
|
||
|
sCurrMinWidth = pipe->GetViewTransform().GetOrthoWidth() / pipe->GetViewTransform().GetScreenWidth() * 0.75f;
|
||
|
|
||
|
/// Switch on normal generation
|
||
|
if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
|
||
|
IIPL_0UV_OFlo_NViewFace( numParticles, particles, viewToWorld, destPtr );
|
||
|
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
|
||
|
IIPL_0UV_OFlo_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );
|
||
|
|
||
|
else
|
||
|
IIPL_0UV_OFlo_NExp( numParticles, particles, viewToWorld, destPtr );
|
||
|
}
|
||
|
else // Orientation explicit
|
||
|
{
|
||
|
/// Switch on normal generation
|
||
|
if( span->fSource->fMiscFlags & plParticleEmitter::kNormalViewFacing )
|
||
|
IIPL_0UV_OExp_NViewFace( numParticles, particles, viewToWorld, destPtr );
|
||
|
|
||
|
else if( span->fSource->fMiscFlags & plParticleEmitter::kNormalNearestLight )
|
||
|
IIPL_0UV_OExp_NLite( numParticles, particles, viewToWorld, destPtr, omniLight, directionLight );
|
||
|
|
||
|
else
|
||
|
IIPL_0UV_OExp_NExp( numParticles, particles, viewToWorld, destPtr );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// All done!
|
||
|
plProfile_EndTiming(ParticleFillPoly);
|
||
|
}
|
||
|
|
||
|
void plParticleFiller::FillParticlePolys(plPipeline* pipe, plDrawInterface* di)
|
||
|
{
|
||
|
if( !di )
|
||
|
return; // should probably be an asserted error.
|
||
|
|
||
|
plDrawableSpans* drawable = plDrawableSpans::ConvertNoRef(di->GetDrawable(0));
|
||
|
if( !drawable )
|
||
|
return;
|
||
|
|
||
|
// Currently, the di always points to exactly 1 drawable with 1 span index. If
|
||
|
// that changes, this would just become a loop.
|
||
|
UInt32 diIndex = di->GetDrawableMeshIndex(0);
|
||
|
hsAssert(diIndex >= 0, "Bogus input to fill particles");
|
||
|
|
||
|
const plDISpanIndex& diSpans = drawable->GetDISpans(diIndex);
|
||
|
int i;
|
||
|
for( i = 0; i < diSpans.GetCount(); i++ )
|
||
|
{
|
||
|
UInt32 spanIdx = diSpans[i];
|
||
|
hsAssert(drawable->GetSpan(spanIdx), "Bogus input to fill particles");
|
||
|
hsAssert(drawable->GetSpan(spanIdx)->fTypeMask & plSpan::kParticleSpan, "Bogus input to fill particles");
|
||
|
|
||
|
// Safe cast, since we just checked the type mask.
|
||
|
plParticleSpan* span = (plParticleSpan*)drawable->GetSpan(spanIdx);
|
||
|
|
||
|
if( !span->fSource )
|
||
|
return; // Nothing to do, it's idle.
|
||
|
|
||
|
FillParticles(pipe, drawable, span);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|