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