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2417 lines
91 KiB
C++
2417 lines
91 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 "tier0/platform.h"
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#include "particles/particles.h"
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#include "filesystem.h"
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#include "tier2/tier2.h"
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#include "tier2/fileutils.h"
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#include "tier2/renderutils.h"
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#include "tier2/beamsegdraw.h"
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#include "tier1/UtlStringMap.h"
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#include "tier1/strtools.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/itexture.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialvar.h"
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#include "psheet.h"
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#include "tier0/vprof.h"
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#ifdef USE_BLOBULATOR
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// TODO: These should be in public by the time the SDK ships
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#include "../common/blobulator/Implicit/ImpDefines.h"
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#include "../common/blobulator/Implicit/ImpRenderer.h"
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#include "../common/blobulator/Implicit/ImpTiler.h"
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#include "../common/blobulator/Implicit/UserFunctions.h"
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#endif
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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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// Vertex instancing (1 vert submitted per particle, duplicated to 4 (a quad) on the GPU) is supported only on 360
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const bool bUseInstancing = IsX360();
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//-----------------------------------------------------------------------------
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// Utility method to compute the max # of particles per batch
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//-----------------------------------------------------------------------------
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static inline int GetMaxParticlesPerBatch( IMatRenderContext *pRenderContext, IMaterial *pMaterial, bool bWithInstancing )
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{
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int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
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int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
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if ( bWithInstancing )
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return nMaxVertices;
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else
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return min( (nMaxVertices / 4), (nMaxIndices / 6) );
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}
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void SetupParticleVisibility( CParticleCollection *pParticles, CParticleVisibilityData *pVisibilityData, const CParticleVisibilityInputs *pVisibilityInputs, int *nQueryHandle )
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{
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float flScale = pVisibilityInputs->m_flProxyRadius;
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Vector vecOrigin;
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/*
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if ( pVisibilityInputs->m_bUseBBox )
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{
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Vector vecMinBounds;
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Vector vecMaxBounds;
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Vector mins;
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Vector maxs;
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pParticles->GetBounds( &vecMinBounds, &vecMaxBounds );
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vecOrigin = ( ( vecMinBounds + vecMaxBounds ) / 2 );
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Vector vecBounds = ( vecMaxBounds - vecMinBounds );
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flScale = ( max(vecBounds.x, max (vecBounds.y, vecBounds.z) ) * pVisibilityInputs->m_flBBoxScale );
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}
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if ( pVisibilityInputs->m_nCPin >= 0 )
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{
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vecOrigin = pParticles->GetControlPointAtCurrentTime( pVisibilityInputs->m_nCPin );
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}
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*/
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vecOrigin = pParticles->GetControlPointAtCurrentTime( pVisibilityInputs->m_nCPin );
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float flVisibility = g_pParticleSystemMgr->Query()->GetPixelVisibility( nQueryHandle, vecOrigin, flScale );
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pVisibilityData->m_flAlphaVisibility = RemapValClamped( flVisibility, pVisibilityInputs->m_flInputMin,
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pVisibilityInputs->m_flInputMax, pVisibilityInputs->m_flAlphaScaleMin, pVisibilityInputs->m_flAlphaScaleMax );
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pVisibilityData->m_flRadiusVisibility = RemapValClamped( flVisibility, pVisibilityInputs->m_flInputMin,
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pVisibilityInputs->m_flInputMax, pVisibilityInputs->m_flRadiusScaleMin, pVisibilityInputs->m_flRadiusScaleMax );
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pVisibilityData->m_flCameraBias = pVisibilityInputs->m_flCameraBias;
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}
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static SheetSequenceSample_t s_DefaultSheetSequence =
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{
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{
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f }, // SequenceSampleTextureCoords_t image 0
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f } // SequenceSampleTextureCoords_t image 1
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},
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1.0f // m_fBlendFactor
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};
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class C_OP_RenderPoints : public CParticleRenderOperatorInstance
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{
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DECLARE_PARTICLE_OPERATOR( C_OP_RenderPoints );
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uint32 GetWrittenAttributes( void ) const
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{
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return 0;
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}
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uint32 GetReadAttributes( void ) const
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{
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return PARTICLE_ATTRIBUTE_XYZ_MASK;
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}
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virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
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struct C_OP_RenderPointsContext_t
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{
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CParticleVisibilityData m_VisibilityData;
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int m_nQueryHandle;
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};
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size_t GetRequiredContextBytes( void ) const
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{
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return sizeof( C_OP_RenderPointsContext_t );
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}
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virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
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{
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C_OP_RenderPointsContext_t *pCtx = reinterpret_cast<C_OP_RenderPointsContext_t *>( pContext );
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pCtx->m_VisibilityData.m_bUseVisibility = false;
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pCtx->m_VisibilityData.m_flCameraBias = VisibilityInputs.m_flCameraBias;
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}
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};
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DEFINE_PARTICLE_OPERATOR( C_OP_RenderPoints, "render_points", OPERATOR_SINGLETON );
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BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( C_OP_RenderPoints )
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END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderPoints )
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void C_OP_RenderPoints::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
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{
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C_OP_RenderPointsContext_t *pCtx = reinterpret_cast<C_OP_RenderPointsContext_t *>( pContext );
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IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
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int nParticles;
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const ParticleRenderData_t *pRenderList =
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pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
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size_t xyz_stride;
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const fltx4 *xyz = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &xyz_stride );
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pRenderContext->Bind( pMaterial );
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CMeshBuilder meshBuilder;
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int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
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while ( nParticles )
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{
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IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
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int nParticlesInBatch = min( nMaxVertices, nParticles );
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nParticles -= nParticlesInBatch;
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g_pParticleSystemMgr->TallyParticlesRendered( nParticlesInBatch );
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meshBuilder.Begin( pMesh, MATERIAL_POINTS, nParticlesInBatch );
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for( int i = 0; i < nParticlesInBatch; i++ )
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{
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int hParticle = (--pRenderList)->m_nIndex;
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int nIndex = ( hParticle / 4 ) * xyz_stride;
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int nOffset = hParticle & 0x3;
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meshBuilder.Position3f( SubFloat( xyz[nIndex], nOffset ), SubFloat( xyz[nIndex+1], nOffset ), SubFloat( xyz[nIndex+2], nOffset ) );
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meshBuilder.Color4ub( 255, 255, 255, 255 );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Sprite Rendering
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Utility struct to help with sprite rendering
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//-----------------------------------------------------------------------------
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struct SpriteRenderInfo_t
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{
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size_t m_nXYZStride;
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const fltx4 *m_pXYZ;
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size_t m_nRotStride;
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const fltx4 *m_pRot;
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size_t m_nYawStride;
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const fltx4 *m_pYaw;
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size_t m_nRGBStride;
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const fltx4 *m_pRGB;
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size_t m_nCreationTimeStride;
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const fltx4 *m_pCreationTimeStamp;
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size_t m_nSequenceStride;
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const fltx4 *m_pSequenceNumber;
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size_t m_nSequence1Stride;
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const fltx4 *m_pSequence1Number;
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float m_flAgeScale;
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float m_flAgeScale2;
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CSheet *m_pSheet;
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int m_nVertexOffset;
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CParticleCollection *m_pParticles;
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void Init( CParticleCollection *pParticles, int nVertexOffset, float flAgeScale, float flAgeScale2, CSheet *pSheet )
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{
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m_pParticles = pParticles;
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m_pXYZ = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &m_nXYZStride );
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m_pRot = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_ROTATION, &m_nRotStride );
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m_pYaw = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_YAW, &m_nYawStride );
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m_pRGB = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_TINT_RGB, &m_nRGBStride );
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m_pCreationTimeStamp = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_CREATION_TIME, &m_nCreationTimeStride );
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m_pSequenceNumber = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER, &m_nSequenceStride );
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m_pSequence1Number = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER1, &m_nSequence1Stride );
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m_flAgeScale = flAgeScale;
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m_flAgeScale2 = flAgeScale2;
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m_pSheet = pSheet;
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m_nVertexOffset = nVertexOffset;
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}
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};
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class C_OP_RenderSprites : public C_OP_RenderPoints
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{
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DECLARE_PARTICLE_OPERATOR( C_OP_RenderSprites );
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struct C_OP_RenderSpritesContext_t
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{
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unsigned int m_nOrientationVarToken;
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unsigned int m_nOrientationMatrixVarToken;
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CParticleVisibilityData m_VisibilityData;
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int m_nQueryHandle;
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};
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size_t GetRequiredContextBytes( void ) const
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{
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return sizeof( C_OP_RenderSpritesContext_t );
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}
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virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
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{
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C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
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pCtx->m_nOrientationVarToken = 0;
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pCtx->m_nOrientationMatrixVarToken = 0;
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if ( VisibilityInputs.m_nCPin >= 0 )
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pCtx->m_VisibilityData.m_bUseVisibility = true;
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else
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pCtx->m_VisibilityData.m_bUseVisibility = false;
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pCtx->m_VisibilityData.m_flCameraBias = VisibilityInputs.m_flCameraBias;
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}
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virtual uint64 GetReadControlPointMask() const
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{
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if ( m_nOrientationControlPoint >= 0 )
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return 1ULL << m_nOrientationControlPoint;
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return 0;
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}
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uint32 GetReadAttributes( void ) const
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{
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return PARTICLE_ATTRIBUTE_XYZ_MASK | PARTICLE_ATTRIBUTE_ROTATION_MASK | PARTICLE_ATTRIBUTE_RADIUS_MASK |
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PARTICLE_ATTRIBUTE_TINT_RGB_MASK | PARTICLE_ATTRIBUTE_ALPHA_MASK | PARTICLE_ATTRIBUTE_CREATION_TIME_MASK |
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PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER1_MASK |
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PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER_MASK | PARTICLE_ATTRIBUTE_LIFE_DURATION_MASK;
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}
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virtual void InitParams( CParticleSystemDefinition *pDef, CDmxElement *pElement );
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virtual int GetParticlesToRender( CParticleCollection *pParticles, void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices, int *pVertsUsed, int *pIndicesUsed ) const;
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virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
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virtual void RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const;
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void RenderSpriteCard( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, ParticleRenderData_t const *pSortList, Vector *pCamera ) const;
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void RenderTwoSequenceSpriteCard( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, ParticleRenderData_t const *pSortList, Vector *pCamera ) const;
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void RenderNonSpriteCardCameraFacing( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial ) const;
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void RenderNonSpriteCardZRotating( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, const Vector& vecCameraPos, ParticleRenderData_t const *pSortList ) const;
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void RenderNonSpriteCardZRotating( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial ) const;
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void RenderUnsortedNonSpriteCardZRotating( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const;
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void RenderNonSpriteCardOriented( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, const Vector& vecCameraPos, ParticleRenderData_t const *pSortList, bool bUseYaw ) const;
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void RenderNonSpriteCardOriented( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial, bool bUseYaw ) const;
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void RenderUnsortedNonSpriteCardOriented( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const;
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// cycles per second
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float m_flAnimationRate;
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float m_flAnimationRate2;
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bool m_bFitCycleToLifetime;
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bool m_bAnimateInFPS;
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int m_nOrientationType;
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int m_nOrientationControlPoint;
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};
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DEFINE_PARTICLE_OPERATOR( C_OP_RenderSprites, "render_animated_sprites", OPERATOR_GENERIC );
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BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( C_OP_RenderSprites )
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DMXELEMENT_UNPACK_FIELD( "animation rate", ".1", float, m_flAnimationRate )
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DMXELEMENT_UNPACK_FIELD( "animation_fit_lifetime", "0", bool, m_bFitCycleToLifetime )
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DMXELEMENT_UNPACK_FIELD( "orientation_type", "0", int, m_nOrientationType )
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DMXELEMENT_UNPACK_FIELD( "orientation control point", "-1", int, m_nOrientationControlPoint )
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DMXELEMENT_UNPACK_FIELD( "second sequence animation rate", "0", float, m_flAnimationRate2 )
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DMXELEMENT_UNPACK_FIELD( "use animation rate as FPS", "0", bool, m_bAnimateInFPS )
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END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderSprites )
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void C_OP_RenderSprites::InitParams( CParticleSystemDefinition *pDef, CDmxElement *pElement )
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{
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}
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const SheetSequenceSample_t *GetSampleForSequence( CSheet *pSheet, float flCreationTime, float flCurTime, float flAgeScale, int nSequence )
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{
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if ( pSheet == NULL )
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return NULL;
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if ( pSheet->m_nNumFrames[nSequence] == 1 )
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return (const SheetSequenceSample_t *) &pSheet->m_pSamples[nSequence][0];
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float flAge = flCurTime - flCreationTime;
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flAge *= flAgeScale;
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unsigned int nFrame = flAge;
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if ( pSheet->m_bClamp[nSequence] )
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{
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nFrame = min( nFrame, (unsigned int)SEQUENCE_SAMPLE_COUNT-1 );
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}
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else
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{
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nFrame &= SEQUENCE_SAMPLE_COUNT-1;
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}
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return (const SheetSequenceSample_t *) &pSheet->m_pSamples[nSequence][nFrame];
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}
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int C_OP_RenderSprites::GetParticlesToRender( CParticleCollection *pParticles,
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void *pContext, int nFirstParticle,
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int nRemainingVertices, int nRemainingIndices,
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int *pVertsUsed, int *pIndicesUsed ) const
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{
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int nMaxParticles = ( (nRemainingVertices / 4) > (nRemainingIndices / 6) ) ? nRemainingIndices / 6 : nRemainingVertices / 4;
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int nParticleCount = pParticles->m_nActiveParticles - nFirstParticle;
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if ( nParticleCount > nMaxParticles )
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{
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nParticleCount = nMaxParticles;
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}
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*pVertsUsed = nParticleCount * 4;
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*pIndicesUsed = nParticleCount * 6;
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return nParticleCount;
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}
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void C_OP_RenderSprites::RenderNonSpriteCardCameraFacing( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial ) const
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{
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C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
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// generate the sort list before this code starts messing with the matrices
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int nParticles;
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const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
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bool bCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias != 0.0f;
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float flCameraBias = (&pCtx->m_VisibilityData )->m_flCameraBias;
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Vector vecCamera;
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pRenderContext->GetWorldSpaceCameraPosition( &vecCamera );
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// NOTE: This is interesting to support because at first we won't have all the various
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// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
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VMatrix tempView;
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// Store matrices off so we can restore them in RenderEnd().
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pRenderContext->GetMatrix(MATERIAL_VIEW, &tempView);
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// Force the user clip planes to use the old view matrix
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pRenderContext->EnableUserClipTransformOverride( true );
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pRenderContext->UserClipTransform( tempView );
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// The particle renderers want to do things in camera space
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pRenderContext->MatrixMode( MATERIAL_VIEW );
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pRenderContext->PushMatrix();
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pRenderContext->LoadIdentity();
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size_t xyz_stride;
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const fltx4 *xyz = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &xyz_stride );
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size_t rot_stride;
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const fltx4 *pRot = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_ROTATION, &rot_stride );
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size_t rgb_stride;
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const fltx4 *pRGB = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_TINT_RGB, &rgb_stride );
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size_t ct_stride;
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const fltx4 *pCreationTimeStamp = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_CREATION_TIME, &ct_stride );
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size_t seq_stride;
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const fltx4 *pSequenceNumber = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER, &seq_stride );
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size_t ld_stride;
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const fltx4 *pLifeDuration = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_LIFE_DURATION, &ld_stride );
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float flAgeScale;
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int nMaxParticlesInBatch = GetMaxParticlesPerBatch( pRenderContext, pMaterial, false );
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CSheet *pSheet = pParticles->m_Sheet();
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while ( nParticles )
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{
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int nParticlesInBatch = min( nMaxParticlesInBatch, nParticles );
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nParticles -= nParticlesInBatch;
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g_pParticleSystemMgr->TallyParticlesRendered( nParticlesInBatch * 4 );
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|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_QUADS, nParticlesInBatch );
|
|
for( int i = 0; i < nParticlesInBatch; i++ )
|
|
{
|
|
int hParticle = (--pSortList)->m_nIndex;
|
|
int nGroup = hParticle / 4;
|
|
int nOffset = hParticle & 0x3;
|
|
|
|
unsigned char ac = pSortList->m_nAlpha;
|
|
if ( ac == 0 )
|
|
continue;
|
|
|
|
int nColorIndex = nGroup * rgb_stride;
|
|
float r = SubFloat( pRGB[nColorIndex], nOffset );
|
|
float g = SubFloat( pRGB[nColorIndex+1], nOffset );
|
|
float b = SubFloat( pRGB[nColorIndex+2], nOffset );
|
|
|
|
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
|
|
Assert( (r >= 0.0f) && (g >= 0.0f) && (b >= 0.0f) );
|
|
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
|
|
|
|
unsigned char rc = FastFToC( r );
|
|
unsigned char gc = FastFToC( g );
|
|
unsigned char bc = FastFToC( b );
|
|
|
|
float rad = pSortList->m_flRadius;
|
|
|
|
int nXYZIndex = nGroup * xyz_stride;
|
|
Vector vecWorldPos( SubFloat( xyz[ nXYZIndex ], nOffset ), SubFloat( xyz[ nXYZIndex+1 ], nOffset ), SubFloat( xyz[ nXYZIndex+2 ], nOffset ) );
|
|
|
|
// Move the Particle if their is a camerabias
|
|
if ( bCameraBias )
|
|
{
|
|
Vector vEyeDir = vecCamera - vecWorldPos;
|
|
VectorNormalizeFast( vEyeDir );
|
|
vEyeDir *= flCameraBias;
|
|
vecWorldPos += vEyeDir;
|
|
}
|
|
|
|
Vector vecViewPos;
|
|
Vector3DMultiplyPosition( tempView, vecWorldPos, vecViewPos );
|
|
|
|
if ( !IsFinite( vecViewPos.x ) )
|
|
continue;
|
|
|
|
float rot = SubFloat( pRot[ nGroup * rot_stride ], nOffset );
|
|
float ca = (float)cos(rot);
|
|
float sa = (float)sin(rot);
|
|
|
|
// Find the sample for this frame
|
|
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
|
|
if ( pSheet )
|
|
{
|
|
if ( m_bFitCycleToLifetime )
|
|
{
|
|
float flLifetime = SubFloat( pLifeDuration[ nGroup * ld_stride ], nOffset );
|
|
flAgeScale = ( flLifetime > 0.0f ) ? ( 1.0f / flLifetime ) * SEQUENCE_SAMPLE_COUNT : 0.0f;
|
|
}
|
|
else
|
|
{
|
|
flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
|
|
if ( m_bAnimateInFPS )
|
|
{
|
|
int nSequence = SubFloat( pSequenceNumber[ nGroup * seq_stride ], nOffset );
|
|
flAgeScale = flAgeScale / pSheet->m_flFrameSpan[nSequence];
|
|
}
|
|
}
|
|
pSample = GetSampleForSequence( pSheet,
|
|
SubFloat( pCreationTimeStamp[ nGroup * ct_stride ], nOffset ),
|
|
pParticles->m_flCurTime,
|
|
flAgeScale,
|
|
SubFloat( pSequenceNumber[ nGroup * seq_stride ], nOffset ) );
|
|
}
|
|
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
|
|
|
|
meshBuilder.Position3f( vecViewPos.x + (-ca + sa) * rad, vecViewPos.y + (-sa - ca) * rad, vecViewPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vecViewPos.x + (-ca - sa) * rad, vecViewPos.y + (-sa + ca) * rad, vecViewPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vecViewPos.x + (ca - sa) * rad, vecViewPos.y + (sa + ca) * rad, vecViewPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fTop_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vecViewPos.x + (ca + sa) * rad, vecViewPos.y + (sa - ca) * rad, vecViewPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
pRenderContext->EnableUserClipTransformOverride( false );
|
|
|
|
pRenderContext->MatrixMode( MATERIAL_VIEW );
|
|
pRenderContext->PopMatrix();
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_OP_RenderSprites::RenderNonSpriteCardZRotating( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, const Vector& vecCameraPos, ParticleRenderData_t const *pSortList ) const
|
|
{
|
|
Assert( hParticle != -1 );
|
|
int nGroup = hParticle / 4;
|
|
int nOffset = hParticle & 0x3;
|
|
|
|
unsigned char ac = pSortList->m_nAlpha;
|
|
if ( ac == 0 )
|
|
return;
|
|
|
|
bool bCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias != 0.0f;
|
|
float flCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias;
|
|
|
|
int nColorIndex = nGroup * info.m_nRGBStride;
|
|
float r = SubFloat( info.m_pRGB[nColorIndex], nOffset );
|
|
float g = SubFloat( info.m_pRGB[nColorIndex+1], nOffset );
|
|
float b = SubFloat( info.m_pRGB[nColorIndex+2], nOffset );
|
|
|
|
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
|
|
Assert( (r >= 0.0f) && (g >= 0.0f) && (b >= 0.0f) );
|
|
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
|
|
|
|
unsigned char rc = FastFToC( r );
|
|
unsigned char gc = FastFToC( g );
|
|
unsigned char bc = FastFToC( b );
|
|
|
|
float rad = pSortList->m_flRadius;
|
|
float rot = SubFloat( info.m_pRot[ nGroup * info.m_nRotStride ], nOffset );
|
|
|
|
float ca = (float)cos(-rot);
|
|
float sa = (float)sin(-rot);
|
|
|
|
int nXYZIndex = nGroup * info.m_nXYZStride;
|
|
Vector vecWorldPos( SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset ) );
|
|
|
|
// Move the Particle if their is a camerabias
|
|
if ( bCameraBias )
|
|
{
|
|
Vector vEyeDir = vecCameraPos - vecWorldPos;
|
|
VectorNormalizeFast( vEyeDir );
|
|
vEyeDir *= flCameraBias;
|
|
vecWorldPos += vEyeDir;
|
|
}
|
|
|
|
Vector vecViewToPos;
|
|
VectorSubtract( vecWorldPos, vecCameraPos, vecViewToPos );
|
|
float flLength = vecViewToPos.Length();
|
|
if ( flLength < rad / 2 )
|
|
return;
|
|
|
|
Vector vecUp( 0, 0, 1 );
|
|
Vector vecRight;
|
|
CrossProduct( vecUp, vecCameraPos, vecRight );
|
|
VectorNormalize( vecRight );
|
|
|
|
// Find the sample for this frame
|
|
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
|
|
if ( info.m_pSheet )
|
|
{
|
|
pSample = GetSampleForSequence( info.m_pSheet,
|
|
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
|
|
info.m_pParticles->m_flCurTime,
|
|
info.m_flAgeScale,
|
|
SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset ) );
|
|
}
|
|
|
|
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
|
|
vecRight *= rad;
|
|
|
|
float x, y;
|
|
Vector vecCorner;
|
|
|
|
x = - ca - sa; y = - ca + sa;
|
|
VectorMA( vecWorldPos, x, vecRight, vecCorner );
|
|
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z + y * rad );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
x = - ca + sa; y = + ca + sa;
|
|
VectorMA( vecWorldPos, x, vecRight, vecCorner );
|
|
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z + y * rad );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
x = + ca + sa; y = + ca - sa;
|
|
VectorMA( vecWorldPos, x, vecRight, vecCorner );
|
|
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z + y * rad );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fTop_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
x = + ca - sa; y = - ca - sa;
|
|
VectorMA( vecWorldPos, x, vecRight, vecCorner );
|
|
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z + y * rad );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.FastIndex( info.m_nVertexOffset );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 1 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 3 );
|
|
info.m_nVertexOffset += 4;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_OP_RenderSprites::RenderNonSpriteCardZRotating( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial ) const
|
|
{
|
|
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
|
|
|
|
// NOTE: This is interesting to support because at first we won't have all the various
|
|
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
|
|
Vector vecCameraPos;
|
|
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
|
|
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
|
|
|
|
SpriteRenderInfo_t info;
|
|
info.Init( pParticles, 0, flAgeScale, 0, pParticles->m_Sheet() );
|
|
|
|
int nParticles;
|
|
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
|
|
|
|
int nMaxParticlesInBatch = GetMaxParticlesPerBatch( pRenderContext, pMaterial, false );
|
|
while ( nParticles )
|
|
{
|
|
int nParticlesInBatch = min( nMaxParticlesInBatch, nParticles );
|
|
nParticles -= nParticlesInBatch;
|
|
|
|
g_pParticleSystemMgr->TallyParticlesRendered( nParticlesInBatch * 4 * 3, nParticlesInBatch * 6 * 3 );
|
|
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nParticlesInBatch * 4, nParticlesInBatch * 6 );
|
|
info.m_nVertexOffset = 0;
|
|
|
|
for( int i = 0; i < nParticlesInBatch; i++ )
|
|
{
|
|
int hParticle = (--pSortList)->m_nIndex;
|
|
RenderNonSpriteCardZRotating( meshBuilder, pCtx, info, hParticle, vecCameraPos, pSortList );
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
}
|
|
|
|
void C_OP_RenderSprites::RenderUnsortedNonSpriteCardZRotating( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
|
|
{
|
|
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
|
|
// NOTE: This is interesting to support because at first we won't have all the various
|
|
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
|
|
Vector vecCameraPos;
|
|
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
|
|
|
|
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
|
|
SpriteRenderInfo_t info;
|
|
info.Init( pParticles, nVertexOffset, flAgeScale, 0, pParticles->m_Sheet() );
|
|
|
|
int nParticles;
|
|
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
|
|
|
|
int hParticle = nFirstParticle;
|
|
for( int i = 0; i < nParticleCount; i++, hParticle++ )
|
|
{
|
|
RenderNonSpriteCardZRotating( meshBuilder, pCtx, info, hParticle, vecCameraPos, pSortList );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_OP_RenderSprites::RenderNonSpriteCardOriented(
|
|
CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, const Vector& vecCameraPos, ParticleRenderData_t const *pSortList, bool bUseYaw ) const
|
|
{
|
|
Assert( hParticle != -1 );
|
|
int nGroup = hParticle / 4;
|
|
int nOffset = hParticle & 0x3;
|
|
|
|
unsigned char ac = pSortList->m_nAlpha;
|
|
if ( ac == 0 )
|
|
return;
|
|
|
|
bool bCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias != 0.0f;
|
|
float flCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias;
|
|
|
|
int nColorIndex = nGroup * info.m_nRGBStride;
|
|
float r = SubFloat( info.m_pRGB[nColorIndex], nOffset );
|
|
float g = SubFloat( info.m_pRGB[nColorIndex+1], nOffset );
|
|
float b = SubFloat( info.m_pRGB[nColorIndex+2], nOffset );
|
|
|
|
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
|
|
Assert( (r >= 0.0f) && (g >= 0.0f) && (b >= 0.0f) );
|
|
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
|
|
|
|
unsigned char rc = FastFToC( r );
|
|
unsigned char gc = FastFToC( g );
|
|
unsigned char bc = FastFToC( b );
|
|
|
|
float rad = pSortList->m_flRadius;
|
|
float rot = SubFloat( info.m_pRot[ nGroup * info.m_nRotStride ], nOffset );
|
|
|
|
float ca = (float)cos(-rot);
|
|
float sa = (float)sin(-rot);
|
|
|
|
int nXYZIndex = nGroup * info.m_nXYZStride;
|
|
Vector vecWorldPos( SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset ) );
|
|
|
|
// Move the Particle if their is a camerabias
|
|
if ( bCameraBias )
|
|
{
|
|
Vector vEyeDir = vecCameraPos - vecWorldPos;
|
|
VectorNormalizeFast( vEyeDir );
|
|
vEyeDir *= flCameraBias;
|
|
vecWorldPos += vEyeDir;
|
|
}
|
|
|
|
Vector vecViewToPos;
|
|
VectorSubtract( vecWorldPos, vecCameraPos, vecViewToPos );
|
|
float flLength = vecViewToPos.Length();
|
|
if ( flLength < rad / 2 )
|
|
return;
|
|
|
|
Vector vecNormal, vecRight, vecUp;
|
|
if ( m_nOrientationControlPoint < 0 )
|
|
{
|
|
vecNormal.Init( 0, 0, 1 );
|
|
vecRight.Init( 1, 0, 0 );
|
|
vecUp.Init( 0, -1, 0 );
|
|
}
|
|
else
|
|
{
|
|
info.m_pParticles->GetControlPointOrientationAtCurrentTime(
|
|
m_nOrientationControlPoint, &vecRight, &vecUp, &vecNormal );
|
|
}
|
|
|
|
if ( bUseYaw )
|
|
{
|
|
float yaw = SubFloat( info.m_pYaw[nGroup * info.m_nYawStride], nOffset );
|
|
|
|
if ( yaw != 0.0f )
|
|
{
|
|
Vector particleRight = Vector( 1, 0, 0 );
|
|
yaw = RAD2DEG( yaw ); // I hate you source (VectorYawRotate will undo this)
|
|
matrix3x4_t matRot;
|
|
MatrixBuildRotationAboutAxis( vecUp, yaw, matRot );
|
|
VectorRotate( vecRight, matRot, particleRight );
|
|
vecRight = particleRight;
|
|
}
|
|
}
|
|
|
|
// Find the sample for this frame
|
|
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
|
|
if ( info.m_pSheet )
|
|
{
|
|
pSample = GetSampleForSequence( info.m_pSheet,
|
|
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
|
|
info.m_pParticles->m_flCurTime,
|
|
info.m_flAgeScale,
|
|
SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset ) );
|
|
}
|
|
|
|
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
|
|
vecRight *= rad;
|
|
vecUp *= rad;
|
|
|
|
float x, y;
|
|
Vector vecCorner;
|
|
|
|
x = + ca - sa; y = - ca - sa;
|
|
VectorMA( vecWorldPos, x, vecRight, vecCorner );
|
|
VectorMA( vecCorner, y, vecUp, vecCorner );
|
|
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
x = + ca + sa; y = + ca - sa;
|
|
VectorMA( vecWorldPos, x, vecRight, vecCorner );
|
|
VectorMA( vecCorner, y, vecUp, vecCorner );
|
|
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fTop_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
x = - ca + sa; y = + ca + sa;
|
|
VectorMA( vecWorldPos, x, vecRight, vecCorner );
|
|
VectorMA( vecCorner, y, vecUp, vecCorner );
|
|
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
x = - ca - sa; y = - ca + sa;
|
|
VectorMA( vecWorldPos, x, vecRight, vecCorner );
|
|
VectorMA( vecCorner, y, vecUp, vecCorner );
|
|
meshBuilder.Position3f( vecCorner.x, vecCorner.y, vecCorner.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.FastIndex( info.m_nVertexOffset );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 1 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 3 );
|
|
info.m_nVertexOffset += 4;
|
|
}
|
|
|
|
void C_OP_RenderSprites::RenderNonSpriteCardOriented( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, IMaterial *pMaterial, bool bUseYaw ) const
|
|
{
|
|
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
|
|
|
|
// NOTE: This is interesting to support because at first we won't have all the various
|
|
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
|
|
Vector vecCameraPos;
|
|
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
|
|
|
|
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
|
|
SpriteRenderInfo_t info;
|
|
info.Init( pParticles, 0, flAgeScale, 0, pParticles->m_Sheet() );
|
|
|
|
int nParticles;
|
|
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
|
|
|
|
int nMaxParticlesInBatch = GetMaxParticlesPerBatch( pRenderContext, pMaterial, false );
|
|
while ( nParticles )
|
|
{
|
|
int nParticlesInBatch = min( nMaxParticlesInBatch, nParticles );
|
|
nParticles -= nParticlesInBatch;
|
|
|
|
g_pParticleSystemMgr->TallyParticlesRendered( nParticlesInBatch * 4 * 3, nParticlesInBatch * 6 * 3 );
|
|
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nParticlesInBatch * 4, nParticlesInBatch * 6 );
|
|
info.m_nVertexOffset = 0;
|
|
|
|
for( int i = 0; i < nParticlesInBatch; i++)
|
|
{
|
|
int hParticle = (--pSortList)->m_nIndex;
|
|
RenderNonSpriteCardOriented( meshBuilder, pCtx, info, hParticle, vecCameraPos, pSortList, bUseYaw );
|
|
}
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
}
|
|
|
|
void C_OP_RenderSprites::RenderUnsortedNonSpriteCardOriented( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
|
|
{
|
|
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
|
|
// NOTE: This is interesting to support because at first we won't have all the various
|
|
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
|
|
Vector vecCameraPos;
|
|
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
|
|
|
|
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
|
|
SpriteRenderInfo_t info;
|
|
info.Init( pParticles, nVertexOffset, flAgeScale, 0, pParticles->m_Sheet() );
|
|
|
|
int nParticles;
|
|
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
|
|
|
|
int hParticle = nFirstParticle;
|
|
for( int i = 0; i < nParticleCount; i++, hParticle++ )
|
|
{
|
|
RenderNonSpriteCardOriented( meshBuilder, pCtx, info, hParticle, vecCameraPos, pSortList, false );
|
|
}
|
|
}
|
|
|
|
void C_OP_RenderSprites::RenderSpriteCard( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, ParticleRenderData_t const *pSortList, Vector *pCamera ) const
|
|
{
|
|
Assert( hParticle != -1 );
|
|
int nGroup = hParticle / 4;
|
|
int nOffset = hParticle & 0x3;
|
|
|
|
int nColorIndex = nGroup * info.m_nRGBStride;
|
|
float r = SubFloat( info.m_pRGB[nColorIndex], nOffset );
|
|
float g = SubFloat( info.m_pRGB[nColorIndex+1], nOffset );
|
|
float b = SubFloat( info.m_pRGB[nColorIndex+2], nOffset );
|
|
|
|
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
|
|
Assert( (r >= -1e-6f) && (g >= -1e-6f) && (b >= -1e-6f) );
|
|
if ( !HushAsserts() )
|
|
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
|
|
|
|
unsigned char rc = FastFToC( r );
|
|
unsigned char gc = FastFToC( g );
|
|
unsigned char bc = FastFToC( b );
|
|
unsigned char ac = pSortList->m_nAlpha;
|
|
|
|
float rad = pSortList->m_flRadius;
|
|
if ( !IsFinite( rad ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
bool bCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias != 0.0f;
|
|
float flCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias;
|
|
|
|
float rot = SubFloat( info.m_pRot[ nGroup * info.m_nRotStride ], nOffset );
|
|
float yaw = SubFloat( info.m_pYaw[ nGroup * info.m_nYawStride ], nOffset );
|
|
|
|
int nXYZIndex = nGroup * info.m_nXYZStride;
|
|
Vector vecWorldPos;
|
|
vecWorldPos.x = SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset );
|
|
vecWorldPos.y = SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset );
|
|
vecWorldPos.z = SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset );
|
|
|
|
if ( bCameraBias )
|
|
{
|
|
Vector vEyeDir = *pCamera - vecWorldPos;
|
|
VectorNormalizeFast( vEyeDir );
|
|
vEyeDir *= flCameraBias;
|
|
vecWorldPos += vEyeDir;
|
|
}
|
|
|
|
// Find the sample for this frame
|
|
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
|
|
if ( info.m_pSheet )
|
|
{
|
|
float flAgeScale = info.m_flAgeScale;
|
|
// if ( m_bFitCycleToLifetime )
|
|
// {
|
|
// float flLifetime = SubFloat( pLifeDuration[ nGroup * ld_stride ], nOffset );
|
|
// flAgeScale = ( flLifetime > 0.0f ) ? ( 1.0f / flLifetime ) * SEQUENCE_SAMPLE_COUNT : 0.0f;
|
|
// }
|
|
if ( m_bAnimateInFPS )
|
|
{
|
|
int nSequence = SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset );
|
|
flAgeScale = flAgeScale / info.m_pParticles->m_Sheet()->m_flFrameSpan[nSequence];
|
|
}
|
|
pSample = GetSampleForSequence( info.m_pSheet,
|
|
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
|
|
info.m_pParticles->m_flCurTime,
|
|
flAgeScale,
|
|
SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset ) );
|
|
}
|
|
|
|
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
|
|
const SequenceSampleTextureCoords_t *pSecondTexture0 = &(pSample->m_TextureCoordData[1]);
|
|
|
|
// Submit 1 (instanced) or 4 (non-instanced) verts (if we're instancing, we don't produce indices either)
|
|
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
|
|
// FIXME: change the vertex decl (remove texcoord3/cornerid) if instancing - need to adjust elements beyond texcoord3 down, though
|
|
if ( !bUseInstancing )
|
|
meshBuilder.TexCoord2f( 3, 0, 0 );
|
|
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
if ( !bUseInstancing )
|
|
{
|
|
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
|
|
meshBuilder.TexCoord2f( 3, 1, 0 );
|
|
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
|
|
meshBuilder.TexCoord2f( 3, 1, 1 );
|
|
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
|
|
meshBuilder.TexCoord2f( 3, 0, 1 );
|
|
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.FastIndex( info.m_nVertexOffset );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 1 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 3 );
|
|
info.m_nVertexOffset += 4;
|
|
}
|
|
}
|
|
|
|
void C_OP_RenderSprites::RenderTwoSequenceSpriteCard( CMeshBuilder &meshBuilder, C_OP_RenderSpritesContext_t *pCtx, SpriteRenderInfo_t& info, int hParticle, ParticleRenderData_t const *pSortList, Vector *pCamera ) const
|
|
{
|
|
Assert( hParticle != -1 );
|
|
int nGroup = hParticle / 4;
|
|
int nOffset = hParticle & 0x3;
|
|
|
|
int nColorIndex = nGroup * info.m_nRGBStride;
|
|
float r = SubFloat( info.m_pRGB[nColorIndex], nOffset );
|
|
float g = SubFloat( info.m_pRGB[nColorIndex+1], nOffset );
|
|
float b = SubFloat( info.m_pRGB[nColorIndex+2], nOffset );
|
|
|
|
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
|
|
Assert( (r >= 0.0f) && (g >= 0.0f) && (b >= 0.0f) );
|
|
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
|
|
|
|
unsigned char rc = FastFToC( r );
|
|
unsigned char gc = FastFToC( g );
|
|
unsigned char bc = FastFToC( b );
|
|
unsigned char ac = pSortList->m_nAlpha;
|
|
|
|
bool bCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias != 0.0f;
|
|
float flCameraBias = ( &pCtx->m_VisibilityData )->m_flCameraBias;
|
|
|
|
float rad = pSortList->m_flRadius;
|
|
float rot = SubFloat( info.m_pRot[ nGroup * info.m_nRotStride ], nOffset );
|
|
float yaw = SubFloat( info.m_pYaw[ nGroup * info.m_nYawStride ], nOffset );
|
|
|
|
int nXYZIndex = nGroup * info.m_nXYZStride;
|
|
Vector vecWorldPos;
|
|
vecWorldPos.x = SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset );
|
|
vecWorldPos.y = SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset );
|
|
vecWorldPos.z = SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset );
|
|
|
|
if ( bCameraBias )
|
|
{
|
|
Vector vEyeDir = *pCamera - vecWorldPos;
|
|
VectorNormalizeFast( vEyeDir );
|
|
vEyeDir *= flCameraBias;
|
|
vecWorldPos += vEyeDir;
|
|
}
|
|
|
|
// Find the sample for this frame
|
|
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
|
|
const SheetSequenceSample_t *pSample1 = &s_DefaultSheetSequence;
|
|
if ( info.m_pSheet )
|
|
{
|
|
pSample = GetSampleForSequence( info.m_pSheet,
|
|
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
|
|
info.m_pParticles->m_flCurTime,
|
|
info.m_flAgeScale,
|
|
SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset ) );
|
|
pSample1 = GetSampleForSequence( info.m_pSheet,
|
|
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
|
|
info.m_pParticles->m_flCurTime,
|
|
info.m_flAgeScale2,
|
|
SubFloat( info.m_pSequence1Number[ nGroup * info.m_nSequence1Stride ], nOffset ) );
|
|
}
|
|
|
|
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
|
|
const SequenceSampleTextureCoords_t *pSecondTexture0 = &(pSample->m_TextureCoordData[1]);
|
|
const SequenceSampleTextureCoords_t *pSample1Frame = &(pSample1->m_TextureCoordData[0]);
|
|
|
|
// Submit 1 (instanced) or 4 (non-instanced) verts (if we're instancing, we don't produce indices either)
|
|
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
|
|
// FIXME: change the vertex decl (remove texcoord3/cornerid) if instancing - need to adjust elements beyond texcoord3 down, though
|
|
if ( ! bUseInstancing )
|
|
meshBuilder.TexCoord2f( 3, 0, 0 );
|
|
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 5, pSample1Frame->m_fLeft_U0, pSample1Frame->m_fTop_V0, pSample1Frame->m_fRight_U0, pSample1Frame->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 6, pSample1Frame->m_fLeft_U1, pSample1Frame->m_fTop_V1, pSample1Frame->m_fRight_U1, pSample1Frame->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 7, pSample1->m_fBlendFactor, 0, 0, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
if ( !bUseInstancing )
|
|
{
|
|
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
|
|
meshBuilder.TexCoord2f( 3, 1, 0 );
|
|
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 5, pSample1Frame->m_fLeft_U0, pSample1Frame->m_fTop_V0, pSample1Frame->m_fRight_U0, pSample1Frame->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 6, pSample1Frame->m_fLeft_U1, pSample1Frame->m_fTop_V1, pSample1Frame->m_fRight_U1, pSample1Frame->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 7, pSample1->m_fBlendFactor, 0, 0, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
|
|
meshBuilder.TexCoord2f( 3, 1, 1 );
|
|
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 5, pSample1Frame->m_fLeft_U0, pSample1Frame->m_fTop_V0, pSample1Frame->m_fRight_U0, pSample1Frame->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 6, pSample1Frame->m_fLeft_U1, pSample1Frame->m_fTop_V1, pSample1Frame->m_fRight_U1, pSample1Frame->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 7, pSample1->m_fBlendFactor, 0, 0, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( vecWorldPos.x, vecWorldPos.y, vecWorldPos.z );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord4f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 1, pSample0->m_fLeft_U1, pSample0->m_fTop_V1, pSample0->m_fRight_U1, pSample0->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 2, pSample->m_fBlendFactor, rot, rad, yaw );
|
|
meshBuilder.TexCoord2f( 3, 0, 1 );
|
|
meshBuilder.TexCoord4f( 4, pSecondTexture0->m_fLeft_U0, pSecondTexture0->m_fTop_V0, pSecondTexture0->m_fRight_U0, pSecondTexture0->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 5, pSample1Frame->m_fLeft_U0, pSample1Frame->m_fTop_V0, pSample1Frame->m_fRight_U0, pSample1Frame->m_fBottom_V0 );
|
|
meshBuilder.TexCoord4f( 6, pSample1Frame->m_fLeft_U1, pSample1Frame->m_fTop_V1, pSample1Frame->m_fRight_U1, pSample1Frame->m_fBottom_V1 );
|
|
meshBuilder.TexCoord4f( 7, pSample1->m_fBlendFactor, 0, 0, 0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.FastIndex( info.m_nVertexOffset );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 1 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 3 );
|
|
info.m_nVertexOffset += 4;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_OP_RenderSprites::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
|
|
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
|
|
|
|
if ( pCtx->m_VisibilityData.m_bUseVisibility )
|
|
{
|
|
SetupParticleVisibility( pParticles, &pCtx->m_VisibilityData, &VisibilityInputs, &pCtx->m_nQueryHandle );
|
|
}
|
|
|
|
|
|
IMaterialVar* pVar = pMaterial->FindVarFast( "$orientation", &pCtx->m_nOrientationVarToken );
|
|
if ( pVar )
|
|
{
|
|
pVar->SetIntValue( m_nOrientationType );
|
|
}
|
|
|
|
pRenderContext->Bind( pMaterial );
|
|
|
|
if ( !pMaterial->IsSpriteCard() )
|
|
{
|
|
switch( m_nOrientationType )
|
|
{
|
|
case 0:
|
|
RenderNonSpriteCardCameraFacing( pParticles, pContext, pRenderContext, pMaterial );
|
|
break;
|
|
|
|
case 1:
|
|
RenderNonSpriteCardZRotating( pParticles, pContext, pRenderContext, pMaterial );
|
|
break;
|
|
|
|
case 2:
|
|
RenderNonSpriteCardOriented( pParticles, pContext, pRenderContext, pMaterial, false );
|
|
break;
|
|
|
|
case 3:
|
|
RenderNonSpriteCardOriented( pParticles, pContext, pRenderContext, pMaterial, true );
|
|
break;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if ( m_nOrientationType == 2 )
|
|
{
|
|
pVar = pMaterial->FindVarFast( "$orientationMatrix", &pCtx->m_nOrientationMatrixVarToken );
|
|
if ( pVar )
|
|
{
|
|
VMatrix mat;
|
|
if ( m_nOrientationControlPoint < 0 )
|
|
{
|
|
MatrixSetIdentity( mat );
|
|
}
|
|
else
|
|
{
|
|
pParticles->GetControlPointTransformAtCurrentTime( m_nOrientationControlPoint, &mat );
|
|
}
|
|
pVar->SetMatrixValue( mat );
|
|
}
|
|
}
|
|
|
|
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
|
|
float flAgeScale2 = m_flAnimationRate2 * SEQUENCE_SAMPLE_COUNT;
|
|
|
|
SpriteRenderInfo_t info;
|
|
info.Init( pParticles, 0, flAgeScale, flAgeScale2, pParticles->m_Sheet() );
|
|
|
|
MaterialPrimitiveType_t primType = bUseInstancing ? MATERIAL_INSTANCED_QUADS : MATERIAL_TRIANGLES;
|
|
int nMaxParticlesInBatch = GetMaxParticlesPerBatch( pRenderContext, pMaterial, bUseInstancing );
|
|
|
|
int nParticles;
|
|
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
|
|
|
|
Vector vecCamera;
|
|
pRenderContext->GetWorldSpaceCameraPosition( &vecCamera );
|
|
|
|
while ( nParticles )
|
|
{
|
|
int nParticlesInBatch = min( nMaxParticlesInBatch, nParticles );
|
|
nParticles -= nParticlesInBatch;
|
|
|
|
int vertexCount = bUseInstancing ? nParticlesInBatch : nParticlesInBatch * 4;
|
|
int indexCount = bUseInstancing ? 0 : nParticlesInBatch * 6;
|
|
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
|
CMeshBuilder meshBuilder;
|
|
|
|
if ( bUseInstancing )
|
|
{
|
|
g_pParticleSystemMgr->TallyParticlesRendered( vertexCount * ( primType == MATERIAL_TRIANGLES ? 3 : 4 ) );
|
|
meshBuilder.Begin( pMesh, primType, vertexCount );
|
|
}
|
|
else
|
|
{
|
|
g_pParticleSystemMgr->TallyParticlesRendered( vertexCount * ( primType == MATERIAL_TRIANGLES ? 3 : 4 ), indexCount * ( primType == MATERIAL_TRIANGLES ? 3 : 4 ) );
|
|
meshBuilder.Begin( pMesh, primType, vertexCount, indexCount );
|
|
}
|
|
info.m_nVertexOffset = 0;
|
|
if ( meshBuilder.TextureCoordinateSize( 5 ) ) // second sequence?
|
|
{
|
|
for( int i = 0; i < nParticlesInBatch; i++ )
|
|
{
|
|
int hParticle = (--pSortList)->m_nIndex;
|
|
RenderTwoSequenceSpriteCard( meshBuilder, pCtx, info, hParticle, pSortList, &vecCamera );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int i = 0; i < nParticlesInBatch; i++ )
|
|
{
|
|
int hParticle = (--pSortList)->m_nIndex;
|
|
RenderSpriteCard( meshBuilder, pCtx, info, hParticle, pSortList, &vecCamera );
|
|
}
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
}
|
|
|
|
|
|
void C_OP_RenderSprites::RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
|
|
{
|
|
if ( !pParticles->m_pDef->GetMaterial()->IsSpriteCard() )
|
|
{
|
|
switch( m_nOrientationType )
|
|
{
|
|
case 0:
|
|
// FIXME: Implement! Requires removing MATERIAL_VIEW modification from sorted version
|
|
Warning( "C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system \"%s\"!\n",
|
|
pParticles->m_pDef->GetName() );
|
|
// RenderUnsortedNonSpriteCardCameraFacing( pParticles, pContext, pRenderContext, meshBuilder, nVertexOffset, nFirstParticle, nParticleCount );
|
|
break;
|
|
|
|
case 1:
|
|
RenderUnsortedNonSpriteCardZRotating( pParticles, pContext, pRenderContext, meshBuilder, nVertexOffset, nFirstParticle, nParticleCount );
|
|
break;
|
|
|
|
case 2:
|
|
RenderUnsortedNonSpriteCardOriented( pParticles, pContext, pRenderContext, meshBuilder, nVertexOffset, nFirstParticle, nParticleCount );
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
C_OP_RenderSpritesContext_t *pCtx = reinterpret_cast<C_OP_RenderSpritesContext_t *>( pContext );
|
|
|
|
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
|
|
float flAgeScale2 = m_flAnimationRate2 * SEQUENCE_SAMPLE_COUNT;
|
|
|
|
SpriteRenderInfo_t info;
|
|
info.Init( pParticles, 0, flAgeScale, flAgeScale2, pParticles->m_Sheet() );
|
|
|
|
int hParticle = nFirstParticle;
|
|
|
|
int nParticles;
|
|
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
|
|
|
|
Vector vecCamera;
|
|
pRenderContext->GetWorldSpaceCameraPosition( &vecCamera );
|
|
|
|
for( int i = 0; i < nParticleCount; i++, hParticle++ )
|
|
{
|
|
RenderSpriteCard( meshBuilder, pCtx, info, hParticle, pSortList, &vecCamera );
|
|
}
|
|
}
|
|
|
|
//
|
|
//
|
|
//
|
|
//
|
|
|
|
struct SpriteTrailRenderInfo_t : public SpriteRenderInfo_t
|
|
{
|
|
size_t m_nPrevXYZStride;
|
|
const fltx4 *m_pPrevXYZ;
|
|
size_t length_stride;
|
|
const fltx4 *m_pLength;
|
|
|
|
const fltx4 *m_pCreationTime;
|
|
size_t m_nCreationTimeStride;
|
|
|
|
|
|
void Init( CParticleCollection *pParticles, int nVertexOffset, float flAgeScale, CSheet *pSheet )
|
|
{
|
|
SpriteRenderInfo_t::Init( pParticles, nVertexOffset, flAgeScale, 0, pSheet );
|
|
m_pParticles = pParticles;
|
|
m_pPrevXYZ = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_PREV_XYZ, &m_nPrevXYZStride );
|
|
m_pLength = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_TRAIL_LENGTH, &length_stride );
|
|
m_pCreationTime = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_CREATION_TIME, &m_nCreationTimeStride );
|
|
}
|
|
};
|
|
|
|
class C_OP_RenderSpritesTrail : public CParticleRenderOperatorInstance
|
|
{
|
|
DECLARE_PARTICLE_OPERATOR( C_OP_RenderSpritesTrail );
|
|
|
|
struct C_OP_RenderSpriteTrailContext_t
|
|
{
|
|
CParticleVisibilityData m_VisibilityData;
|
|
int m_nQueryHandle;
|
|
};
|
|
|
|
size_t GetRequiredContextBytes( void ) const
|
|
{
|
|
return sizeof( C_OP_RenderSpriteTrailContext_t );
|
|
}
|
|
|
|
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
C_OP_RenderSpriteTrailContext_t *pCtx = reinterpret_cast<C_OP_RenderSpriteTrailContext_t *>( pContext );
|
|
if ( VisibilityInputs.m_nCPin >= 0 )
|
|
pCtx->m_VisibilityData.m_bUseVisibility = true;
|
|
else
|
|
pCtx->m_VisibilityData.m_bUseVisibility = false;
|
|
pCtx->m_VisibilityData.m_flCameraBias = VisibilityInputs.m_flCameraBias;
|
|
}
|
|
|
|
uint32 GetWrittenAttributes( void ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void InitParams( CParticleSystemDefinition *pDef, CDmxElement *pElement )
|
|
{
|
|
}
|
|
|
|
uint32 GetReadAttributes( void ) const
|
|
{
|
|
return PARTICLE_ATTRIBUTE_XYZ_MASK | PARTICLE_ATTRIBUTE_PREV_XYZ_MASK | PARTICLE_ATTRIBUTE_RADIUS_MASK |
|
|
PARTICLE_ATTRIBUTE_TINT_RGB_MASK | PARTICLE_ATTRIBUTE_ALPHA_MASK | PARTICLE_ATTRIBUTE_CREATION_TIME_MASK |
|
|
PARTICLE_ATTRIBUTE_SEQUENCE_NUMBER_MASK | PARTICLE_ATTRIBUTE_TRAIL_LENGTH_MASK;
|
|
}
|
|
|
|
virtual int GetParticlesToRender( CParticleCollection *pParticles, void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices, int *pVertsUsed, int *pIndicesUsed ) const ;
|
|
virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
|
|
virtual void RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const;
|
|
|
|
void RenderSpriteTrail( CMeshBuilder &meshBuilder, SpriteTrailRenderInfo_t& info, int hParticle, const Vector &vecCameraPos, float flOODt, ParticleRenderData_t const *pSortlist ) const;
|
|
|
|
float m_flAnimationRate;
|
|
float m_flLengthFadeInTime;
|
|
float m_flMaxLength;
|
|
float m_flMinLength;
|
|
|
|
};
|
|
|
|
DEFINE_PARTICLE_OPERATOR( C_OP_RenderSpritesTrail, "render_sprite_trail", OPERATOR_SINGLETON );
|
|
|
|
BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( C_OP_RenderSpritesTrail )
|
|
DMXELEMENT_UNPACK_FIELD( "animation rate", ".1", float, m_flAnimationRate )
|
|
DMXELEMENT_UNPACK_FIELD( "length fade in time", "0", float, m_flLengthFadeInTime )
|
|
DMXELEMENT_UNPACK_FIELD( "max length", "2000", float, m_flMaxLength )
|
|
DMXELEMENT_UNPACK_FIELD( "min length", "0", float, m_flMinLength )
|
|
END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderSpritesTrail )
|
|
|
|
int C_OP_RenderSpritesTrail::GetParticlesToRender( CParticleCollection *pParticles,
|
|
void *pContext, int nFirstParticle, int nRemainingVertices,
|
|
int nRemainingIndices,
|
|
int *pVertsUsed, int *pIndicesUsed ) const
|
|
{
|
|
int nMaxParticles = ( (nRemainingVertices / 4) > (nRemainingIndices / 6) ) ? nRemainingIndices / 6 : nRemainingVertices / 4;
|
|
int nParticleCount = pParticles->m_nActiveParticles - nFirstParticle;
|
|
if ( nParticleCount > nMaxParticles )
|
|
{
|
|
nParticleCount = nMaxParticles;
|
|
}
|
|
*pVertsUsed = nParticleCount * 4;
|
|
*pIndicesUsed = nParticleCount * 6;
|
|
return nParticleCount;
|
|
}
|
|
|
|
void C_OP_RenderSpritesTrail::RenderSpriteTrail( CMeshBuilder &meshBuilder,
|
|
SpriteTrailRenderInfo_t& info, int hParticle,
|
|
const Vector &vecCameraPos, float flOODt, ParticleRenderData_t const *pSortList ) const
|
|
{
|
|
Assert( hParticle != -1 );
|
|
int nGroup = hParticle / 4;
|
|
int nOffset = hParticle & 0x3;
|
|
|
|
// Setup our alpha
|
|
unsigned char ac = pSortList->m_nAlpha;
|
|
if ( ac == 0 )
|
|
return;
|
|
|
|
// Setup our colors
|
|
int nColorIndex = nGroup * info.m_nRGBStride;
|
|
float r = SubFloat( info.m_pRGB[nColorIndex], nOffset );
|
|
float g = SubFloat( info.m_pRGB[nColorIndex+1], nOffset );
|
|
float b = SubFloat( info.m_pRGB[nColorIndex+2], nOffset );
|
|
|
|
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
|
|
Assert( (r >= -1e-6f) && (g >= -1e-6f) && (b >= -1e-6f) );
|
|
Assert( (r <= 1.0f) && (g <= 1.0f) && (b <= 1.0f) );
|
|
|
|
unsigned char rc = FastFToC( r );
|
|
unsigned char gc = FastFToC( g );
|
|
unsigned char bc = FastFToC( b );
|
|
|
|
// Setup the scale and rotation
|
|
float rad = pSortList->m_flRadius;
|
|
|
|
// Find the sample for this frame
|
|
const SheetSequenceSample_t *pSample = &s_DefaultSheetSequence;
|
|
if ( info.m_pSheet )
|
|
{
|
|
pSample = GetSampleForSequence( info.m_pSheet,
|
|
SubFloat( info.m_pCreationTimeStamp[ nGroup * info.m_nCreationTimeStride ], nOffset ),
|
|
info.m_pParticles->m_flCurTime,
|
|
info.m_flAgeScale,
|
|
SubFloat( info.m_pSequenceNumber[ nGroup * info.m_nSequenceStride ], nOffset ) );
|
|
}
|
|
|
|
const SequenceSampleTextureCoords_t *pSample0 = &(pSample->m_TextureCoordData[0]);
|
|
|
|
int nCreationTimeIndex = nGroup * info.m_nCreationTimeStride;
|
|
float flAge = info.m_pParticles->m_flCurTime - SubFloat( info.m_pCreationTimeStamp[ nCreationTimeIndex ], nOffset );
|
|
|
|
float flLengthScale = ( flAge >= m_flLengthFadeInTime ) ? 1.0 : ( flAge / m_flLengthFadeInTime );
|
|
|
|
int nXYZIndex = nGroup * info.m_nXYZStride;
|
|
Vector vecWorldPos( SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset ) );
|
|
Vector vecViewPos = vecWorldPos;
|
|
|
|
// Get our screenspace last position
|
|
int nPrevXYZIndex = nGroup * info.m_nPrevXYZStride;
|
|
Vector vecPrevWorldPos( SubFloat( info.m_pPrevXYZ[ nPrevXYZIndex ], nOffset ), SubFloat( info.m_pPrevXYZ[ nPrevXYZIndex+1 ], nOffset ), SubFloat( info.m_pPrevXYZ[ nPrevXYZIndex+2 ], nOffset ) );
|
|
Vector vecPrevViewPos = vecPrevWorldPos;
|
|
|
|
// Get the delta direction and find the magnitude, then scale the length by the desired length amount
|
|
Vector vecDelta;
|
|
VectorSubtract( vecPrevViewPos, vecViewPos, vecDelta );
|
|
float flMag = VectorNormalize( vecDelta );
|
|
float flLength = flLengthScale * flMag * flOODt * SubFloat( info.m_pLength[ nGroup * info.length_stride ], nOffset );
|
|
if ( flLength <= 0.0f )
|
|
return;
|
|
|
|
flLength = max( m_flMinLength, min( m_flMaxLength, flLength ) );
|
|
|
|
vecDelta *= flLength;
|
|
|
|
// Fade the width as the length fades to keep it at a square aspect ratio
|
|
if ( flLength < rad )
|
|
{
|
|
rad = flLength;
|
|
}
|
|
|
|
// Find our tangent direction which "fattens" the line
|
|
Vector vDirToBeam, vTangentY;
|
|
VectorSubtract( vecWorldPos, vecCameraPos, vDirToBeam );
|
|
CrossProduct( vDirToBeam, vecDelta, vTangentY );
|
|
VectorNormalizeFast( vTangentY );
|
|
|
|
// Calculate the verts we'll use as our points
|
|
Vector verts[4];
|
|
VectorMA( vecWorldPos, rad*0.5f, vTangentY, verts[0] );
|
|
VectorMA( vecWorldPos, -rad*0.5f, vTangentY, verts[1] );
|
|
VectorAdd( verts[0], vecDelta, verts[3] );
|
|
VectorAdd( verts[1], vecDelta, verts[2] );
|
|
Assert( verts[0].IsValid() && verts[1].IsValid() && verts[2].IsValid() && verts[3].IsValid() );
|
|
|
|
meshBuilder.Position3fv( verts[0].Base() );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( verts[1].Base() );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fBottom_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( verts[2].Base() );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fRight_U0, pSample0->m_fTop_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3fv( verts[3].Base() );
|
|
meshBuilder.Color4ub( rc, gc, bc, ac );
|
|
meshBuilder.TexCoord2f( 0, pSample0->m_fLeft_U0, pSample0->m_fTop_V0 );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.FastIndex( info.m_nVertexOffset );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 1 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 2 );
|
|
meshBuilder.FastIndex( info.m_nVertexOffset + 3 );
|
|
info.m_nVertexOffset += 4;
|
|
}
|
|
|
|
|
|
void C_OP_RenderSpritesTrail::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
C_OP_RenderSpriteTrailContext_t *pCtx = reinterpret_cast<C_OP_RenderSpriteTrailContext_t *>( pContext );
|
|
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
|
|
|
|
if ( pCtx->m_VisibilityData.m_bUseVisibility )
|
|
{
|
|
SetupParticleVisibility( pParticles, &pCtx->m_VisibilityData, &VisibilityInputs, &pCtx->m_nQueryHandle );
|
|
}
|
|
|
|
// Right now we only have a meshbuilder version!
|
|
if ( !HushAsserts() )
|
|
Assert( pMaterial->IsSpriteCard() == false );
|
|
if ( pMaterial->IsSpriteCard() )
|
|
return;
|
|
|
|
// Store matrices off so we can restore them in RenderEnd().
|
|
pRenderContext->Bind( pMaterial );
|
|
|
|
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
|
|
|
|
// Get the camera's worldspace position
|
|
Vector vecCameraPos;
|
|
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
|
|
|
|
SpriteTrailRenderInfo_t info;
|
|
info.Init( pParticles, 0, flAgeScale, pParticles->m_Sheet() );
|
|
|
|
int nParticles;
|
|
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, true, &nParticles, &pCtx->m_VisibilityData );
|
|
|
|
int nMaxParticlesInBatch = GetMaxParticlesPerBatch( pRenderContext, pMaterial, false );
|
|
float flOODt = ( pParticles->m_flDt != 0.0f ) ? ( 1.0f / pParticles->m_flDt ) : 1.0f;
|
|
while ( nParticles )
|
|
{
|
|
int nParticlesInBatch = min( nMaxParticlesInBatch, nParticles );
|
|
nParticles -= nParticlesInBatch;
|
|
|
|
g_pParticleSystemMgr->TallyParticlesRendered( nParticlesInBatch * 4 * 3, nParticlesInBatch * 6 * 3 );
|
|
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nParticlesInBatch * 4, nParticlesInBatch * 6 );
|
|
info.m_nVertexOffset = 0;
|
|
for( int i = 0; i < nParticlesInBatch; i++ )
|
|
{
|
|
int hParticle = (--pSortList)->m_nIndex;
|
|
RenderSpriteTrail( meshBuilder, info, hParticle, vecCameraPos, flOODt, pSortList );
|
|
}
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
}
|
|
|
|
void C_OP_RenderSpritesTrail::RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
|
|
{
|
|
C_OP_RenderSpriteTrailContext_t *pCtx = reinterpret_cast<C_OP_RenderSpriteTrailContext_t *>( pContext );
|
|
// NOTE: This is interesting to support because at first we won't have all the various
|
|
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
|
|
Vector vecCameraPos;
|
|
pRenderContext->GetWorldSpaceCameraPosition( &vecCameraPos );
|
|
|
|
float flAgeScale = m_flAnimationRate * SEQUENCE_SAMPLE_COUNT;
|
|
SpriteTrailRenderInfo_t info;
|
|
info.Init( pParticles, nVertexOffset, flAgeScale, pParticles->m_Sheet() );
|
|
|
|
int nParticles;
|
|
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
|
|
|
|
float flOODt = ( pParticles->m_flDt != 0.0f ) ? ( 1.0f / pParticles->m_flDt ) : 1.0f;
|
|
int hParticle = nFirstParticle;
|
|
for( int i = 0; i < nParticleCount; i++, hParticle++ )
|
|
{
|
|
RenderSpriteTrail( meshBuilder, info, hParticle, vecCameraPos, flOODt, pSortList );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Rope renderer
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
struct RopeRenderInfo_t
|
|
{
|
|
size_t m_nXYZStride;
|
|
const fltx4 *m_pXYZ;
|
|
size_t m_nRadStride;
|
|
const fltx4 *m_pRadius;
|
|
size_t m_nRGBStride;
|
|
const fltx4 *m_pRGB;
|
|
size_t m_nAlphaStride;
|
|
const fltx4 *m_pAlpha;
|
|
CParticleCollection *m_pParticles;
|
|
|
|
void Init( CParticleCollection *pParticles )
|
|
{
|
|
m_pParticles = pParticles;
|
|
m_pXYZ = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &m_nXYZStride );
|
|
m_pRadius = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_RADIUS, &m_nRadStride );
|
|
m_pRGB = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_TINT_RGB, &m_nRGBStride );
|
|
m_pAlpha = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_ALPHA, &m_nAlphaStride );
|
|
}
|
|
|
|
void GenerateSeg( int hParticle, BeamSeg_t& seg )
|
|
{
|
|
Assert( hParticle != -1 );
|
|
int nGroup = hParticle / 4;
|
|
int nOffset = hParticle & 0x3;
|
|
|
|
int nXYZIndex = nGroup * m_nXYZStride;
|
|
int nColorIndex = nGroup * m_nRGBStride;
|
|
seg.m_vPos.Init( SubFloat( m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( m_pXYZ[ nXYZIndex+2 ], nOffset ) );
|
|
seg.m_vColor.Init( SubFloat( m_pRGB[ nColorIndex ], nOffset ), SubFloat( m_pRGB[ nColorIndex+1 ], nOffset ), SubFloat( m_pRGB[nColorIndex+2], nOffset ) );
|
|
seg.m_flAlpha = SubFloat( m_pAlpha[ nGroup * m_nAlphaStride ], nOffset );
|
|
seg.m_flWidth = SubFloat( m_pRadius[ nGroup * m_nRadStride ], nOffset );
|
|
}
|
|
};
|
|
|
|
|
|
struct RenderRopeContext_t
|
|
{
|
|
float m_flRenderedRopeLength;
|
|
};
|
|
|
|
class C_OP_RenderRope : public CParticleOperatorInstance
|
|
{
|
|
DECLARE_PARTICLE_OPERATOR( C_OP_RenderRope );
|
|
|
|
uint32 GetWrittenAttributes( void ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
uint32 GetReadAttributes( void ) const
|
|
{
|
|
return PARTICLE_ATTRIBUTE_XYZ_MASK | PARTICLE_ATTRIBUTE_RADIUS_MASK |
|
|
PARTICLE_ATTRIBUTE_TINT_RGB_MASK | PARTICLE_ATTRIBUTE_ALPHA_MASK;
|
|
}
|
|
|
|
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
RenderRopeContext_t *pCtx = reinterpret_cast<RenderRopeContext_t *>( pContext );
|
|
pCtx->m_flRenderedRopeLength = false;
|
|
float *pSubdivList = (float*)( pCtx + 1 );
|
|
for ( int iSubdiv = 0; iSubdiv < m_nSubdivCount; iSubdiv++ )
|
|
{
|
|
pSubdivList[iSubdiv] = (float)iSubdiv / (float)m_nSubdivCount;
|
|
}
|
|
|
|
// NOTE: Has to happen here, and not in InitParams, since the material isn't set up yet
|
|
const_cast<C_OP_RenderRope*>( this )->m_flTextureScale = 1.0f / ( pParticles->m_pDef->GetMaterial()->GetMappingHeight() * m_flTexelSizeInUnits );
|
|
}
|
|
|
|
size_t GetRequiredContextBytes( void ) const
|
|
{
|
|
return sizeof( RenderRopeContext_t ) + m_nSubdivCount * sizeof(float);
|
|
}
|
|
|
|
virtual void InitParams( CParticleSystemDefinition *pDef, CDmxElement *pElement )
|
|
{
|
|
if ( m_nSubdivCount <= 0 )
|
|
{
|
|
m_nSubdivCount = 1;
|
|
}
|
|
if ( m_flTexelSizeInUnits <= 0 )
|
|
{
|
|
m_flTexelSizeInUnits = 1.0f;
|
|
}
|
|
m_flTStep = 1.0 / m_nSubdivCount;
|
|
}
|
|
|
|
virtual int GetParticlesToRender( CParticleCollection *pParticles, void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices, int *pVertsUsed, int *pIndicesUsed ) const;
|
|
virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
|
|
virtual void RenderSpriteCard( CParticleCollection *pParticles, void *pContext, IMaterial *pMaterial ) const;
|
|
virtual void RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const;
|
|
|
|
// We connect neighboring particle instances to each other, so if the order isn't maintained we will have a particle that jumps
|
|
// back to the wrong place and look terrible.
|
|
virtual bool RequiresOrderInvariance( void ) const OVERRIDE
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int m_nSubdivCount;
|
|
|
|
float m_flTexelSizeInUnits;
|
|
float m_flTextureScale;
|
|
float m_flTextureScrollRate;
|
|
float m_flTStep;
|
|
|
|
};
|
|
|
|
DEFINE_PARTICLE_OPERATOR( C_OP_RenderRope, "render_rope", OPERATOR_SINGLETON );
|
|
|
|
BEGIN_PARTICLE_OPERATOR_UNPACK( C_OP_RenderRope )
|
|
DMXELEMENT_UNPACK_FIELD( "subdivision_count", "3", int, m_nSubdivCount )
|
|
DMXELEMENT_UNPACK_FIELD( "texel_size", "4.0f", float, m_flTexelSizeInUnits )
|
|
DMXELEMENT_UNPACK_FIELD( "texture_scroll_rate", "0.0f", float, m_flTextureScrollRate )
|
|
END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderRope )
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the number of particles to render
|
|
//-----------------------------------------------------------------------------
|
|
int C_OP_RenderRope::GetParticlesToRender( CParticleCollection *pParticles,
|
|
void *pContext, int nFirstParticle, int nRemainingVertices, int nRemainingIndices,
|
|
int *pVertsUsed, int *pIndicesUsed ) const
|
|
{
|
|
if ( ( nFirstParticle >= pParticles->m_nActiveParticles - 1 ) || ( pParticles->m_nActiveParticles <= 1 ) )
|
|
{
|
|
*pVertsUsed = 0;
|
|
*pIndicesUsed = 0;
|
|
return 0;
|
|
}
|
|
|
|
// NOTE: This is only true for particles *after* the first particle.
|
|
// First particle takes 2 verts, no indices.
|
|
int nVertsPerParticle = 2 * m_nSubdivCount;
|
|
int nIndicesPerParticle = 6 * m_nSubdivCount;
|
|
|
|
// Subtract 2 is because the first particle uses an extra pair of vertices
|
|
int nMaxParticleCount = 1 + ( nRemainingVertices - 2 ) / nVertsPerParticle;
|
|
int nMaxParticleCount2 = nRemainingIndices / nIndicesPerParticle;
|
|
if ( nMaxParticleCount > nMaxParticleCount2 )
|
|
{
|
|
nMaxParticleCount = nMaxParticleCount2;
|
|
}
|
|
|
|
int nParticleCount = pParticles->m_nActiveParticles - nFirstParticle;
|
|
|
|
// We can't choose a max particle count so that we only have 1 particle to render next time
|
|
if ( nMaxParticleCount == nParticleCount - 1 )
|
|
{
|
|
--nMaxParticleCount;
|
|
Assert( nMaxParticleCount > 0 );
|
|
}
|
|
|
|
if ( nParticleCount > nMaxParticleCount )
|
|
{
|
|
nParticleCount = nMaxParticleCount;
|
|
}
|
|
|
|
*pVertsUsed = ( nParticleCount - 1 ) * m_nSubdivCount * 2 + 2;
|
|
*pIndicesUsed = nParticleCount * m_nSubdivCount * 6;
|
|
return nParticleCount;
|
|
}
|
|
|
|
|
|
#define OUTPUT_2SPLINE_VERTS( t ) \
|
|
meshBuilder.Color4ub( FastFToC( vecColor.x ), FastFToC( vecColor.y), FastFToC( vecColor.z), FastFToC( vecColor.w ) ); \
|
|
meshBuilder.Position3f( (t), flU, 0 ); \
|
|
meshBuilder.TexCoord4fv( 0, vecP0.Base() ); \
|
|
meshBuilder.TexCoord4fv( 1, vecP1.Base() ); \
|
|
meshBuilder.TexCoord4fv( 2, vecP2.Base() ); \
|
|
meshBuilder.TexCoord4fv( 3, vecP3.Base() ); \
|
|
meshBuilder.AdvanceVertex(); \
|
|
meshBuilder.Color4ub( FastFToC( vecColor.x ), FastFToC( vecColor.y), FastFToC( vecColor.z), FastFToC( vecColor.w ) ); \
|
|
meshBuilder.Position3f( (t), flU, 1 ); \
|
|
meshBuilder.TexCoord4fv( 0, vecP0.Base() ); \
|
|
meshBuilder.TexCoord4fv( 1, vecP1.Base() ); \
|
|
meshBuilder.TexCoord4fv( 2, vecP2.Base() ); \
|
|
meshBuilder.TexCoord4fv( 3, vecP3.Base() ); \
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
void C_OP_RenderRope::RenderSpriteCard( CParticleCollection *pParticles, void *pContext, IMaterial *pMaterial ) const
|
|
{
|
|
int nParticles = pParticles->m_nActiveParticles;
|
|
|
|
int nSegmentsToRender = nParticles - 1;
|
|
if ( ! nSegmentsToRender )
|
|
return;
|
|
|
|
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
|
|
pRenderContext->Bind( pMaterial );
|
|
|
|
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
|
|
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
|
|
|
|
int nNumIndicesPerSegment = 6 * m_nSubdivCount;
|
|
int nNumVerticesPerSegment = 2 * m_nSubdivCount;
|
|
|
|
int nNumSegmentsPerBatch = min( ( nMaxVertices - 2 )/nNumVerticesPerSegment,
|
|
( nMaxIndices ) / nNumIndicesPerSegment );
|
|
|
|
const float *pXYZ = pParticles->GetFloatAttributePtr(
|
|
PARTICLE_ATTRIBUTE_XYZ, 0 );
|
|
const float *pColor = pParticles->GetFloatAttributePtr(
|
|
PARTICLE_ATTRIBUTE_TINT_RGB, 0 );
|
|
|
|
const float *pRadius = pParticles->GetFloatAttributePtr(
|
|
PARTICLE_ATTRIBUTE_RADIUS, 0 );
|
|
const float *pAlpha = pParticles->GetFloatAttributePtr(
|
|
PARTICLE_ATTRIBUTE_ALPHA, 0 );
|
|
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
|
CMeshBuilder meshBuilder;
|
|
|
|
int nNumSegmentsIWillRenderPerBatch = min( nNumSegmentsPerBatch, nSegmentsToRender );
|
|
|
|
bool bFirstPoint = true;
|
|
|
|
float flTexOffset = m_flTextureScrollRate * pParticles->m_flCurTime;
|
|
float flU = flTexOffset;
|
|
|
|
// initialize first spline segment
|
|
Vector4D vecP1( pXYZ[0], pXYZ[4], pXYZ[8], pRadius[0] );
|
|
Vector4D vecP2( pXYZ[1], pXYZ[5], pXYZ[9], pRadius[1] );
|
|
Vector4D vecP0 = vecP1;
|
|
Vector4D vecColor( pColor[0], pColor[4], pColor[8], pAlpha[0] );
|
|
Vector4D vecDelta = vecP2;
|
|
vecDelta -= vecP1;
|
|
vecP0 -= vecDelta;
|
|
|
|
Vector4D vecP3;
|
|
|
|
if ( nParticles < 3 )
|
|
{
|
|
vecP3 = vecP2;
|
|
vecP3 += vecDelta;
|
|
}
|
|
else
|
|
{
|
|
vecP3.Init( pXYZ[2], pXYZ[6], pXYZ[10], pRadius[2] );
|
|
}
|
|
int nPnt = 3;
|
|
int nCurIDX = 0;
|
|
|
|
int nSegmentsAvailableInBuffer = nNumSegmentsIWillRenderPerBatch;
|
|
|
|
g_pParticleSystemMgr->TallyParticlesRendered( 2 + nNumSegmentsIWillRenderPerBatch * nNumVerticesPerSegment * 3, nNumIndicesPerSegment * nNumSegmentsIWillRenderPerBatch * 3 );
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES,
|
|
2 + nNumSegmentsIWillRenderPerBatch * nNumVerticesPerSegment,
|
|
nNumIndicesPerSegment * nNumSegmentsIWillRenderPerBatch );
|
|
|
|
|
|
|
|
float flDUScale = ( m_flTStep * m_flTexelSizeInUnits );
|
|
float flT = 0;
|
|
|
|
do
|
|
{
|
|
if ( ! nSegmentsAvailableInBuffer )
|
|
{
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
g_pParticleSystemMgr->TallyParticlesRendered( 2 + nNumSegmentsIWillRenderPerBatch * nNumVerticesPerSegment * 3, nNumIndicesPerSegment * nNumSegmentsIWillRenderPerBatch * 3 );
|
|
|
|
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, 2 + nNumSegmentsIWillRenderPerBatch * nNumVerticesPerSegment,
|
|
nNumIndicesPerSegment * nNumSegmentsIWillRenderPerBatch );
|
|
|
|
// copy the last emitted points
|
|
OUTPUT_2SPLINE_VERTS( flT );
|
|
nSegmentsAvailableInBuffer = nNumSegmentsIWillRenderPerBatch;
|
|
nCurIDX = 0;
|
|
}
|
|
nSegmentsAvailableInBuffer--;
|
|
flT = 0.;
|
|
float flDu = flDUScale * ( vecP2.AsVector3D() - vecP1.AsVector3D() ).Length();
|
|
for( int nSlice = 0 ; nSlice < m_nSubdivCount; nSlice++ )
|
|
{
|
|
OUTPUT_2SPLINE_VERTS( flT );
|
|
flT += m_flTStep;
|
|
flU += flDu;
|
|
if ( ! bFirstPoint )
|
|
{
|
|
meshBuilder.FastIndex( nCurIDX );
|
|
meshBuilder.FastIndex( nCurIDX+1 );
|
|
meshBuilder.FastIndex( nCurIDX+2 );
|
|
meshBuilder.FastIndex( nCurIDX+1 );
|
|
meshBuilder.FastIndex( nCurIDX+3 );
|
|
meshBuilder.FastIndex( nCurIDX+2 );
|
|
nCurIDX += 2;
|
|
}
|
|
bFirstPoint = false;
|
|
}
|
|
// next segment
|
|
if ( nSegmentsToRender > 1 )
|
|
{
|
|
vecP0 = vecP1;
|
|
vecP1 = vecP2;
|
|
vecP2 = vecP3;
|
|
pRadius = pParticles->GetFloatAttributePtr(
|
|
PARTICLE_ATTRIBUTE_RADIUS, nPnt );
|
|
pAlpha = pParticles->GetFloatAttributePtr(
|
|
PARTICLE_ATTRIBUTE_ALPHA, nPnt -2 );
|
|
vecColor.Init( pColor[0], pColor[4], pColor[8], pAlpha[0] );
|
|
|
|
if ( nPnt < nParticles )
|
|
{
|
|
pXYZ = pParticles->GetFloatAttributePtr(
|
|
PARTICLE_ATTRIBUTE_XYZ, nPnt );
|
|
vecP3.Init( pXYZ[0], pXYZ[4], pXYZ[8], pRadius[0] );
|
|
nPnt++;
|
|
}
|
|
else
|
|
{
|
|
// fake last point by extrapolating
|
|
vecP3 += vecP2;
|
|
vecP3 -= vecP1;
|
|
}
|
|
}
|
|
} while( --nSegmentsToRender );
|
|
|
|
// output last piece
|
|
OUTPUT_2SPLINE_VERTS( 1.0 );
|
|
meshBuilder.FastIndex( nCurIDX );
|
|
meshBuilder.FastIndex( nCurIDX+1 );
|
|
meshBuilder.FastIndex( nCurIDX+2 );
|
|
meshBuilder.FastIndex( nCurIDX+1 );
|
|
meshBuilder.FastIndex( nCurIDX+3 );
|
|
meshBuilder.FastIndex( nCurIDX+2 );
|
|
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Renders particles, sorts them (?)
|
|
//-----------------------------------------------------------------------------
|
|
void C_OP_RenderRope::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
// FIXME: What does this even mean? Ropes can't really be sorted.
|
|
|
|
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
|
|
if ( pMaterial->IsSpriteCard() )
|
|
{
|
|
RenderSpriteCard( pParticles, pContext, pMaterial );
|
|
return;
|
|
}
|
|
|
|
pRenderContext->Bind( pMaterial );
|
|
|
|
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
|
|
int nMaxIndices = pRenderContext->GetMaxIndicesToRender();
|
|
int nParticles = pParticles->m_nActiveParticles;
|
|
|
|
int nFirstParticle = 0;
|
|
while ( nParticles )
|
|
{
|
|
int nVertCount, nIndexCount;
|
|
int nParticlesInBatch = GetParticlesToRender( pParticles, pContext, nFirstParticle, nMaxVertices, nMaxIndices, &nVertCount, &nIndexCount );
|
|
if ( nParticlesInBatch == 0 )
|
|
break;
|
|
|
|
nParticles -= nParticlesInBatch;
|
|
|
|
g_pParticleSystemMgr->TallyParticlesRendered( nVertCount * 3, nIndexCount * 3 );
|
|
|
|
IMesh* pMesh = pRenderContext->GetDynamicMesh( true );
|
|
CMeshBuilder meshBuilder;
|
|
meshBuilder.Begin( pMesh, MATERIAL_TRIANGLES, nVertCount, nIndexCount );
|
|
|
|
RenderUnsorted( pParticles, pContext, pRenderContext, meshBuilder, 0, nFirstParticle, nParticlesInBatch );
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
nFirstParticle += nParticlesInBatch;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void C_OP_RenderRope::RenderUnsorted( CParticleCollection *pParticles, void *pContext, IMatRenderContext *pRenderContext, CMeshBuilder &meshBuilder, int nVertexOffset, int nFirstParticle, int nParticleCount ) const
|
|
{
|
|
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
|
|
|
|
// Right now we only have a meshbuilder version!
|
|
Assert( pMaterial->IsSpriteCard() == false );
|
|
if ( pMaterial->IsSpriteCard() )
|
|
return;
|
|
|
|
RenderRopeContext_t *pCtx = reinterpret_cast<RenderRopeContext_t *>( pContext );
|
|
float *pSubdivList = (float*)( pCtx + 1 );
|
|
if ( nFirstParticle == 0 )
|
|
{
|
|
pCtx->m_flRenderedRopeLength = 0.0f;
|
|
}
|
|
|
|
float flTexOffset = m_flTextureScrollRate * pParticles->m_flCurTime;
|
|
|
|
RopeRenderInfo_t info;
|
|
info.Init( pParticles );
|
|
|
|
CBeamSegDraw beamSegment;
|
|
beamSegment.Start( pRenderContext, ( nParticleCount - 1 ) * m_nSubdivCount + 1, pMaterial, &meshBuilder, nVertexOffset );
|
|
|
|
Vector vecCatmullRom[4];
|
|
BeamSeg_t seg[2];
|
|
info.GenerateSeg( nFirstParticle, seg[0] );
|
|
seg[0].m_flTexCoord = ( pCtx->m_flRenderedRopeLength + flTexOffset ) * m_flTextureScale;
|
|
|
|
beamSegment.NextSeg( &seg[0] );
|
|
vecCatmullRom[1] = seg[0].m_vPos;
|
|
if ( nFirstParticle == 0 )
|
|
{
|
|
vecCatmullRom[0] = vecCatmullRom[1];
|
|
}
|
|
else
|
|
{
|
|
int nGroup = ( nFirstParticle-1 ) / 4;
|
|
int nOffset = ( nFirstParticle-1 ) & 0x3;
|
|
int nXYZIndex = nGroup * info.m_nXYZStride;
|
|
vecCatmullRom[0].Init( SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset ) );
|
|
}
|
|
|
|
float flOOSubDivCount = 1.0f / m_nSubdivCount;
|
|
int hParticle = nFirstParticle + 1;
|
|
for ( int i = 1; i < nParticleCount; ++i, ++hParticle )
|
|
{
|
|
int nCurr = i & 1;
|
|
int nPrev = 1 - nCurr;
|
|
info.GenerateSeg( hParticle, seg[nCurr] );
|
|
pCtx->m_flRenderedRopeLength += seg[nCurr].m_vPos.DistTo( seg[nPrev].m_vPos );
|
|
seg[nCurr].m_flTexCoord = ( pCtx->m_flRenderedRopeLength + flTexOffset ) * m_flTextureScale;
|
|
|
|
if ( m_nSubdivCount > 1 )
|
|
{
|
|
vecCatmullRom[ (i+1) & 0x3 ] = seg[nCurr].m_vPos;
|
|
if ( hParticle != info.m_pParticles->m_nActiveParticles - 1 )
|
|
{
|
|
int nGroup = ( hParticle+1 ) / 4;
|
|
int nOffset = ( hParticle+1 ) & 0x3;
|
|
int nXYZIndex = nGroup * info.m_nXYZStride;
|
|
vecCatmullRom[ (i+2) & 0x3 ].Init( SubFloat( info.m_pXYZ[ nXYZIndex ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+1 ], nOffset ), SubFloat( info.m_pXYZ[ nXYZIndex+2 ], nOffset ) );
|
|
}
|
|
else
|
|
{
|
|
vecCatmullRom[ (i+2) & 0x3 ] = vecCatmullRom[ (i+1) & 0x3 ];
|
|
}
|
|
|
|
BeamSeg_t &subDivSeg = seg[nPrev];
|
|
Vector vecColorInc = ( seg[nCurr].m_vColor - seg[nPrev].m_vColor ) * flOOSubDivCount;
|
|
float flAlphaInc = ( seg[nCurr].m_flAlpha - seg[nPrev].m_flAlpha ) * flOOSubDivCount;
|
|
float flTexcoordInc = ( seg[nCurr].m_flTexCoord - seg[nPrev].m_flTexCoord ) * flOOSubDivCount;
|
|
float flWidthInc = ( seg[nCurr].m_flWidth - seg[nPrev].m_flWidth ) * flOOSubDivCount;
|
|
for( int iSubdiv = 1; iSubdiv < m_nSubdivCount; ++iSubdiv )
|
|
{
|
|
subDivSeg.m_vColor += vecColorInc;
|
|
subDivSeg.m_vColor.x = clamp( subDivSeg.m_vColor.x, 0.0f, 1.0f );
|
|
subDivSeg.m_vColor.y = clamp( subDivSeg.m_vColor.y, 0.0f, 1.0f );
|
|
subDivSeg.m_vColor.z = clamp( subDivSeg.m_vColor.z, 0.0f, 1.0f );
|
|
subDivSeg.m_flAlpha += flAlphaInc;
|
|
subDivSeg.m_flAlpha = clamp( subDivSeg.m_flAlpha, 0.0f, 1.0f );
|
|
subDivSeg.m_flTexCoord += flTexcoordInc;
|
|
subDivSeg.m_flWidth += flWidthInc;
|
|
|
|
Catmull_Rom_Spline( vecCatmullRom[ (i+3) & 0x3 ], vecCatmullRom[ i & 0x3 ],
|
|
vecCatmullRom[ (i+1) & 0x3 ], vecCatmullRom[ (i+2) & 0x3 ],
|
|
pSubdivList[iSubdiv], subDivSeg.m_vPos );
|
|
|
|
beamSegment.NextSeg( &subDivSeg );
|
|
}
|
|
}
|
|
|
|
beamSegment.NextSeg( &seg[nCurr] );
|
|
}
|
|
|
|
beamSegment.End();
|
|
}
|
|
|
|
#ifdef USE_BLOBULATOR // Enable blobulator for EP3
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Installs renderers
|
|
//-----------------------------------------------------------------------------
|
|
class C_OP_RenderBlobs : public CParticleRenderOperatorInstance
|
|
{
|
|
DECLARE_PARTICLE_OPERATOR( C_OP_RenderBlobs );
|
|
|
|
float m_cubeWidth;
|
|
float m_cutoffRadius;
|
|
float m_renderRadius;
|
|
|
|
|
|
struct C_OP_RenderBlobsContext_t
|
|
{
|
|
CParticleVisibilityData m_VisibilityData;
|
|
int m_nQueryHandle;
|
|
};
|
|
|
|
size_t GetRequiredContextBytes( void ) const
|
|
{
|
|
return sizeof( C_OP_RenderBlobsContext_t );
|
|
}
|
|
|
|
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
C_OP_RenderBlobsContext_t *pCtx = reinterpret_cast<C_OP_RenderBlobsContext_t *>( pContext );
|
|
if ( VisibilityInputs.m_nCPin >= 0 )
|
|
pCtx->m_VisibilityData.m_bUseVisibility = true;
|
|
else
|
|
pCtx->m_VisibilityData.m_bUseVisibility = false;
|
|
pCtx->m_VisibilityData.m_flCameraBias = VisibilityInputs.m_flCameraBias;
|
|
}
|
|
|
|
uint32 GetWrittenAttributes( void ) const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
uint32 GetReadAttributes( void ) const
|
|
{
|
|
return PARTICLE_ATTRIBUTE_XYZ_MASK;
|
|
}
|
|
|
|
virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
|
|
|
|
virtual bool IsBatchable() const
|
|
{
|
|
return false;
|
|
}
|
|
};
|
|
|
|
DEFINE_PARTICLE_OPERATOR( C_OP_RenderBlobs, "render_blobs", OPERATOR_SINGLETON );
|
|
|
|
BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( C_OP_RenderBlobs )
|
|
DMXELEMENT_UNPACK_FIELD( "cube_width", "1.0f", float, m_cubeWidth )
|
|
DMXELEMENT_UNPACK_FIELD( "cutoff_radius", "3.3f", float, m_cutoffRadius )
|
|
DMXELEMENT_UNPACK_FIELD( "render_radius", "1.3f", float, m_renderRadius )
|
|
END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderBlobs )
|
|
|
|
|
|
void C_OP_RenderBlobs::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
ImpTiler* tiler = ImpTilerFactory::factory->getTiler();
|
|
//RENDERER_CLASS* sweepRenderer = tiler->getRenderer();
|
|
|
|
C_OP_RenderBlobsContext_t *pCtx = reinterpret_cast<C_OP_RenderBlobsContext_t *>( pContext );
|
|
|
|
if ( pCtx->m_VisibilityData.m_bUseVisibility )
|
|
{
|
|
SetupParticleVisibility( pParticles, &pCtx->m_VisibilityData, &VisibilityInputs, &pCtx->m_nQueryHandle );
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
// Note: it is not good to have these static variables here.
|
|
static RENDERER_CLASS* sweepRenderer = NULL;
|
|
static ImpTiler* tiler = NULL;
|
|
if(!sweepRenderer)
|
|
{
|
|
sweepRenderer = new RENDERER_CLASS();
|
|
tiler = new ImpTiler(sweepRenderer);
|
|
}
|
|
#endif
|
|
|
|
// TODO: I should get rid of this static array and static calls
|
|
// to setCubeWidth, etc...
|
|
static SmartArray<ImpParticle> imp_particles_sa; // This doesn't specify alignment, might have problems with SSE
|
|
|
|
RENDERER_CLASS::setCubeWidth(m_cubeWidth);
|
|
RENDERER_CLASS::setRenderR(m_renderRadius);
|
|
RENDERER_CLASS::setCutoffR(m_cutoffRadius);
|
|
|
|
RENDERER_CLASS::setCalcSignFunc(calcSign);
|
|
RENDERER_CLASS::setCalcSign2Func(calcSign2);
|
|
#if 0
|
|
RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_COLOR_CI_SIZE, calcCornerNormalColor);
|
|
RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalNColor);
|
|
#endif
|
|
#if 1
|
|
RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_CI_SIZE, calcCornerNormal);
|
|
RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalDebugColor);
|
|
#endif
|
|
#if 0
|
|
RENDERER_CLASS::setCalcCornerFunc(CALC_CORNER_NORMAL_COLOR_CI_SIZE, calcCornerNormalHiFreqColor);
|
|
RENDERER_CLASS::setCalcVertexFunc(calcVertexNormalNColor);
|
|
#endif
|
|
|
|
|
|
IMaterial *pMaterial = pParticles->m_pDef->GetMaterial();
|
|
|
|
// TODO: I don't need to load this as a sorted list. See Lennard Jones forces for better way!
|
|
int nParticles;
|
|
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
|
|
size_t xyz_stride;
|
|
const fltx4 *xyz = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &xyz_stride );
|
|
|
|
Vector bbMin;
|
|
Vector bbMax;
|
|
pParticles->GetBounds( &bbMin, &bbMax );
|
|
Vector bbCenter = 0.5f * ( bbMin + bbMax );
|
|
|
|
// FIXME: Make this configurable. Not all shaders perform lighting. Although it's pretty likely for isosurface shaders.
|
|
g_pParticleSystemMgr->Query()->SetUpLightingEnvironment( bbCenter );
|
|
|
|
// FIXME: Ugly hack to get particle system location to a special blob shader lighting proxy
|
|
pRenderContext->Bind( pMaterial, &bbCenter );
|
|
|
|
//CMeshBuilder meshBuilder;
|
|
//int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
|
|
|
|
tiler->beginFrame(Point3D(0.0f, 0.0f, 0.0f), (void*)&pRenderContext);
|
|
|
|
while(imp_particles_sa.size < nParticles)
|
|
{
|
|
imp_particles_sa.pushAutoSize(ImpParticle());
|
|
}
|
|
|
|
for( int i = 0; i < nParticles; i++ )
|
|
{
|
|
int hParticle = (--pSortList)->m_nIndex;
|
|
int nIndex = ( hParticle / 4 ) * xyz_stride;
|
|
int nOffset = hParticle & 0x3;
|
|
float x = SubFloat( xyz[nIndex], nOffset );
|
|
float y = SubFloat( xyz[nIndex+1], nOffset );
|
|
float z = SubFloat( xyz[nIndex+2], nOffset );
|
|
|
|
ImpParticle* imp_particle = &imp_particles_sa[i];
|
|
imp_particle->center[0]=x;
|
|
imp_particle->center[1]=y;
|
|
imp_particle->center[2]=z;
|
|
imp_particle->setFieldScale(1.0f);
|
|
//imp_particle->interpolants1.set(1.0f, 1.0f, 1.0f);
|
|
//imp_particle->interpolants1[3] = 0.0f; //m_flSurfaceV[i];
|
|
tiler->insertParticle(imp_particle);
|
|
}
|
|
|
|
|
|
tiler->drawSurface(); // NOTE: need to call drawSurfaceSorted for transparency
|
|
tiler->endFrame();
|
|
|
|
ImpTilerFactory::factory->returnTiler(tiler);
|
|
|
|
}
|
|
|
|
#endif //blobs
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Installs renderers
|
|
//-----------------------------------------------------------------------------
|
|
class C_OP_RenderScreenVelocityRotate : public CParticleRenderOperatorInstance
|
|
{
|
|
DECLARE_PARTICLE_OPERATOR( C_OP_RenderScreenVelocityRotate );
|
|
|
|
float m_flRotateRateDegrees;
|
|
float m_flForwardDegrees;
|
|
|
|
struct C_OP_RenderScreenVelocityRotateContext_t
|
|
{
|
|
CParticleVisibilityData m_VisibilityData;
|
|
int m_nQueryHandle;
|
|
};
|
|
|
|
size_t GetRequiredContextBytes( void ) const
|
|
{
|
|
return sizeof( C_OP_RenderScreenVelocityRotateContext_t );
|
|
}
|
|
|
|
virtual void InitializeContextData( CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
C_OP_RenderScreenVelocityRotateContext_t *pCtx = reinterpret_cast<C_OP_RenderScreenVelocityRotateContext_t *>( pContext );
|
|
if ( VisibilityInputs.m_nCPin >= 0 )
|
|
pCtx->m_VisibilityData.m_bUseVisibility = true;
|
|
else
|
|
pCtx->m_VisibilityData.m_bUseVisibility = false;
|
|
pCtx->m_VisibilityData.m_flCameraBias = VisibilityInputs.m_flCameraBias;
|
|
}
|
|
uint32 GetWrittenAttributes( void ) const
|
|
{
|
|
return PARTICLE_ATTRIBUTE_ROTATION_MASK;
|
|
}
|
|
|
|
uint32 GetReadAttributes( void ) const
|
|
{
|
|
return PARTICLE_ATTRIBUTE_XYZ_MASK | PARTICLE_ATTRIBUTE_PREV_XYZ_MASK | PARTICLE_ATTRIBUTE_ROTATION_MASK ;
|
|
}
|
|
|
|
virtual void Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const;
|
|
};
|
|
|
|
DEFINE_PARTICLE_OPERATOR( C_OP_RenderScreenVelocityRotate, "render_screen_velocity_rotate", OPERATOR_SINGLETON );
|
|
|
|
BEGIN_PARTICLE_RENDER_OPERATOR_UNPACK( C_OP_RenderScreenVelocityRotate )
|
|
DMXELEMENT_UNPACK_FIELD( "rotate_rate(dps)", "0.0f", float, m_flRotateRateDegrees )
|
|
DMXELEMENT_UNPACK_FIELD( "forward_angle", "-90.0f", float, m_flForwardDegrees )
|
|
END_PARTICLE_OPERATOR_UNPACK( C_OP_RenderScreenVelocityRotate )
|
|
|
|
|
|
void C_OP_RenderScreenVelocityRotate::Render( IMatRenderContext *pRenderContext, CParticleCollection *pParticles, void *pContext ) const
|
|
{
|
|
C_OP_RenderScreenVelocityRotateContext_t *pCtx = reinterpret_cast<C_OP_RenderScreenVelocityRotateContext_t *>( pContext );
|
|
if ( pCtx->m_VisibilityData.m_bUseVisibility )
|
|
{
|
|
SetupParticleVisibility( pParticles, &pCtx->m_VisibilityData, &VisibilityInputs, &pCtx->m_nQueryHandle );
|
|
}
|
|
|
|
|
|
|
|
// NOTE: This is interesting to support because at first we won't have all the various
|
|
// pixel-shader versions of SpriteCard, like modulate, twotexture, etc. etc.
|
|
VMatrix tempView;
|
|
|
|
// Store matrices off so we can restore them in RenderEnd().
|
|
pRenderContext->GetMatrix(MATERIAL_VIEW, &tempView);
|
|
|
|
int nParticles;
|
|
const ParticleRenderData_t *pSortList = pParticles->GetRenderList( pRenderContext, false, &nParticles, &pCtx->m_VisibilityData );
|
|
|
|
size_t xyz_stride;
|
|
const fltx4 *xyz = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_XYZ, &xyz_stride );
|
|
|
|
size_t prev_xyz_stride;
|
|
const fltx4 *prev_xyz = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_PREV_XYZ, &prev_xyz_stride );
|
|
|
|
size_t rot_stride;
|
|
// const fltx4 *pRot = pParticles->GetM128AttributePtr( PARTICLE_ATTRIBUTE_ROTATION, &rot_stride );
|
|
fltx4 *pRot = pParticles->GetM128AttributePtrForWrite( PARTICLE_ATTRIBUTE_ROTATION, &rot_stride );
|
|
|
|
float flForwardRadians = m_flForwardDegrees * ( M_PI / 180.0f );
|
|
//float flRotateRateRadians = m_flRotateRateDegrees * ( M_PI / 180.0f );
|
|
|
|
for( int i = 0; i < nParticles; i++ )
|
|
{
|
|
int hParticle = (--pSortList)->m_nIndex;
|
|
int nGroup = ( hParticle / 4 );
|
|
int nOffset = hParticle & 0x3;
|
|
|
|
int nXYZIndex = nGroup * xyz_stride;
|
|
Vector vecWorldPos( SubFloat( xyz[ nXYZIndex ], nOffset ), SubFloat( xyz[ nXYZIndex+1 ], nOffset ), SubFloat( xyz[ nXYZIndex+2 ], nOffset ) );
|
|
Vector vecViewPos;
|
|
Vector3DMultiplyPosition( tempView, vecWorldPos, vecViewPos );
|
|
|
|
if (!IsFinite(vecViewPos.x))
|
|
continue;
|
|
|
|
int nPrevXYZIndex = nGroup * prev_xyz_stride;
|
|
Vector vecPrevWorldPos( SubFloat( prev_xyz[ nPrevXYZIndex ], nOffset ), SubFloat( prev_xyz[ nPrevXYZIndex+1 ], nOffset ), SubFloat( prev_xyz[ nPrevXYZIndex+2 ], nOffset ) );
|
|
Vector vecPrevViewPos;
|
|
Vector3DMultiplyPosition( tempView, vecPrevWorldPos, vecPrevViewPos );
|
|
|
|
float rot = atan2( vecViewPos.y - vecPrevViewPos.y, vecViewPos.x - vecPrevViewPos.x ) + flForwardRadians;
|
|
SubFloat( pRot[ nGroup * rot_stride ], nOffset ) = rot;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Installs renderers
|
|
//-----------------------------------------------------------------------------
|
|
void AddBuiltInParticleRenderers( void )
|
|
{
|
|
#ifdef _DEBUG
|
|
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderPoints );
|
|
#endif
|
|
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderSprites );
|
|
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderSpritesTrail );
|
|
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderRope );
|
|
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderScreenVelocityRotate );
|
|
#ifdef USE_BLOBULATOR
|
|
REGISTER_PARTICLE_OPERATOR( FUNCTION_RENDERER, C_OP_RenderBlobs );
|
|
#endif // blobs
|
|
}
|
|
|
|
|
|
|
|
|