2012-05-29 13:31:11 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/ps_tail_dot.h"
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#include "nel/3d/ps_macro.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/particle_system.h"
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#include "nel/3d/texture_mem.h"
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#include "nel/misc/smart_ptr.h"
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#include <memory>
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2016-12-18 12:57:26 +00:00
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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2012-05-29 13:31:11 +00:00
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namespace NL3D
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{
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static NLMISC::CRGBA GradientB2W[] = {NLMISC::CRGBA(0, 0, 0, 0), NLMISC::CRGBA(255, 255, 255, 255) };
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/// private use : this create a gradient texture that goew from black to white
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static ITexture *CreateGradientTexture()
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{
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NL_PS_FUNC(CreateGradientTexture)
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2016-12-10 11:05:29 +00:00
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CUniquePtr<CTextureMem> tex(new CTextureMem((uint8 *) &GradientB2W,
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2012-05-29 13:31:11 +00:00
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sizeof(GradientB2W),
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false, /* dont delete */
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false, /* not a file */
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2, 1)
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);
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tex->setWrapS(ITexture::Clamp);
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tex->setShareName("#GradBW");
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return tex.release();
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}
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///////////////////////////////
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// CPSTailDot implementation //
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///////////////////////////////
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CPSTailDot::TVBMap CPSTailDot::_VBMap; // index / vertex buffers with no color
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CPSTailDot::TVBMap CPSTailDot::_FadedVBMap; // index / vertex buffers for constant color with fading
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CPSTailDot::TVBMap CPSTailDot::_ColoredVBMap; // index / vertex buffer + colors
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CPSTailDot::TVBMap CPSTailDot::_FadedColoredVBMap; // index / vertex buffer + faded colors
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//=======================================================
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CPSTailDot::CPSTailDot() : _ColorFading(false),
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_GlobalColor(false),
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_Lighted(false),
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_ForceLighted(false),
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_Touch(true)
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{
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NL_PS_FUNC(CPSTailDot_CPSTailDot)
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setInterpolationMode(Linear);
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setSegDuration(0.06f);
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if (CParticleSystem::getSerializeIdentifierFlag()) _Name = std::string("TailDot");
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}
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//=======================================================
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CPSTailDot::~CPSTailDot()
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{
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NL_PS_FUNC(CPSTailDot_CPSTailDotDtor)
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// delete _DyingRibbons;
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}
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//=======================================================
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void CPSTailDot::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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NL_PS_FUNC(CPSTailDot_serial)
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sint ver = f.serialVersion(3);
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if (ver == 1)
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{
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nlassert(f.isReading());
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/// we had CPSParticle::serial(f), but this is not the base class anymore, so we emulate this...
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/// version 2 : auto-lod saved
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sint ver2 = f.serialVersion(2);
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// here is CPSLocatedBindable::serial(f)
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sint ver3 = f.serialVersion(4);
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f.serialPtr(_Owner);
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if (ver3 > 1) f.serialEnum(_LOD);
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if (ver3 > 2) f.serial(_Name);
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if (ver3 > 3)
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{
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if (f.isReading())
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{
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uint32 id;
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f.serial(id);
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setExternID(id);
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}
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else
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{
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f.serial(_ExternID);
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}
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}
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if (ver2 >= 2)
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{
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bool bDisableAutoLOD;
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f.serial(bDisableAutoLOD);
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disableAutoLOD(bDisableAutoLOD);
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}
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uint32 tailNbSegs;
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bool colorFading;
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bool systemBasisEnabled;
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CPSColoredParticle::serialColorScheme(f);
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f.serial(tailNbSegs, colorFading, systemBasisEnabled);
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_ColorFading = colorFading;
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_NbSegs = tailNbSegs >> 1;
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if (_NbSegs < 2) _NbSegs = 2;
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setInterpolationMode(Linear);
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serialMaterial(f);
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nlassert(_Owner);
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resize(_Owner->getMaxSize());
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initDateVect();
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resetFromOwner();
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}
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if (ver >= 2)
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{
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CPSRibbonBase::serial(f);
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CPSColoredParticle::serialColorScheme(f);
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CPSMaterial::serialMaterial(f);
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bool colorFading = _ColorFading;
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f.serial(colorFading);
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_ColorFading = colorFading;
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if (ver >= 3)
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{
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uint32 tailNbSegs = _NbSegs;
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f.serial(tailNbSegs);
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}
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if (f.isReading())
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{
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setTailNbSeg(_NbSegs);
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touch();
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}
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}
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}
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//=======================================================
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void CPSTailDot::step(TPSProcessPass pass)
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{
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NL_PS_FUNC(CPSTailDot_step)
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if (pass == PSMotion)
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{
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if (!_Parametric)
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{
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updateGlobals();
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}
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}
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else
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if (
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(pass == PSBlendRender && hasTransparentFaces())
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|| (pass == PSSolidRender && hasOpaqueFaces())
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)
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{
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uint32 step;
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uint numToProcess;
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computeSrcStep(step, numToProcess);
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if (!numToProcess) return;
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/// update the material color
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CParticleSystem &ps = *(_Owner->getOwner());
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if (ps.getForceGlobalColorLightingFlag() || usesGlobalColorLighting())
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{
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_Mat.setColor(ps.getGlobalColorLighted());
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}
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else
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{
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_Mat.setColor(ps.getGlobalColor());
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}
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/** We support Auto-LOD for ribbons, although there is a built-in LOD (that change the geometry rather than the number of ribbons)
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* that gives better result (both can be used simultaneously)
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*/
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displayRibbons(numToProcess, step);
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}
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else
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if (pass == PSToolRender) // edition mode only
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{
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//showTool();
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}
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}
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//=======================================================
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void CPSTailDot::newElement(const CPSEmitterInfo &info)
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{
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NL_PS_FUNC(CPSTailDot_newElement)
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CPSRibbonBase::newElement(info);
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newColorElement(info);
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}
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//=======================================================
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void CPSTailDot::deleteElement(uint32 index)
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{
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NL_PS_FUNC(CPSTailDot_deleteElement)
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CPSRibbonBase::deleteElement(index);
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deleteColorElement(index);
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}
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//=======================================================
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void CPSTailDot::resize(uint32 size)
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{
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NL_PS_FUNC(CPSTailDot_resize)
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nlassert(size < (1 << 16));
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CPSRibbonBase::resize(size);
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resizeColor(size);
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}
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//=======================================================
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void CPSTailDot::updateMatAndVbForColor(void)
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{
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NL_PS_FUNC(CPSTailDot_updateMatAndVbForColor)
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touch();
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}
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//==========================================================================
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void CPSTailDot::displayRibbons(uint32 nbRibbons, uint32 srcStep)
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{
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// if (!FilterPS[8]) return;
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NL_PS_FUNC(CPSTailDot_displayRibbons)
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if (!nbRibbons) return;
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nlassert(_Owner);
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CPSRibbonBase::updateLOD();
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if (_UsedNbSegs < 2) return;
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const float date = _Owner->getOwner()->getSystemDate();
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uint8 *currVert;
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CVBnPB &VBnPB = getVBnPB(); // get the appropriate vb (built it if needed)
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CVertexBuffer &VB = VBnPB.VB;
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CIndexBuffer &PB = VBnPB.PB;
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const uint32 vertexSize = VB.getVertexSize();
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uint colorOffset=0;
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IDriver *drv = this->getDriver();
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#ifdef NL_DEBUG
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nlassert(drv);
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#endif
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drv->setupModelMatrix(getLocalToWorldTrailMatrix());
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_Owner->incrementNbDrawnParticles(nbRibbons); // for benchmark purpose
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const uint numRibbonBatch = getNumRibbonsInVB(); // number of ribons to process at once
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if (_UsedNbSegs == 0) return;
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////////////////////
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// Material setup //
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////////////////////
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CParticleSystem &ps = *(_Owner->getOwner());
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bool useGlobalColor = ps.getColorAttenuationScheme() != NULL || ps.isUserColorUsed();
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if (useGlobalColor != _GlobalColor)
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{
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_GlobalColor = useGlobalColor;
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touch();
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}
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if (usesGlobalColorLighting() != _Lighted)
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{
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_Lighted = usesGlobalColorLighting();
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touch();
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}
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if (ps.getForceGlobalColorLightingFlag() != _ForceLighted)
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{
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_ForceLighted = ps.getForceGlobalColorLightingFlag();
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touch();
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}
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updateMaterial();
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setupGlobalColor();
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//
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if (_ColorScheme)
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{
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colorOffset = VB.getColorOff();
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}
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/////////////////////
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// Compute ribbons //
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/////////////////////
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uint toProcess;
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uint ribbonIndex = 0; // index of the first ribbon in the batch being processed
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uint32 fpRibbonIndex = 0; // fixed point index in source
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if (_ColorScheme)
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{
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_ColorScheme->setColorType(drv->getVertexColorFormat());
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}
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do
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{
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toProcess = std::min((uint) (nbRibbons - ribbonIndex) /* = left to do */, numRibbonBatch);
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VB.setNumVertices((_UsedNbSegs + 1) * toProcess);
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{
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CVertexBufferReadWrite vba;
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VB.lock (vba);
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currVert = (uint8 *) vba.getVertexCoordPointer();
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/// compute colors
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if (_ColorScheme)
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{
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_ColorScheme->makeN(this->_Owner, ribbonIndex, currVert + colorOffset, vertexSize, toProcess, _UsedNbSegs + 1, srcStep);
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}
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uint k = toProcess;
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//////////////////////////////////////////////////////////////////////////////////////
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// interpolate and project points the result is directly setup in the vertex buffer //
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//////////////////////////////////////////////////////////////////////////////////////
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if (!_Parametric)
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{
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//////////////////////
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// INCREMENTAL CASE //
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//////////////////////
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do
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{
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// the parent class has a method to get the ribbons positions
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computeRibbon((uint) (fpRibbonIndex >> 16), (CVector *) currVert, vertexSize);
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currVert += vertexSize * (_UsedNbSegs + 1);
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fpRibbonIndex += srcStep;
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}
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while (--k);
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}
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else
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{
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//////////////////////
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// PARAMETRIC CASE //
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//////////////////////
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do
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{
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// we compute each pos thanks to the parametric curve
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_Owner->integrateSingle(date - _UsedSegDuration * (_UsedNbSegs + 1), _UsedSegDuration, _UsedNbSegs + 1, (uint) (fpRibbonIndex >> 16),
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(NLMISC::CVector *) currVert, vertexSize);
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currVert += vertexSize * (_UsedNbSegs + 1);
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fpRibbonIndex += srcStep;
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}
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while (--k);
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}
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}
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const uint numLine = _UsedNbSegs * toProcess;
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PB.setNumIndexes(2 * numLine);
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// display the result
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drv->activeIndexBuffer(PB);
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drv->activeVertexBuffer(VB);
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drv->renderLines (_Mat, 0, numLine);
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ribbonIndex += toProcess;
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}
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while (ribbonIndex != nbRibbons);
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}
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//==========================================================================
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bool CPSTailDot::hasTransparentFaces(void)
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{
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NL_PS_FUNC(CPSTailDot_hasTransparentFaces)
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return getBlendingMode() != CPSMaterial::alphaTest ;
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}
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//==========================================================================
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bool CPSTailDot::hasOpaqueFaces(void)
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{
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NL_PS_FUNC(CPSTailDot_hasOpaqueFaces)
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return !hasTransparentFaces();
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}
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//==========================================================================
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uint32 CPSTailDot::getNumWantedTris() const
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{
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NL_PS_FUNC(CPSTailDot_getNumWantedTris)
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nlassert(_Owner);
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//return _Owner->getMaxSize() * _NbSegs;
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return _Owner->getSize() * _NbSegs;
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}
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//==========================================================================
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CPSTailDot::CVBnPB &CPSTailDot::getVBnPB()
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{
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NL_PS_FUNC(CPSTailDot_getVBnPB)
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/// choose the right vb
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TVBMap &map = _ColorScheme ? (_ColorFading ? _FadedColoredVBMap : _ColoredVBMap) // per ribbon color
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: (_ColorFading ? _FadedVBMap : _VBMap); // global color
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TVBMap::iterator it = map.find(_UsedNbSegs + 1);
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if (it != map.end())
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{
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return it->second;
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}
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else // must create this vb, with few different size, it is still interseting, though they are only destroyed at exit
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{
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const uint numRibbonInVB = getNumRibbonsInVB();
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CVBnPB &VBnPB = map[_UsedNbSegs + 1]; // make an entry
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/// set the vb format & size
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/// In the case of a ribbon with color and fading, we encode the fading in a texture
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/// If the ribbon has fading, but only a global color, we encode it in the primary color
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CVertexBuffer &vb = VBnPB.VB;
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vb.setPreferredMemory(CVertexBuffer::AGPVolatile, true);
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vb.setVertexFormat(CVertexBuffer::PositionFlag
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|(_ColorScheme || _ColorFading ? CVertexBuffer::PrimaryColorFlag : 0)
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| (_ColorScheme && _ColorFading ? CVertexBuffer::TexCoord0Flag : 0));
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vb.setNumVertices((_UsedNbSegs + 1) * numRibbonInVB ); // 1 seg = 1 line + terminal vertices
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// set the primitive block size
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CIndexBuffer &pb = VBnPB.PB;
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pb.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
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pb.setNumIndexes(2 * _UsedNbSegs * numRibbonInVB);
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/// Setup the pb and vb parts. Not very fast but executed only once
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uint vbIndex = 0;
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uint pbIndex = 0;
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CIndexBufferReadWrite ibaWrite;
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pb.lock (ibaWrite);
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CVertexBufferReadWrite vba;
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vb.lock (vba);
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for (uint i = 0; i < numRibbonInVB; ++i)
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{
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for (uint k = 0; k < (_UsedNbSegs + 1); ++k)
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{
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if (_ColorScheme && _ColorFading)
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{
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vba.setTexCoord(vbIndex, 0, 0.5f - 0.5f * ((float) k / _UsedNbSegs), 0);
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}
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else if (_ColorFading)
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{
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|
uint8 intensity = (uint8) (255 * (1.f - ((float) k / _UsedNbSegs)));
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NLMISC::CRGBA col(intensity, intensity, intensity, intensity);
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|
vba.setColor(vbIndex, col);
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}
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|
/// add 1 line in the primitive block
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|
if (k != _UsedNbSegs)
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|
{
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|
ibaWrite.setLine(pbIndex, vbIndex, vbIndex + 1);
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|
pbIndex+=2;
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|
}
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|
++vbIndex;
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|
}
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|
}
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|
vb.setName("CPSTailDot");
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|
NL_SET_IB_NAME(pb, "CPSTailDot");
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|
|
return VBnPB;
|
|
|
|
}
|
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|
|
}
|
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|
|
|
|
|
|
//==========================================================================
|
|
|
|
uint CPSTailDot::getNumRibbonsInVB() const
|
|
|
|
{
|
|
|
|
NL_PS_FUNC(CPSTailDot_getNumRibbonsInVB)
|
|
|
|
/// approximation of the max number of vertices we want in a vb
|
|
|
|
const uint vertexInVB = 256;
|
|
|
|
return std::max(1u, (uint) (vertexInVB / (_UsedNbSegs + 1)));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
void CPSTailDot::updateMaterial()
|
|
|
|
{
|
|
|
|
NL_PS_FUNC(CPSTailDot_updateMaterial)
|
|
|
|
if (!_Touch) return;
|
|
|
|
|
|
|
|
static NLMISC::CRefPtr<ITexture> ptGradTexture;
|
|
|
|
|
|
|
|
CParticleSystem &ps = *(_Owner->getOwner());
|
|
|
|
if (_ColorScheme)
|
|
|
|
{ // PER RIBBON COLOR
|
|
|
|
if (ps.getForceGlobalColorLightingFlag() || usesGlobalColorLighting() || ps.getColorAttenuationScheme() || ps.isUserColorUsed())
|
|
|
|
{
|
|
|
|
if (_ColorFading) // global color + fading + per ribbon color
|
|
|
|
{
|
|
|
|
// the first stage is used to get fading * global color
|
|
|
|
// the second stage multiply the result by the diffuse colot
|
|
|
|
if (ptGradTexture == NULL) // have we got a gradient texture ?
|
|
|
|
{
|
|
|
|
ptGradTexture = CreateGradientTexture();
|
|
|
|
}
|
|
|
|
_Mat.setTexture(0, ptGradTexture);
|
|
|
|
CPSMaterial::forceTexturedMaterialStages(2); // use constant color 0 * diffuse, 1 stage needed
|
|
|
|
SetupModulatedStage(_Mat, 0, CMaterial::Texture, CMaterial::Constant);
|
|
|
|
SetupModulatedStage(_Mat, 1, CMaterial::Previous, CMaterial::Diffuse);
|
|
|
|
}
|
|
|
|
else // per ribbon color with global color
|
|
|
|
{
|
|
|
|
CPSMaterial::forceTexturedMaterialStages(1); // use constant color 0 * diffuse, 1 stage needed
|
|
|
|
SetupModulatedStage(_Mat, 0, CMaterial::Diffuse, CMaterial::Constant);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (_ColorFading) // per ribbon color, fading
|
|
|
|
{
|
|
|
|
if (ptGradTexture == NULL) // have we got a gradient texture ?
|
|
|
|
{
|
|
|
|
ptGradTexture = CreateGradientTexture();
|
|
|
|
}
|
|
|
|
_Mat.setTexture(0, ptGradTexture);
|
|
|
|
CPSMaterial::forceTexturedMaterialStages(1);
|
|
|
|
SetupModulatedStage(_Mat, 0, CMaterial::Texture, CMaterial::Diffuse);
|
|
|
|
}
|
|
|
|
else // per color ribbon with no fading, and no global color
|
|
|
|
{
|
|
|
|
CPSMaterial::forceTexturedMaterialStages(0); // no texture use constant diffuse only
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // GLOBAL COLOR
|
|
|
|
{
|
|
|
|
if (_ColorFading)
|
|
|
|
{
|
|
|
|
CPSMaterial::forceTexturedMaterialStages(1); // use constant color 0 * diffuse, 1 stage needed
|
|
|
|
SetupModulatedStage(_Mat, 0, CMaterial::Diffuse, CMaterial::Constant);
|
|
|
|
}
|
|
|
|
else // constant color
|
|
|
|
{
|
|
|
|
CPSMaterial::forceTexturedMaterialStages(0); // no texture use constant diffuse only
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
_Touch = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
void CPSTailDot::setupGlobalColor()
|
|
|
|
{
|
|
|
|
NL_PS_FUNC(CPSTailDot_setupGlobalColor)
|
|
|
|
/// setup the global color if it is used
|
|
|
|
CParticleSystem &ps = *(_Owner->getOwner());
|
|
|
|
if (_ColorScheme)
|
|
|
|
{
|
|
|
|
if (ps.getForceGlobalColorLightingFlag() || usesGlobalColorLighting())
|
|
|
|
{
|
|
|
|
_Mat.texConstantColor(0, ps.getGlobalColorLighted());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
_Mat.texConstantColor(0, ps.getGlobalColor());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // GLOBAL COLOR with / without fading
|
|
|
|
{
|
|
|
|
if (ps.getForceGlobalColorLightingFlag() || usesGlobalColorLighting())
|
|
|
|
{
|
|
|
|
NLMISC::CRGBA col;
|
|
|
|
col.modulateFromColor(ps.getGlobalColorLighted(), _Color);
|
|
|
|
if (_ColorFading)
|
|
|
|
{
|
|
|
|
_Mat.texConstantColor(0, col);
|
|
|
|
}
|
|
|
|
else // color attenuation, no fading :
|
|
|
|
{
|
|
|
|
_Mat.setColor(col);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if (ps.getColorAttenuationScheme() || ps.isUserColorUsed())
|
|
|
|
{
|
|
|
|
NLMISC::CRGBA col;
|
|
|
|
col.modulateFromColor(ps.getGlobalColor(), _Color);
|
|
|
|
if (_ColorFading)
|
|
|
|
{
|
|
|
|
_Mat.texConstantColor(0, col);
|
|
|
|
}
|
|
|
|
else // color attenuation, no fading :
|
|
|
|
{
|
|
|
|
_Mat.setColor(col);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (_ColorFading)
|
|
|
|
{
|
|
|
|
_Mat.texConstantColor(0, _Color);
|
|
|
|
}
|
|
|
|
else // constant color
|
|
|
|
{
|
|
|
|
_Mat.setColor(_Color);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|