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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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417 lines
13 KiB
C++
417 lines
13 KiB
C++
// 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_face.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/ps_iterator.h"
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#include "nel/3d/particle_system.h"
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#include "nel/misc/quat.h"
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namespace NL3D
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{
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using NLMISC::CQuat;
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////////////////////////////
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// CPSFace implementation //
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////////////////////////////
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/** Well, we could have put a method template in CPSFace, but some compilers
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* want the definition of the methods in the header, and some compilers
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* don't want friend with function template, so we use a static method template of a friend class instead,
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* which gives us the same result :)
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*/
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class CPSFaceHelper
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{
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public:
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template <class T, class U>
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static void drawFaces(T posIt, U indexIt, CPSFace &f, uint size, uint32 srcStep)
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{
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NL_PS_FUNC(CPSFaceHelper_drawFaces)
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PARTICLES_CHECK_MEM;
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nlassert(f._Owner);
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IDriver *driver = f.getDriver();
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CVertexBuffer &vb = f.getNeededVB(*driver);
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f.updateMatBeforeRendering(driver, vb);
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uint8 *currVertex;
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// number of left faces to draw, number of faces to process at once
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uint32 leftFaces = size, toProcess;
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f._Owner->incrementNbDrawnParticles(size); // for benchmark purpose
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f.setupDriverModelMatrix();
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float sizeBuf[CPSQuad::quadBufSize];
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float *ptSize;
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T endPosIt;
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// if constant size is used, the pointer points always the same float
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uint32 ptSizeIncrement = f._SizeScheme ? 1 : 0;
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if (f._ColorScheme)
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{
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f._ColorScheme->setColorType(driver->getVertexColorFormat());
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}
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if (f._PrecompBasis.size()) // do we use precomputed basis ?
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{
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do
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{
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{
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toProcess = leftFaces > (uint32) CPSQuad::quadBufSize ? (uint32) CPSQuad::quadBufSize : leftFaces;
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vb.setNumVertices(4 * toProcess);
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CVertexBufferReadWrite vba;
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vb.lock (vba);
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currVertex = (uint8 *) vba.getVertexCoordPointer() ;
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if (f._SizeScheme)
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{
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ptSize = (float *) (f._SizeScheme->make(f._Owner, size - leftFaces, sizeBuf, sizeof(float), toProcess, true, srcStep));
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}
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else
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{
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ptSize = &f._ParticleSize;
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}
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f.updateVbColNUVForRender(vb, size - leftFaces, toProcess, srcStep, *driver);
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const uint32 stride = vb.getVertexSize();
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endPosIt = posIt + toProcess;
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do
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{
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const CPlaneBasis &currBasis = f._PrecompBasis[*indexIt].Basis;
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CHECK_VERTEX_BUFFER(vb, currVertex);
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((CVector *) currVertex)->x = (*posIt).x + *ptSize * currBasis.X.x;
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((CVector *) currVertex)->y = (*posIt).y + *ptSize * currBasis.X.y;
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((CVector *) currVertex)->z = (*posIt).z + *ptSize * currBasis.X.z;
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currVertex += stride;
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CHECK_VERTEX_BUFFER(vb, currVertex);
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((CVector *) currVertex)->x = (*posIt).x + *ptSize * currBasis.Y.x;
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((CVector *) currVertex)->y = (*posIt).y + *ptSize * currBasis.Y.y;
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((CVector *) currVertex)->z = (*posIt).z + *ptSize * currBasis.Y.z;
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currVertex += stride;
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CHECK_VERTEX_BUFFER(vb, currVertex);
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((CVector *) currVertex)->x = (*posIt).x - *ptSize * currBasis.X.x;
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((CVector *) currVertex)->y = (*posIt).y - *ptSize * currBasis.X.y;
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((CVector *) currVertex)->z = (*posIt).z - *ptSize * currBasis.X.z;
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currVertex += stride;
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CHECK_VERTEX_BUFFER(vb, currVertex);
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((CVector *) currVertex)->x = (*posIt).x - *ptSize * currBasis.Y.x;
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((CVector *) currVertex)->y = (*posIt).y - *ptSize * currBasis.Y.y;
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((CVector *) currVertex)->z = (*posIt).z - *ptSize * currBasis.Y.z;
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currVertex += stride;
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ptSize += ptSizeIncrement;
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++indexIt;
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++posIt;
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}
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while (posIt != endPosIt);
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}
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driver->activeVertexBuffer(vb),
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driver->renderRawQuads(f._Mat, 0, toProcess);
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leftFaces -= toProcess;
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}
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while (leftFaces);
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}
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else
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{
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// must compute each particle basis at each time
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static CPlaneBasis planeBasis[CPSQuad::quadBufSize]; // buffer to compute each particle basis
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CPlaneBasis *currBasis;
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uint32 ptPlaneBasisIncrement = f._PlaneBasisScheme ? 1 : 0;
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const uint32 vSize = vb.getVertexSize();
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do
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{
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{
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toProcess = leftFaces > (uint32) CPSQuad::quadBufSize ? (uint32) CPSQuad::quadBufSize : leftFaces;
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vb.setNumVertices(4 * toProcess);
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CVertexBufferReadWrite vba;
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vb.lock (vba);
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currVertex = (uint8 *) vba.getVertexCoordPointer() ;
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if (f._SizeScheme)
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{
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ptSize = (float *) (f._SizeScheme->make(f._Owner, size - leftFaces, sizeBuf, sizeof(float), toProcess, true, srcStep));
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}
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else
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{
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ptSize = &f._ParticleSize;
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}
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if (f._PlaneBasisScheme)
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{
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currBasis = (CPlaneBasis *) (f._PlaneBasisScheme->make(f._Owner, size - leftFaces, planeBasis, sizeof(CPlaneBasis), toProcess, true, srcStep));
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}
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else
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{
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currBasis = &f._PlaneBasis;
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}
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f.updateVbColNUVForRender(vb, size - leftFaces, toProcess, srcStep, *driver);
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endPosIt = posIt + toProcess;
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do
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{
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// we use this instead of the + operator, because we avoid 4 constructor calls this way
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CHECK_VERTEX_BUFFER(vb, currVertex);
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((CVector *) currVertex)->x = (*posIt).x + *ptSize * currBasis->X.x;
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((CVector *) currVertex)->y = (*posIt).y + *ptSize * currBasis->X.y;
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((CVector *) currVertex)->z = (*posIt).z + *ptSize * currBasis->X.z;
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currVertex += vSize;
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CHECK_VERTEX_BUFFER(vb, currVertex);
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((CVector *) currVertex)->x = (*posIt).x + *ptSize * currBasis->Y.x;
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((CVector *) currVertex)->y = (*posIt).y + *ptSize * currBasis->Y.y;
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((CVector *) currVertex)->z = (*posIt).z + *ptSize * currBasis->Y.z;
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currVertex += vSize;
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CHECK_VERTEX_BUFFER(vb, currVertex);
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((CVector *) currVertex)->x = (*posIt).x - *ptSize * currBasis->X.x;
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((CVector *) currVertex)->y = (*posIt).y - *ptSize * currBasis->X.y;
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((CVector *) currVertex)->z = (*posIt).z - *ptSize * currBasis->X.z;
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currVertex += vSize;
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CHECK_VERTEX_BUFFER(vb, currVertex);
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((CVector *) currVertex)->x = (*posIt).x - *ptSize * currBasis->Y.x;
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((CVector *) currVertex)->y = (*posIt).y - *ptSize * currBasis->Y.y;
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((CVector *) currVertex)->z = (*posIt).z - *ptSize * currBasis->Y.z;
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currVertex += vSize;
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ptSize += ptSizeIncrement;
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++posIt;
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currBasis += ptPlaneBasisIncrement;
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}
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while (posIt != endPosIt);
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}
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driver->activeVertexBuffer(vb);
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driver->renderRawQuads(f._Mat, 0, toProcess);
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leftFaces -= toProcess;
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}
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while (leftFaces);
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}
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PARTICLES_CHECK_MEM;
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}
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};
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///======================================================================================
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CPSFace::CPSFace(CSmartPtr<ITexture> tex) : CPSQuad(tex)
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{
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NL_PS_FUNC(CPSFace_CPSFace)
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if (CParticleSystem::getSerializeIdentifierFlag()) _Name = std::string("Face");
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}
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///======================================================================================
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void CPSFace::step(TPSProcessPass pass)
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{
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// if (!FilterPS[1]) return;
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NL_PS_FUNC(CPSFace_step)
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if (pass == PSToolRender) // edition mode only
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{
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showTool();
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return;
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}
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else if (pass == PSMotion)
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{
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if (_PrecompBasis.size()) // do we use precomputed basis ?
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{
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// rotate all precomputed basis
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for (CPSVector< CPlaneBasisPair >::V::iterator it = _PrecompBasis.begin(); it != _PrecompBasis.end(); ++it)
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{
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// not optimized at all, but this will apply to very few elements anyway...
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CMatrix mat;
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mat.rotate(CQuat(it->Axis, CParticleSystem::EllapsedTime * it->AngularVelocity));
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CVector n = mat * it->Basis.getNormal();
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it->Basis = CPlaneBasis(n);
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}
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}
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return;
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}
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else // check this is the right pass
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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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{
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return;
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}
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if (!_Owner->getSize()) return;
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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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if (step == (1 << 16))
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{
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/// build index iterator
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CPSVector<uint32>::V::const_iterator indexIt = _IndexInPrecompBasis.begin();
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/// draw the faces
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CPSFaceHelper::drawFaces(_Owner->getPos().begin(),
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indexIt,
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*this,
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numToProcess,
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step
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);
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}
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else
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{
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/// build index iterator
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CAdvance1616Iterator<CPSVector<uint32>::V::const_iterator, const uint32>
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indexIt(_IndexInPrecompBasis.begin(), 0, step);
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CPSFaceHelper::drawFaces(TIteratorVectStep1616(_Owner->getPos().begin(), 0, step),
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indexIt,
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*this,
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numToProcess,
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step
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);
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}
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}
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///======================================================================================
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void CPSFace::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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NL_PS_FUNC(CPSFace_IStream )
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f.serialVersion(1);
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CPSQuad::serial(f);
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CPSRotated3DPlaneParticle::serialPlaneBasisScheme(f);
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if (f.isReading())
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{
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uint32 nbConfigurations;
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f.serial(nbConfigurations);
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if (nbConfigurations)
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{
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f.serial(_MinAngularVelocity, _MaxAngularVelocity);
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}
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hintRotateTheSame(nbConfigurations, _MinAngularVelocity, _MaxAngularVelocity);
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init();
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}
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else
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{
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uint32 nbConfigurations = (uint32)_PrecompBasis.size();
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f.serial(nbConfigurations);
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if (nbConfigurations)
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{
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f.serial(_MinAngularVelocity, _MaxAngularVelocity);
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}
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}
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}
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///======================================================================================
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/// this produce a random unit vector
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static CVector MakeRandomUnitVect(void)
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{
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NL_PS_FUNC(MakeRandomUnitVect)
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CVector v((float) ((rand() % 20000) - 10000)
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,(float) ((rand() % 20000) - 10000)
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,(float) ((rand() % 20000) - 10000)
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);
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v.normalize();
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return v;
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}
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///======================================================================================
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void CPSFace::hintRotateTheSame(uint32 nbConfiguration
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, float minAngularVelocity
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, float maxAngularVelocity
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)
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{
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NL_PS_FUNC(CPSFace_hintRotateTheSame)
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_MinAngularVelocity = minAngularVelocity;
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_MaxAngularVelocity = maxAngularVelocity;
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_PrecompBasis.resize(nbConfiguration);
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if (nbConfiguration)
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{
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// each precomp basis is created randomly;
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for (uint k = 0; k < nbConfiguration; ++k)
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{
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CVector v = MakeRandomUnitVect();
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_PrecompBasis[k].Basis = CPlaneBasis(v);
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_PrecompBasis[k].Axis = MakeRandomUnitVect();
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_PrecompBasis[k].AngularVelocity = minAngularVelocity
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+ (rand() % 20000) / 20000.f * (maxAngularVelocity - minAngularVelocity);
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}
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// we need to do this because nbConfs may have changed
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fillIndexesInPrecompBasis();
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}
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}
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///======================================================================================
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void CPSFace::fillIndexesInPrecompBasis(void)
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{
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NL_PS_FUNC(CPSFace_fillIndexesInPrecompBasis)
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const uint32 nbConf = (uint32)_PrecompBasis.size();
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if (_Owner)
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{
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_IndexInPrecompBasis.resize( _Owner->getMaxSize() );
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}
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for (CPSVector<uint32>::V::iterator it = _IndexInPrecompBasis.begin(); it != _IndexInPrecompBasis.end(); ++it)
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{
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*it = rand() % nbConf;
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}
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}
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///======================================================================================
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void CPSFace::newElement(const CPSEmitterInfo &info)
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{
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NL_PS_FUNC(CPSFace_newElement)
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CPSQuad::newElement(info);
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newPlaneBasisElement(info);
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const uint32 nbConf = (uint32)_PrecompBasis.size();
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if (nbConf) // do we use precomputed basis ?
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{
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_IndexInPrecompBasis[_Owner->getNewElementIndex()] = rand() % nbConf;
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}
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}
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///======================================================================================
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void CPSFace::deleteElement(uint32 index)
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{
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NL_PS_FUNC(CPSFace_deleteElement)
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CPSQuad::deleteElement(index);
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deletePlaneBasisElement(index);
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if (_PrecompBasis.size()) // do we use precomputed basis ?
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{
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// replace ourself by the last element...
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_IndexInPrecompBasis[index] = _IndexInPrecompBasis[_Owner->getSize() - 1];
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}
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}
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///======================================================================================
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void CPSFace::resize(uint32 size)
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{
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NL_PS_FUNC(CPSFace_resize)
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nlassert(size < (1 << 16));
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resizePlaneBasis(size);
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if (_PrecompBasis.size()) // do we use precomputed basis ?
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{
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_IndexInPrecompBasis.resize(size);
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}
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CPSQuad::resize(size);
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}
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} // NL3D
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