/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include "bmpman/bmpman.h" #include "particle/particle.h" #include "particle/ParticleManager.h" #include "debugconsole/console.h" #include "globalincs/systemvars.h" #include "graphics/2d.h" #include "math/curve.h" #include "render/3d.h" #include "render/batching.h" #include "tracing/tracing.h" #include "tracing/Monitor.h" #include "utils/Random.h" #include "nebula/neb.h" #include "mission/missionparse.h" #include "mod_table/mod_table.h" using namespace particle; namespace { SCP_vector<::particle::particle> Particles; SCP_vector Persistent_particles; static int Particles_enabled = 1; float get_current_alpha(vec3d* pos, float rad) { float dist; float alpha = 0.99999f; const float inner_radius = MIN(30.0f, rad); const float magic_num = MIN(2.75f, rad / 10.0f); // determine what alpha to draw this bitmap with // higher alpha the closer the bitmap gets to the eye dist = vm_vec_dist_quick(&Eye_position, pos); // if the point is inside the inner radius, alpha is based on distance to the player's eye, // becoming more transparent as it gets close if (dist <= inner_radius) { // alpha per meter between the magic # and the inner radius alpha /= (inner_radius - magic_num); // above value times the # of meters away we are alpha *= (dist - magic_num); if (alpha < 0.05f) return 0.0f; } if (Neb_affects_particles) nebula_handle_alpha(alpha, pos, Neb2_fog_visibility_particle_const + (rad * Neb2_fog_visibility_particle_scaled_factor)); return alpha; } } namespace particle { int Anim_bitmap_id_fire = -1; int Anim_num_frames_fire = -1; int Anim_bitmap_id_smoke = -1; int Anim_num_frames_smoke = -1; int Anim_bitmap_id_smoke2 = -1; int Anim_num_frames_smoke2 = -1; // Reset everything between levels void init() { if (Is_standalone) { Particles_enabled = 0; return; } // FIRE!!! if (Anim_bitmap_id_fire == -1) { Anim_bitmap_id_fire = bm_load_animation("particleexp01", &Anim_num_frames_fire, nullptr, NULL, 0); } // Cough, cough if (Anim_bitmap_id_smoke == -1) { Anim_bitmap_id_smoke = bm_load_animation("particlesmoke01", &Anim_num_frames_smoke, nullptr, NULL, 0); } // wheeze if (Anim_bitmap_id_smoke2 == -1) { Anim_bitmap_id_smoke2 = bm_load_animation("particlesmoke02", &Anim_num_frames_smoke2, nullptr, NULL, 0); } } // only call from game_shutdown()!!! void close() { Persistent_particles.clear(); Particles.clear(); } void page_in() { if (!Particles_enabled) { return; } bm_page_in_texture(Anim_bitmap_id_fire); bm_page_in_texture(Anim_bitmap_id_smoke); bm_page_in_texture(Anim_bitmap_id_smoke2); ParticleManager::get()->pageIn(); } DCF_BOOL2(particles, Particles_enabled, "Turns particles on/off", "Usage: particles [bool]\nTurns particle system on/off. If nothing passed, then toggles it.\n"); bool init_particle(particle* part, particle_info* info) { if (!Particles_enabled) { return false; } vec3d world_pos = info->pos; if (info->attached_objnum >= 0) { vm_vec_unrotate(&world_pos, &world_pos, &Objects[info->attached_objnum].orient); world_pos += Objects[info->attached_objnum].pos; } // treat particles on lower detail levels as 'further away' for the purposes of culling float adjusted_dist = vm_vec_dist(&Eye_position, &world_pos) * powf(2.5f, (float)(static_cast(DefaultDetailPreset::Num_detail_presets) - Detail.num_particles)); // treat bigger particles as 'closer' adjusted_dist /= info->rad; float cull_start_dist = 1000.f; if (adjusted_dist > cull_start_dist) { if (frand() > 1.0f / (log2(adjusted_dist / cull_start_dist) + 1.0f)) return false; } int fps = 1; part->pos = info->pos; part->velocity = info->vel; part->age = 0.0f; part->max_life = info->lifetime; part->radius = info->rad; part->bitmap = info->bitmap; part->attached_objnum = info->attached_objnum; part->attached_sig = info->attached_sig; part->reverse = info->reverse; part->looping = false; part->length = info->length; part->angle = frand_range(0.0f, PI2); part->use_angle = info->use_angle; part->size_lifetime_curve = info->size_lifetime_curve; part->vel_lifetime_curve = info->vel_lifetime_curve; if (info->nframes < 0) { Assertion(bm_is_valid(info->bitmap), "Invalid bitmap handle passed to particle create."); bm_get_info(info->bitmap, nullptr, nullptr, nullptr, &part->nframes, &fps); if (part->nframes > 1 && info->lifetime_from_animation) { // Recalculate max life for ani's part->max_life = i2fl(part->nframes) / i2fl(fps); } } else { if (part->bitmap < 0) return false; part->nframes = info->nframes; } return true; } void create(particle_info* pinfo) { particle part; if (!init_particle(&part, pinfo)) { return; } Particles.push_back(std::move(part)); } // Creates a single particle. See the PARTICLE_?? defines for types. WeakParticlePtr createPersistent(particle_info* pinfo) { ParticlePtr new_particle = std::make_shared(); if (!init_particle(new_particle.get(), pinfo)) { return WeakParticlePtr(); } Persistent_particles.push_back(new_particle); return WeakParticlePtr(new_particle); } void create(const vec3d* pos, const vec3d* vel, float lifetime, float rad, int bitmap, const object* objp, bool reverse) { particle_info pinfo; // setup old data pinfo.pos = *pos; pinfo.vel = *vel; pinfo.lifetime = lifetime; pinfo.rad = rad; pinfo.bitmap = bitmap; pinfo.nframes = -1; // setup new data if (objp == NULL) { pinfo.attached_objnum = -1; pinfo.attached_sig = -1; } else { pinfo.attached_objnum = OBJ_INDEX(objp); pinfo.attached_sig = objp->signature; } pinfo.reverse = reverse; // lower level function create(&pinfo); } /** * @brief Moves a single particle * @param frametime The length of the current frame * @param part The particle to process for movement * @return @c true if the particle has expired and should be removed, @c false otherwise */ static bool move_particle(float frametime, particle* part) { if (part->age == 0.0f) { part->age = 0.00001f; } else { part->age += frametime; } bool remove_particle = false; // if its time expired, remove it. If the particle is looping then it will never be removed due to age if (part->age > part->max_life && !part->looping) { // special case, if max_life is 0 then we want it to render at least once if ((part->age > frametime) || (part->max_life > 0.0f)) { remove_particle = true; } } // if the particle is attached to an object which has become invalid, kill it if (part->attached_objnum >= 0) { // if the signature has changed, or it's bogus, kill it if ((part->attached_objnum >= MAX_OBJECTS) || (part->attached_sig != Objects[part->attached_objnum].signature)) { remove_particle = true; } } if (remove_particle) { return true; } float vel_scalar = 1.0f; if (part->vel_lifetime_curve >= 0) { vel_scalar = Curves[part->vel_lifetime_curve].GetValue(part->age / part->max_life); } // move as a regular particle part->pos += (part->velocity * vel_scalar) * frametime; return false; } void move_all(float frametime) { TRACE_SCOPE(tracing::ParticlesMoveAll); if (!Particles_enabled) return; if (Persistent_particles.empty() && Particles.empty()) return; for (auto p = Persistent_particles.begin(); p != Persistent_particles.end();) { ParticlePtr part = *p; if (move_particle(frametime, part.get())) { // if we're sitting on the very last particle, popping-back will invalidate the iterator! if (p + 1 == Persistent_particles.end()) { Persistent_particles.pop_back(); break; } *p = Persistent_particles.back(); Persistent_particles.pop_back(); continue; } // next particle ++p; } for (auto p = Particles.begin(); p != Particles.end();) { if (move_particle(frametime, &(*p))) { // if we're sitting on the very last particle, popping-back will invalidate the iterator! if (p + 1 == Particles.end()) { Particles.pop_back(); break; } *p = Particles.back(); Particles.pop_back(); continue; } // next particle ++p; } } // kill all active particles void kill_all() { // kill all active particles Particles.clear(); Persistent_particles.clear(); } /** * @brief Renders a single particle * @param part The particle to render * @return @c true if the particle has been added to the rendering batch, @c false otherwise */ static bool render_particle(particle* part) { // skip back-facing particles (ripped from fullneb code) // Wanderer - add support for attached particles vec3d p_pos; if (part->attached_objnum >= 0) { vm_vec_unrotate(&p_pos, &part->pos, &Objects[part->attached_objnum].orient); vm_vec_add2(&p_pos, &Objects[part->attached_objnum].pos); } else { p_pos = part->pos; } if (vm_vec_dot_to_point(&Eye_matrix.vec.fvec, &Eye_position, &p_pos) <= 0.0f) { return false; } // calculate the alpha to draw at auto alpha = get_current_alpha(&p_pos, part->radius); // if it's transparent then just skip it if (alpha <= 0.0f) { return false; } vertex pos; auto flags = g3_rotate_vertex(&pos, &p_pos); if (flags) { return false; } g3_transfer_vertex(&pos, &p_pos); // figure out which frame we should be using int framenum; int cur_frame; if (part->nframes > 1) { framenum = bm_get_anim_frame(part->bitmap, part->age, part->max_life, part->looping); cur_frame = part->reverse ? (part->nframes - framenum - 1) : framenum; } else { cur_frame = 0; } framenum = part->bitmap; Assert( cur_frame < part->nframes ); float radius = part->radius; if (part->size_lifetime_curve >= 0) { radius *= Curves[part->size_lifetime_curve].GetValue(part->age / part->max_life); } if (part->length != 0.0f) { vec3d p0 = part->pos; vec3d p1; vm_vec_copy_normalize_safe(&p1, &part->velocity); p1 *= part->length; p1 += part->pos; batching_add_laser(framenum + cur_frame, &p0, radius, &p1, radius); } else { // it will subtract Physics_viewer_bank, so without the flag we counter that and make it screen-aligned again batching_add_volume_bitmap_rotated(framenum + cur_frame, &pos, part->use_angle ? part->angle : Physics_viewer_bank, radius, alpha); } return true; } void render_all() { GR_DEBUG_SCOPE("Render Particles"); TRACE_SCOPE(tracing::ParticlesRenderAll); if (!Particles_enabled) return; if (Persistent_particles.empty() && Particles.empty()) return; for (auto& part : Persistent_particles) { render_particle(part.get()); } for (auto& part : Particles) { render_particle(&part); } } }