/* * 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 "cmdline/cmdline.h" #include "debugconsole/console.h" #include "globalincs/systemvars.h" #include "graphics/2d.h" #include "graphics/grbatch.h" #include "object/object.h" #include "particle/particle.h" #include "render/3d.h" #include "render/batching.h" #include "tracing/tracing.h" #include "tracing/Monitor.h" using namespace particle; namespace { int Num_particles = 0; static SCP_vector Particles; 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; static int Particles_enabled = 1; float get_current_alpha(vec3d* pos) { float dist; float alpha; const float inner_radius = 30.0f; const float magic_num = 2.75f; // 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 = 0.99999f / (inner_radius - magic_num); // above value times the # of meters away we are alpha *= (dist - magic_num); return (alpha < 0.05f) ? 0.0f : alpha; } return 0.99999f; } inline int get_percent(int count) { if (count == 0) return 0; // this should basically return a scale like: // 50, 75, 100, 125, 150, ... // based on value of 'count' (detail level) return (50 + (25 * (count - 1))); } } namespace particle { // Reset everything between levels void init() { // 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() { Particles.clear(); } void page_in() { 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"); int Num_particles_hwm = 0; // Creates a single particle. See the PARTICLE_?? defines for types. WeakParticlePtr create(particle_info* pinfo) { if (!Particles_enabled) { return WeakParticlePtr(); } ParticlePtr new_particle(new particle()); int fps = 1; new_particle->pos = pinfo->pos; new_particle->velocity = pinfo->vel; new_particle->age = 0.0f; new_particle->max_life = pinfo->lifetime; new_particle->radius = pinfo->rad; new_particle->type = pinfo->type; new_particle->optional_data = pinfo->optional_data; new_particle->attached_objnum = pinfo->attached_objnum; new_particle->attached_sig = pinfo->attached_sig; new_particle->reverse = pinfo->reverse; new_particle->particle_index = (int) Particles.size(); switch (pinfo->type) { case PARTICLE_BITMAP: case PARTICLE_BITMAP_PERSISTENT: { Assertion(bm_is_valid(pinfo->optional_data), "Invalid bitmap handle passed to particle create."); bm_get_info(pinfo->optional_data, NULL, NULL, NULL, &new_particle->nframes, &fps); if (new_particle->nframes > 1) { // Recalculate max life for ani's new_particle->max_life = i2fl(new_particle->nframes) / i2fl(fps); } break; } case PARTICLE_FIRE: { if (Anim_bitmap_id_fire < 0) { return WeakParticlePtr(); } new_particle->optional_data = Anim_bitmap_id_fire; new_particle->nframes = Anim_num_frames_fire; break; } case PARTICLE_SMOKE: { if (Anim_bitmap_id_smoke < 0) { return WeakParticlePtr(); } new_particle->optional_data = Anim_bitmap_id_smoke; new_particle->nframes = Anim_num_frames_smoke; break; } case PARTICLE_SMOKE2: { if (Anim_bitmap_id_smoke2 < 0) { return WeakParticlePtr(); } new_particle->optional_data = Anim_bitmap_id_smoke2; new_particle->nframes = Anim_num_frames_smoke2; break; } default: new_particle->nframes = 1; break; } Particles.push_back(new_particle); #ifndef NDEBUG if (Particles.size() > static_cast(Num_particles_hwm)) { Num_particles_hwm = static_cast(Particles.size()); nprintf(("Particles", "Num_particles high water mark = %i\n", Num_particles_hwm)); } #endif return WeakParticlePtr(Particles.back()); } WeakParticlePtr create(vec3d* pos, vec3d* vel, float lifetime, float rad, ParticleType type, int optional_data, object* objp, bool reverse) { particle_info pinfo; if ((type < 0) || (type >= NUM_PARTICLE_TYPES)) { Int3(); return WeakParticlePtr(); } // setup old data pinfo.pos = *pos; pinfo.vel = *vel; pinfo.lifetime = lifetime; pinfo.rad = rad; pinfo.type = type; pinfo.optional_data = optional_data; // setup new data if (objp == NULL) { pinfo.attached_objnum = -1; pinfo.attached_sig = -1; } else { pinfo.attached_objnum = static_cast(OBJ_INDEX(objp)); pinfo.attached_sig = objp->signature; } pinfo.reverse = reverse; // lower level function return create(&pinfo); } MONITOR(NumParticles) void move_all(float frametime) { TRACE_SCOPE(tracing::ParticlesMoveAll); MONITOR_INC(NumParticles, Num_particles); if (!Particles_enabled) return; if (Particles.empty()) return; for (auto p = Particles.begin(); p != Particles.end();) { ParticlePtr part = *p; if (part->age == 0.0f) { part->age = 0.00001f; } else { part->age += frametime; } bool remove_particle = false; // if its time expired, remove it if (part->age > part->max_life) { // 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) { // 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; } // move as a regular particle vm_vec_scale_add2(&part->pos, &part->velocity, frametime); // next particle ++p; } } // kill all active particles void kill_all() { // kill all active particles Num_particles = 0; Num_particles_hwm = 0; Particles.clear(); } MONITOR(NumParticlesRend) void render_all() { TRACE_SCOPE(tracing::ParticlesRenderAll); ubyte flags; float alpha; vertex pos; int framenum, cur_frame; bool render_batch = false; if (!Particles_enabled) return; MONITOR_INC(NumParticlesRend, Num_particles); if (Particles.empty()) return; for (SCP_vector::iterator p = Particles.begin(); p != Particles.end(); ++p) { ParticlePtr part = *p; // 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) { continue; } // calculate the alpha to draw at alpha = get_current_alpha(&p_pos); // if it's transparent then just skip it if (alpha <= 0.0f) { continue; } flags = g3_rotate_vertex(&pos, &p_pos); if (flags) { continue; } g3_transfer_vertex(&pos, &p_pos); // figure out which frame we should be using if (part->nframes > 1) { framenum = bm_get_anim_frame(part->optional_data, part->age, part->max_life); cur_frame = part->reverse ? (part->nframes - framenum - 1) : framenum; } else { cur_frame = 0; } if (part->type == PARTICLE_DEBUG) { gr_set_color(255, 0, 0); g3_draw_sphere_ez(&p_pos, part->radius); } else { framenum = part->optional_data; Assert( cur_frame < part->nframes ); batching_add_volume_bitmap(framenum + cur_frame, &pos, part->particle_index % 8, part->radius, alpha); render_batch = true; } } if (render_batch) { batching_render_all(); } } //============================================================================ //============== HIGH-LEVEL PARTICLE SYSTEM CREATION CODE ==================== //============================================================================ // Use a structure rather than pass a ton of parameters to particle_emit /* typedef struct particle_emitter { int num_low; // Lowest number of particles to create int num_high; // Highest number of particles to create vec3d pos; // Where the particles emit from vec3d vel; // Initial velocity of all the particles float lifetime; // How long the particles live vec3d normal; // What normal the particle emit arond float normal_variance; // How close they stick to that normal 0=good, 1=360 degree float min_vel; // How fast the slowest particle can move float max_vel; // How fast the fastest particle can move float min_rad; // Min radius float max_rad; // Max radius } particle_emitter; */ // Creates a bunch of particles. You pass a structure // rather than a bunch of parameters. void emit(particle_emitter* pe, ParticleType type, int optional_data, float range) { int i, n; if (!Particles_enabled) return; int n1, n2; // Account for detail int percent = get_percent(Detail.num_particles); //Particle rendering drops out too soon. Seems to be around 150 m. Is it detail level controllable? I'd like it to be 500-1000 float min_dist = 125.0f; float dist = vm_vec_dist_quick(&pe->pos, &Eye_position) / range; if (dist > min_dist) { percent = fl2i(i2fl(percent) * min_dist / dist); if (percent < 1) { return; } } //mprintf(( "Dist = %.1f, percent = %d%%\n", dist, percent )); n1 = (pe->num_low * percent) / 100; n2 = (pe->num_high * percent) / 100; // How many to emit? n = (rand() % (n2 - n1 + 1)) + n1; if (n < 1) return; for (i = 0; i < n; i++) { // Create a particle vec3d tmp_vel; vec3d normal; // What normal the particle emit arond float radius = ((pe->max_rad - pe->min_rad) * frand()) + pe->min_rad; float speed = ((pe->max_vel - pe->min_vel) * frand()) + pe->min_vel; float life = ((pe->max_life - pe->min_life) * frand()) + pe->min_life; normal.xyz.x = pe->normal.xyz.x + (frand() * 2.0f - 1.0f) * pe->normal_variance; normal.xyz.y = pe->normal.xyz.y + (frand() * 2.0f - 1.0f) * pe->normal_variance; normal.xyz.z = pe->normal.xyz.z + (frand() * 2.0f - 1.0f) * pe->normal_variance; vm_vec_normalize_safe(&normal); vm_vec_scale_add(&tmp_vel, &pe->vel, &normal, speed); create(&pe->pos, &tmp_vel, life, radius, type, optional_data); } } }