Files
fs2open.github.com/code/particle/particle.cpp

594 lines
14 KiB
C++

/*
* 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 "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<ParticlePtr> Persistent_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 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 (The_mission.flags[Mission::Mission_Flags::Fullneb] && Neb_affects_particles)
alpha *= neb2_get_fog_visibility(pos,
Neb2_fog_visibility_particle_const + (rad * Neb2_fog_visibility_particle_scaled_factor));
return alpha;
}
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()
{
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;
}
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->type = info->type;
part->optional_data = info->optional_data;
part->attached_objnum = info->attached_objnum;
part->attached_sig = info->attached_sig;
part->reverse = info->reverse;
part->particle_index = (int) Persistent_particles.size();
part->looping = false;
part->length = info->length;
switch (info->type)
{
case PARTICLE_BITMAP:
case PARTICLE_BITMAP_PERSISTENT:
{
Assertion(bm_is_valid(info->optional_data), "Invalid bitmap handle passed to particle create.");
bm_get_info(info->optional_data, NULL, NULL, NULL, &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);
}
break;
}
case PARTICLE_FIRE:
{
if (Anim_bitmap_id_fire < 0)
{
return false;
}
part->optional_data = Anim_bitmap_id_fire;
part->nframes = Anim_num_frames_fire;
break;
}
case PARTICLE_SMOKE:
{
if (Anim_bitmap_id_smoke < 0)
{
return false;
}
part->optional_data = Anim_bitmap_id_smoke;
part->nframes = Anim_num_frames_smoke;
break;
}
case PARTICLE_SMOKE2:
{
if (Anim_bitmap_id_smoke2 < 0)
{
return false;
}
part->optional_data = Anim_bitmap_id_smoke2;
part->nframes = Anim_num_frames_smoke2;
break;
}
default:
part->nframes = 1;
break;
}
return true;
}
void create(particle_info* pinfo) {
particle part;
if (!init_particle(&part, pinfo)) {
return;
}
Particles.push_back(part);
}
// Creates a single particle. See the PARTICLE_?? defines for types.
WeakParticlePtr createPersistent(particle_info* pinfo)
{
ParticlePtr new_particle = std::make_shared<particle>();
if (!init_particle(new_particle.get(), pinfo)) {
return WeakParticlePtr();
}
Persistent_particles.push_back(new_particle);
return WeakParticlePtr(new_particle);
}
void create(vec3d* pos,
vec3d* vel,
float lifetime,
float rad,
ParticleType type,
int optional_data,
object* objp,
bool reverse) {
particle_info pinfo;
Assertion((type >= 0) && (type < NUM_PARTICLE_TYPES), "Invalid particle type %d specified!", type);
// 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 = 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;
}
// move as a regular particle
vm_vec_scale_add2(&part->pos, &part->velocity, 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->optional_data, part->age, part->max_life, part->looping);
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 );
if (part->length != 0.0f) {
vec3d p0 = part->pos;
vec3d p1;
vm_vec_copy_normalize(&p1, &part->velocity);
p1 *= part->length;
p1 += part->pos;
batching_add_laser(framenum + cur_frame, &p0, part->radius, &p1, part->radius);
}
else {
batching_add_volume_bitmap(framenum + cur_frame, &pos, part->particle_index % 8, part->radius, alpha);
}
return true;
}
return false;
}
void render_all()
{
GR_DEBUG_SCOPE("Render Particles");
TRACE_SCOPE(tracing::ParticlesRenderAll);
bool render_batch = false;
if (!Particles_enabled)
return;
if (Persistent_particles.empty() && Particles.empty())
return;
for (auto& part : Persistent_particles) {
if (render_particle(part.get())) {
render_batch = true;
}
}
for (auto& part : Particles) {
if (render_particle(&part)) {
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 = Random::next(n1, n2);
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);
}
}
}