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https://github.com/scp-fs2open/fs2open.github.com.git
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* Make particles aware of the effect that spawned them * Allow modular curves to call global functions from submember inputs * Add more in and outputs for particle lifetime curves * Allow post-curve velocity as a curve input * fix warning and incorrect assig * Disable CheckTriviallyCopyableMove * Clang Tidy
417 lines
11 KiB
C++
417 lines
11 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "bmpman/bmpman.h"
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#include "particle/particle.h"
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#include "particle/ParticleManager.h"
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#include "debugconsole/console.h"
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#include "globalincs/systemvars.h"
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#include "graphics/2d.h"
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#include "math/curve.h"
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#include "render/3d.h"
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#include "render/batching.h"
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#include "tracing/tracing.h"
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#include "tracing/Monitor.h"
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#include "utils/Random.h"
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#include "nebula/neb.h"
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#include "mission/missionparse.h"
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#include "mod_table/mod_table.h"
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using namespace particle;
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namespace
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{
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SCP_vector<::particle::particle> Particles;
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SCP_vector<ParticlePtr> Persistent_particles;
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static int Particles_enabled = 1;
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float get_current_alpha(vec3d* pos, float rad)
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{
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float dist;
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float alpha = 0.99999f;
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const float inner_radius = MIN(30.0f, rad);
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const float magic_num = MIN(2.75f, rad / 10.0f);
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// determine what alpha to draw this bitmap with
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// higher alpha the closer the bitmap gets to the eye
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dist = vm_vec_dist_quick(&Eye_position, pos);
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// if the point is inside the inner radius, alpha is based on distance to the player's eye,
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// becoming more transparent as it gets close
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if (dist <= inner_radius)
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{
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// alpha per meter between the magic # and the inner radius
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alpha /= (inner_radius - magic_num);
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// above value times the # of meters away we are
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alpha *= (dist - magic_num);
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if (alpha < 0.05f)
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return 0.0f;
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}
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if (Neb_affects_particles)
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nebula_handle_alpha(alpha, pos,
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Neb2_fog_visibility_particle_const + (rad * Neb2_fog_visibility_particle_scaled_factor));
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return alpha;
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}
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}
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namespace particle
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{
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int Anim_bitmap_id_fire = -1;
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int Anim_num_frames_fire = -1;
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int Anim_bitmap_id_smoke = -1;
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int Anim_num_frames_smoke = -1;
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int Anim_bitmap_id_smoke2 = -1;
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int Anim_num_frames_smoke2 = -1;
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// Reset everything between levels
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void init()
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{
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if (Is_standalone)
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{
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Particles_enabled = 0;
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return;
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}
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// FIRE!!!
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if (Anim_bitmap_id_fire == -1)
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{
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Anim_bitmap_id_fire = bm_load_animation("particleexp01", &Anim_num_frames_fire, nullptr, NULL, 0);
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}
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// Cough, cough
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if (Anim_bitmap_id_smoke == -1)
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{
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Anim_bitmap_id_smoke = bm_load_animation("particlesmoke01", &Anim_num_frames_smoke, nullptr, NULL, 0);
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}
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// wheeze
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if (Anim_bitmap_id_smoke2 == -1)
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{
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Anim_bitmap_id_smoke2 = bm_load_animation("particlesmoke02", &Anim_num_frames_smoke2, nullptr, NULL, 0);
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}
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}
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const ParticleEffect& ParticleSubeffectHandle::getParticleEffect() const {
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//TODO possibly cache this!
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return ParticleManager::get()->getEffect(handle)[subeffect];
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}
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// only call from game_shutdown()!!!
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void close()
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{
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Persistent_particles.clear();
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Particles.clear();
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}
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size_t get_particle_count() {
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return Particles.size() + Persistent_particles.size();
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}
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void page_in()
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{
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if (!Particles_enabled)
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{
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return;
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}
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bm_page_in_texture(Anim_bitmap_id_fire);
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bm_page_in_texture(Anim_bitmap_id_smoke);
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bm_page_in_texture(Anim_bitmap_id_smoke2);
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ParticleManager::get()->pageIn();
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}
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DCF_BOOL2(particles, Particles_enabled, "Turns particles on/off",
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"Usage: particles [bool]\nTurns particle system on/off. If nothing passed, then toggles it.\n");
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static bool maybe_cull_particle(const particle& new_particle) {
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if (!Particles_enabled)
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{
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return true;
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}
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vec3d world_pos = new_particle.pos;
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if (new_particle.attached_objnum >= 0) {
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vm_vec_unrotate(&world_pos, &world_pos, &Objects[new_particle.attached_objnum].orient);
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world_pos += Objects[new_particle.attached_objnum].pos;
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}
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// treat particles on lower detail levels as 'further away' for the purposes of culling
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float adjusted_dist = vm_vec_dist(&Eye_position, &world_pos) * powf(2.5f, (float)(static_cast<int>(DefaultDetailPreset::Num_detail_presets) - Detail.num_particles));
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// treat bigger particles as 'closer'
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adjusted_dist /= new_particle.radius;
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float cull_start_dist = 1000.f;
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if (adjusted_dist > cull_start_dist) {
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if (frand() > 1.0f / (log2(adjusted_dist / cull_start_dist) + 1.0f))
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return true;
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}
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if (new_particle.nframes >= 0 && new_particle.bitmap < 0)
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return true;
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return false;
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}
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void create(particle&& new_particle) {
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if (maybe_cull_particle(new_particle))
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return;
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Particles.push_back(new_particle);
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}
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// Creates a single particle. See the PARTICLE_?? defines for types.
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WeakParticlePtr createPersistent(particle&& new_particle)
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{
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if (maybe_cull_particle(new_particle))
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return {};
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ParticlePtr new_particle_ptr = std::make_shared<particle>(new_particle);
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Persistent_particles.push_back(new_particle_ptr);
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return {new_particle_ptr};
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}
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/**
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* @brief Moves a single particle
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* @param frametime The length of the current frame
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* @param part The particle to process for movement
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* @return @c true if the particle has expired and should be removed, @c false otherwise
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*/
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static bool move_particle(float frametime, particle* part) {
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if (part->age == 0.0f)
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{
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part->age = 0.00001f;
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}
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else
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{
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part->age += frametime;
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}
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bool remove_particle = false;
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// if its time expired, remove it. If the particle is looping then it will never be removed due to age
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if (part->age > part->max_life && !part->looping)
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{
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// special case, if max_life is 0 then we want it to render at least once
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if ((part->age > frametime) || (part->max_life > 0.0f))
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{
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remove_particle = true;
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}
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}
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// if the particle is attached to an object which has become invalid, kill it
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if (part->attached_objnum >= 0)
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{
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// if the signature has changed, or it's bogus, kill it
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if ((part->attached_objnum >= MAX_OBJECTS) ||
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(part->attached_sig != Objects[part->attached_objnum].signature))
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{
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remove_particle = true;
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}
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}
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if (remove_particle)
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{
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return true;
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}
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const auto& source_effect = part->parent_effect.getParticleEffect();
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float vel_scalar = source_effect.m_lifetime_curves.get_output(ParticleEffect::ParticleLifetimeCurvesOutput::VELOCITY_MULT, std::forward_as_tuple(*part, vm_vec_mag_quick(&part->velocity)) );
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// move as a regular particle
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part->pos += (part->velocity * vel_scalar) * frametime;
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return false;
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}
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void move_all(float frametime)
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{
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TRACE_SCOPE(tracing::ParticlesMoveAll);
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if (!Particles_enabled)
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return;
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if (Persistent_particles.empty() && Particles.empty())
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return;
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for (auto p = Persistent_particles.begin(); p != Persistent_particles.end();)
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{
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ParticlePtr part = *p;
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if (move_particle(frametime, part.get()))
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{
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// if we're sitting on the very last particle, popping-back will invalidate the iterator!
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if (p + 1 == Persistent_particles.end())
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{
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Persistent_particles.pop_back();
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break;
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}
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*p = Persistent_particles.back();
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Persistent_particles.pop_back();
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continue;
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}
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// next particle
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++p;
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}
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for (auto p = Particles.begin(); p != Particles.end();)
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{
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if (move_particle(frametime, &(*p)))
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{
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// if we're sitting on the very last particle, popping-back will invalidate the iterator!
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if (p + 1 == Particles.end())
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{
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Particles.pop_back();
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break;
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}
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*p = Particles.back();
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Particles.pop_back();
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continue;
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}
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// next particle
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++p;
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}
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}
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// kill all active particles
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void kill_all()
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{
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// kill all active particles
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Particles.clear();
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Persistent_particles.clear();
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}
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/**
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* @brief Renders a single particle
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* @param part The particle to render
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* @return @c true if the particle has been added to the rendering batch, @c false otherwise
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*/
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static bool render_particle(particle* part) {
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// skip back-facing particles (ripped from fullneb code)
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// Wanderer - add support for attached particles
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vec3d p_pos;
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if (part->attached_objnum >= 0)
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{
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vm_vec_unrotate(&p_pos, &part->pos, &Objects[part->attached_objnum].orient);
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vm_vec_add2(&p_pos, &Objects[part->attached_objnum].pos);
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}
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else
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{
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p_pos = part->pos;
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}
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if (vm_vec_dot_to_point(&Eye_matrix.vec.fvec, &Eye_position, &p_pos) <= 0.0f)
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{
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return false;
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}
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// calculate the alpha to draw at
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auto alpha = get_current_alpha(&p_pos, part->radius);
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// if it's transparent then just skip it
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if (alpha <= 0.0f)
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{
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return false;
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}
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vertex pos;
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auto flags = g3_rotate_vertex(&pos, &p_pos);
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if (flags)
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{
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return false;
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}
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g3_transfer_vertex(&pos, &p_pos);
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const auto& source_effect = part->parent_effect.getParticleEffect();
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//For anything apart from the velocity curve, "Post-Curves Velocity" is well defined. This is needed to facilitate complex but common particle scaling and appearance curves.
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const auto& curve_input = std::forward_as_tuple(*part,
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vm_vec_mag_quick(&part->velocity) * source_effect.m_lifetime_curves.get_output(ParticleEffect::ParticleLifetimeCurvesOutput::ANIM_STATE, std::forward_as_tuple(*part, vm_vec_mag_quick(&part->velocity))));
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// figure out which frame we should be using
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int framenum;
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int cur_frame;
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if (part->nframes > 1) {
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if (source_effect.m_lifetime_curves.has_curve(ParticleEffect::ParticleLifetimeCurvesOutput::ANIM_STATE)) {
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cur_frame = fl2i(i2fl(part->nframes - 1) * source_effect.m_lifetime_curves.get_output(ParticleEffect::ParticleLifetimeCurvesOutput::ANIM_STATE, curve_input));
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}
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else {
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framenum = bm_get_anim_frame(part->bitmap, part->age, part->max_life, part->looping);
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cur_frame = part->reverse ? (part->nframes - framenum - 1) : framenum;
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}
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}
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else
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{
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cur_frame = 0;
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}
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framenum = part->bitmap;
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Assert( cur_frame < part->nframes );
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float radius = part->radius * source_effect.m_lifetime_curves.get_output(ParticleEffect::ParticleLifetimeCurvesOutput::VELOCITY_MULT, curve_input);
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if (part->length != 0.0f) {
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vec3d p0 = p_pos;
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vec3d p1;
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vm_vec_copy_normalize_safe(&p1, &part->velocity);
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if (part->attached_objnum >= 0) {
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vm_vec_unrotate(&p1, &p1, &Objects[part->attached_objnum].orient);
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}
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p1 *= part->length * source_effect.m_lifetime_curves.get_output(ParticleEffect::ParticleLifetimeCurvesOutput::LENGTH_MULT, curve_input);
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p1 += p_pos;
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batching_add_laser(framenum + cur_frame, &p0, radius, &p1, radius);
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}
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else {
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// it will subtract Physics_viewer_bank, so without the flag we counter that and make it screen-aligned again
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batching_add_volume_bitmap_rotated(framenum + cur_frame, &pos, part->use_angle ? part->angle : Physics_viewer_bank, radius, alpha);
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}
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return true;
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}
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void render_all()
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{
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GR_DEBUG_SCOPE("Render Particles");
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TRACE_SCOPE(tracing::ParticlesRenderAll);
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if (!Particles_enabled)
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return;
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if (Persistent_particles.empty() && Particles.empty())
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return;
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for (auto& part : Persistent_particles) {
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render_particle(part.get());
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}
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for (auto& part : Particles) {
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render_particle(&part);
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}
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}
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}
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