mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-10 17:46:53 -10:00
973 lines
27 KiB
C++
973 lines
27 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.
|
|
*
|
|
*/
|
|
|
|
/*
|
|
* $Logfile: /Freespace2/code/Particle/Particle.cpp $
|
|
* $Revision: 2.17 $
|
|
* $Date: 2006-01-21 09:36:58 $
|
|
* $Author: wmcoolmon $
|
|
*
|
|
* Code for particle system
|
|
*
|
|
* $Log: not supported by cvs2svn $
|
|
* Revision 2.16 2005/09/24 02:43:33 Goober5000
|
|
* whoops
|
|
* --Goober5000
|
|
*
|
|
* Revision 2.14 2005/06/19 09:00:09 taylor
|
|
* minor sanity checking for geometry_batcher
|
|
* make particle batchers allocate dynamically
|
|
* handle cases where a particle graphic couldn't be loaded
|
|
*
|
|
* Revision 2.13 2005/04/05 05:53:23 taylor
|
|
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
|
|
*
|
|
* Revision 2.12 2005/03/24 23:37:25 taylor
|
|
* fix GCC building
|
|
*
|
|
* Revision 2.11 2005/03/16 01:35:59 bobboau
|
|
* added a geometry batcher and implemented it in sevral places
|
|
* namely: lasers, thrusters, and particles,
|
|
* these have been the primary botle necks for some time,
|
|
* and this seems to have smoothed them out quite a bit.
|
|
*
|
|
* Revision 2.10 2005/02/04 20:06:06 taylor
|
|
* merge with Linux/OSX tree - p0204-2
|
|
*
|
|
* Revision 2.9 2004/11/21 11:33:23 taylor
|
|
* page in all frames at once rather than separately (old code that wasn't updated)
|
|
*
|
|
* Revision 2.8 2004/07/26 20:47:47 Kazan
|
|
* remove MCD complete
|
|
*
|
|
* Revision 2.7 2004/07/12 16:33:02 Kazan
|
|
* MCD - define _MCD_CHECK to use memory tracking
|
|
*
|
|
* Revision 2.6 2004/03/21 09:41:54 randomtiger
|
|
* Fixed a bug that was causing windowed movie playback and a crash.
|
|
* Added some batching redirection.
|
|
*
|
|
* Revision 2.5 2004/03/20 14:47:13 randomtiger
|
|
* Added base for a general dynamic batching solution.
|
|
* Fixed NO_DSHOW_CODE code path bug.
|
|
*
|
|
* Revision 2.4 2004/03/05 09:02:09 Goober5000
|
|
* Uber pass at reducing #includes
|
|
* --Goober5000
|
|
*
|
|
* Revision 2.3 2004/01/24 14:31:27 randomtiger
|
|
* Added the D3D particle code, its not bugfree but works perfectly on my card and helps with the framerate.
|
|
* Its optional and off by default, use -d3d_particle to activiate.
|
|
* Also bumped up D3D ambient light setting, it was way too dark.
|
|
* Its now set to something similar to the original game.
|
|
*
|
|
* Revision 2.2 2003/10/23 18:03:24 randomtiger
|
|
* Bobs changes (take 2)
|
|
*
|
|
* Revision 2.1 2002/08/01 01:41:09 penguin
|
|
* The big include file move
|
|
*
|
|
* Revision 2.0 2002/06/03 04:02:27 penguin
|
|
* Warpcore CVS sync
|
|
*
|
|
* Revision 1.2 2002/05/04 04:52:22 mharris
|
|
* 1st draft at porting
|
|
*
|
|
* Revision 1.1 2002/05/02 18:03:12 mharris
|
|
* Initial checkin - converted filenames and includes to lower case
|
|
*
|
|
*
|
|
* 11 7/21/99 8:10p Dave
|
|
* First run of supernova effect.
|
|
*
|
|
* 10 7/15/99 9:20a Andsager
|
|
* FS2_DEMO initial checkin
|
|
*
|
|
* 9 7/07/99 3:11p Dave
|
|
* Fix for uninitialized particle system data.
|
|
*
|
|
* 8 4/22/99 11:06p Dave
|
|
* Final pass at beam weapons. Solidified a lot of stuff. All that remains
|
|
* now is to tweak and fix bugs as they come up. No new beam weapon
|
|
* features.
|
|
*
|
|
* 7 1/29/99 12:47a Dave
|
|
* Put in sounds for beam weapon. A bunch of interface screens (tech
|
|
* database stuff).
|
|
*
|
|
* 6 1/28/99 9:10a Andsager
|
|
* Particles increased in width, life, number. Max particles increased
|
|
*
|
|
* 5 1/27/99 9:56a Dave
|
|
* Temporary checkin of beam weapons for Dan to make cool sounds.
|
|
*
|
|
* 4 1/24/99 11:37p Dave
|
|
* First full rev of beam weapons. Very customizable. Removed some bogus
|
|
* Int3()'s in low level net code.
|
|
*
|
|
* 3 1/21/99 2:06p Dave
|
|
* Final checkin for multiplayer testing.
|
|
*
|
|
* 2 10/07/98 10:53a Dave
|
|
* Initial checkin.
|
|
*
|
|
* 1 10/07/98 10:50a Dave
|
|
*
|
|
* 28 5/13/98 3:25p John
|
|
* Added code to make explosion impacts not get removed by other
|
|
* particles.
|
|
*
|
|
* 27 5/11/98 10:06a John
|
|
* Added new particle for Adam
|
|
*
|
|
* 26 4/30/98 11:31a Andsager
|
|
* Added particles to big ship explosions. Modified particle_emit() to
|
|
* take optional range to increase range at which pariticles are created.
|
|
*
|
|
* 25 4/17/98 1:42p Allender
|
|
* fixed NDEBUG build problems
|
|
*
|
|
* 24 4/17/98 6:58a John
|
|
* Made particles not reduce in low mem conditions.
|
|
*
|
|
* 23 4/15/98 4:21p John
|
|
* Made particles drop off with distance smoothly. Made old particles get
|
|
* deleted by new ones.
|
|
*
|
|
* 22 4/15/98 11:15a Adam
|
|
* upped MAX_PARTICLES to 1500 (from 800). Primary weapon hit sparks were
|
|
* not finding slots.
|
|
*
|
|
* 21 4/12/98 10:24a John
|
|
* Made particle drop off distance larger for larger detail levels.
|
|
*
|
|
* 20 4/09/98 7:58p John
|
|
* Cleaned up tmapper code a bit. Put NDEBUG around some ndebug stuff.
|
|
* Took out XPARENT flag settings in all the alpha-blended texture stuff.
|
|
*
|
|
* 19 4/02/98 11:40a Lawrance
|
|
* check for #ifdef DEMO instead of #ifdef DEMO_RELEASE
|
|
*
|
|
* 18 4/01/98 9:21p John
|
|
* Made NDEBUG, optimized build with no warnings or errors.
|
|
*
|
|
* 17 4/01/98 10:57a Mike
|
|
* Reduce array sizes to save memory.
|
|
*
|
|
* 16 3/31/98 5:18p John
|
|
* Removed demo/save/restore. Made NDEBUG defined compile. Removed a
|
|
* bunch of debug stuff out of player file. Made model code be able to
|
|
* unload models and malloc out only however many models are needed.
|
|
*
|
|
*
|
|
* 15 3/30/98 4:02p John
|
|
* Made machines with < 32 MB of RAM use every other frame of certain
|
|
* bitmaps. Put in code to keep track of how much RAM we've malloc'd.
|
|
*
|
|
* 14 3/26/98 5:26p John
|
|
* added new paging code. nonfunctional.
|
|
*
|
|
* 13 3/22/98 11:02a John
|
|
* Made a bunch of the detail levels actually do something
|
|
*
|
|
* 12 2/13/98 5:01p John
|
|
* Made particles behind you not render
|
|
*
|
|
* 11 2/06/98 7:28p John
|
|
* Made debris and particles not get created if > 200 m from eye. Added
|
|
* max_velocity to asteroid's physics info for aiding in throwing out
|
|
* collision pairs.
|
|
*
|
|
* 10 2/05/98 9:21p John
|
|
* Some new Direct3D code. Added code to monitor a ton of stuff in the
|
|
* game.
|
|
*
|
|
* 9 1/29/98 11:48a John
|
|
* Added new counter measure rendering as model code. Made weapons be
|
|
* able to have impact explosion.
|
|
*
|
|
* 8 1/26/98 5:10p John
|
|
* Took particle use out of registry.
|
|
*
|
|
* 7 1/23/98 5:08p John
|
|
* Took L out of vertex structure used B (blue) instead. Took all small
|
|
* fireballs out of fireball types and used particles instead. Fixed some
|
|
* debris explosion things. Restructured fireball code. Restructured
|
|
* some lighting code. Made dynamic lighting on by default. Made groups
|
|
* of lasers only cast one light. Made fireballs not cast light.
|
|
*
|
|
* 6 1/13/98 8:09p John
|
|
* Removed the old collision system that checked all pairs. Added code
|
|
* to disable collisions and particles.
|
|
*
|
|
* 5 1/02/98 5:04p John
|
|
* Several explosion related changes. Made fireballs not be used as
|
|
* ani's. Made ship spark system expell particles. Took away impact
|
|
* explosion for weapon hitting ship... this needs to get added to weapon
|
|
* info and makes shield hit more obvious. Only make sparks when hit
|
|
* hull, not shields.
|
|
*
|
|
* 4 12/30/97 6:44p John
|
|
* Made g3_Draw_bitmap functions account for aspect of bitmap.
|
|
*
|
|
* 3 12/26/97 5:42p Adam
|
|
*
|
|
* 2 12/23/97 3:58p John
|
|
* Second rev of particles
|
|
*
|
|
* 1 12/23/97 8:26a John
|
|
*
|
|
* $NoKeywords: $
|
|
*/
|
|
|
|
#include "globalincs/systemvars.h"
|
|
#include "graphics/2d.h"
|
|
#include "render/3d.h"
|
|
#include "bmpman/bmpman.h"
|
|
#include "particle/particle.h"
|
|
#include "object/object.h"
|
|
#include "cmdline/cmdline.h"
|
|
|
|
#ifndef NDEBUG
|
|
#include "io/timer.h"
|
|
#endif
|
|
|
|
#include "cmdline/cmdline.h"
|
|
#include "graphics/grbatch.h"
|
|
|
|
|
|
|
|
|
|
typedef struct particle {
|
|
// old style data
|
|
vec3d pos; // position
|
|
vec3d velocity; // velocity
|
|
float age; // How long it's been alive
|
|
float max_life; // How much life we had
|
|
float radius; // radius
|
|
int type; // type // -1 = None
|
|
uint optional_data; // depends on type
|
|
int nframes; // If an ani, how many frames?
|
|
|
|
// new style data
|
|
float tracer_length; // if this is set, draw as a rod to simulate a "tracer" effect
|
|
short attached_objnum; // if this is set, pos is relative to the attached object. velocity is ignored
|
|
int attached_sig; // to check for dead/nonexistent objects
|
|
ubyte reverse; // play any animations in reverse
|
|
} particle;
|
|
|
|
int Num_particles = 0;
|
|
particle Particles[MAX_PARTICLES];
|
|
int Next_particle = 0;
|
|
|
|
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;
|
|
|
|
geometry_batcher *PARTICLE_FIRE_batcher = NULL;
|
|
geometry_batcher *PARTICLE_SMOKE_batcher = NULL;
|
|
geometry_batcher *PARTICLE_SMOKE2_batcher = NULL;
|
|
|
|
|
|
// Reset everything between levels
|
|
void particle_init()
|
|
{
|
|
int i, fps;
|
|
|
|
// Particles_enabled = os_config_read_uint( NULL, "UseParticles", 0 );
|
|
|
|
Num_particles = 0;
|
|
Next_particle = 0;
|
|
|
|
for (i=0; i<MAX_PARTICLES; i++ ) {
|
|
Particles[i].type = -1;
|
|
}
|
|
|
|
// FIRE!!!
|
|
if ( Anim_bitmap_id_fire == -1 ) {
|
|
Anim_bitmap_id_fire = bm_load_animation( "particleexp01", &Anim_num_frames_fire, &fps, 0 );
|
|
}
|
|
|
|
if ( (Anim_bitmap_id_fire > -1) && (PARTICLE_FIRE_batcher == NULL) ) {
|
|
Assert( Anim_num_frames_fire > 0 );
|
|
PARTICLE_FIRE_batcher = new geometry_batcher[Anim_num_frames_fire];
|
|
Verify( PARTICLE_FIRE_batcher != NULL );
|
|
}
|
|
|
|
// Cough, cough
|
|
if ( Anim_bitmap_id_smoke == -1 ) {
|
|
Anim_bitmap_id_smoke = bm_load_animation( "particlesmoke01", &Anim_num_frames_smoke, &fps, 0 );
|
|
}
|
|
|
|
if ( (Anim_bitmap_id_smoke > -1) && (PARTICLE_SMOKE_batcher == NULL) ) {
|
|
Assert( Anim_num_frames_smoke > 0 );
|
|
PARTICLE_SMOKE_batcher = new geometry_batcher[Anim_num_frames_smoke];
|
|
Verify( PARTICLE_SMOKE_batcher != NULL );
|
|
}
|
|
|
|
// wheeze
|
|
if ( Anim_bitmap_id_smoke2 == -1 ) {
|
|
Anim_bitmap_id_smoke2 = bm_load_animation( "particlesmoke02", &Anim_num_frames_smoke2, &fps, 0 );
|
|
}
|
|
|
|
if ( (Anim_bitmap_id_smoke2 > -1) && (PARTICLE_SMOKE2_batcher == NULL) ) {
|
|
Assert( Anim_num_frames_smoke2 > 0 );
|
|
PARTICLE_SMOKE2_batcher = new geometry_batcher[Anim_num_frames_smoke2];
|
|
Verify( PARTICLE_SMOKE2_batcher != NULL );
|
|
}
|
|
}
|
|
|
|
// only call from game_shutdown()!!!
|
|
void particle_close()
|
|
{
|
|
if ( PARTICLE_FIRE_batcher != NULL ) {
|
|
delete[] PARTICLE_FIRE_batcher;
|
|
PARTICLE_FIRE_batcher = NULL;
|
|
}
|
|
|
|
if ( PARTICLE_SMOKE_batcher != NULL ) {
|
|
delete[] PARTICLE_SMOKE_batcher;
|
|
PARTICLE_SMOKE_batcher = NULL;
|
|
}
|
|
|
|
if ( PARTICLE_SMOKE2_batcher != NULL ) {
|
|
delete[] PARTICLE_SMOKE2_batcher;
|
|
PARTICLE_SMOKE2_batcher = NULL;
|
|
}
|
|
}
|
|
|
|
void particle_page_in()
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<MAX_PARTICLES; i++ ) {
|
|
Particles[i].type = -1;
|
|
}
|
|
|
|
if (Anim_bitmap_id_fire > -1) {
|
|
bm_page_in_texture( Anim_bitmap_id_fire, Anim_num_frames_fire );
|
|
}
|
|
|
|
if (Anim_bitmap_id_smoke > -1) {
|
|
bm_page_in_texture( Anim_bitmap_id_smoke, Anim_num_frames_smoke );
|
|
}
|
|
|
|
if (Anim_bitmap_id_smoke2 > -1) {
|
|
bm_page_in_texture( Anim_bitmap_id_smoke2, Anim_num_frames_smoke2 );
|
|
}
|
|
}
|
|
|
|
DCF(particles,"Turns particles on/off")
|
|
{
|
|
if ( Dc_command ) {
|
|
dc_get_arg(ARG_TRUE|ARG_FALSE|ARG_NONE);
|
|
if ( Dc_arg_type & ARG_TRUE ) Particles_enabled = 1;
|
|
else if ( Dc_arg_type & ARG_FALSE ) Particles_enabled = 0;
|
|
else if ( Dc_arg_type & ARG_NONE ) Particles_enabled ^= 1;
|
|
}
|
|
if ( Dc_help ) dc_printf( "Usage: particles [bool]\nTurns particle system on/off. If nothing passed, then toggles it.\n" );
|
|
if ( Dc_status ) dc_printf( "particles are %s\n", (Particles_enabled?"ON":"OFF") );
|
|
|
|
// os_config_write_uint( NULL, "UseParticles", Particles_enabled );
|
|
}
|
|
|
|
|
|
int Num_particles_hwm = 0;
|
|
|
|
#ifndef NDEBUG
|
|
int Total_requested = 0;
|
|
int Total_killed = 0;
|
|
int next_message = -1;
|
|
#endif
|
|
|
|
// Creates a single particle. See the PARTICLE_?? defines for types.
|
|
void particle_create( particle_info *pinfo )
|
|
{
|
|
int particle_num;
|
|
particle *p;
|
|
|
|
#ifndef NDEBUG
|
|
if ( next_message == -1 ) {
|
|
next_message = timestamp(10000);
|
|
}
|
|
|
|
if ( timestamp_elapsed(next_message)) {
|
|
next_message = timestamp(10000);
|
|
if ( Total_requested > 1 ) {
|
|
nprintf(( "Particles", "Particles: Killed off %d%% of the particles\n", (Total_killed*100/Total_requested) ));
|
|
}
|
|
Total_requested = 0;
|
|
Total_killed = 0;
|
|
}
|
|
#endif
|
|
|
|
if ( !Particles_enabled ) return;
|
|
|
|
#ifndef NDEBUG
|
|
Total_requested++;
|
|
#endif
|
|
|
|
int RetryCount = 0;
|
|
int FirstParticleFound = Next_particle;
|
|
KillAnother:
|
|
p = &Particles[Next_particle++];
|
|
if ( Next_particle >= MAX_PARTICLES ) {
|
|
Next_particle = 0;
|
|
}
|
|
|
|
if ( p->type > -1 ) {
|
|
// Only remove non-persistent ones
|
|
if ( p->type != PARTICLE_BITMAP_PERSISTENT ) {
|
|
p->type = -1;
|
|
Num_particles--;
|
|
#ifndef NDEBUG
|
|
Total_killed++;
|
|
#endif
|
|
} else {
|
|
RetryCount++;
|
|
// Keep trying to find a non-persistent one until we searched through 1/3 the slots.
|
|
if ( RetryCount < MAX_PARTICLES/3 ) {
|
|
goto KillAnother;
|
|
}
|
|
// Couldn't find any non-persistent ones to remove, so just remove the
|
|
// first one we would have removed.
|
|
mprintf(( "DELETING A PERSISTENT PARTICLE!!! This is ok if this only happens rarely. Get John if not.\n" ));
|
|
Next_particle = FirstParticleFound;
|
|
p = &Particles[Next_particle++];
|
|
if ( Next_particle >= MAX_PARTICLES ) {
|
|
Next_particle = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// increment counter
|
|
Num_particles++;
|
|
if (Num_particles > Num_particles_hwm) {
|
|
Num_particles_hwm = Num_particles;
|
|
|
|
if ( Num_particles_hwm == MAX_PARTICLES ) {
|
|
mprintf(( "All particle slots filled!\n" ));
|
|
}
|
|
//mprintf(( "Num_particles high water mark = %i\n", Num_particles_hwm));
|
|
}
|
|
|
|
// get objnum
|
|
particle_num = p-Particles;
|
|
|
|
// Init the particle data
|
|
p->pos = pinfo->pos;
|
|
p->velocity = pinfo->vel;
|
|
p->age = 0.0f;
|
|
p->max_life = pinfo->lifetime;
|
|
p->radius = pinfo->rad;
|
|
p->type = pinfo->type;
|
|
p->optional_data = pinfo->optional_data;
|
|
p->tracer_length = pinfo->tracer_length;
|
|
p->attached_objnum = pinfo->attached_objnum;
|
|
p->attached_sig = pinfo->attached_sig;
|
|
p->reverse = pinfo->reverse;
|
|
|
|
if ( (p->type == PARTICLE_BITMAP) || (p->type == PARTICLE_BITMAP_PERSISTENT) ) {
|
|
int fps;
|
|
bm_get_info( p->optional_data,NULL, NULL, NULL, &p->nframes, &fps );
|
|
if ( p->nframes > 1 ) {
|
|
// Recalculate max life for ani's
|
|
p->max_life = i2fl(p->nframes) / i2fl(fps);
|
|
}
|
|
} else {
|
|
p->nframes = 1;
|
|
}
|
|
}
|
|
|
|
void particle_create( vec3d *pos, vec3d *vel, float lifetime, float rad, int type, uint optional_data, float tracer_length, object *objp, bool reverse )
|
|
{
|
|
particle_info pinfo;
|
|
|
|
// 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
|
|
pinfo.tracer_length = -1.0f;
|
|
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? 1 : 0;
|
|
|
|
// lower level function
|
|
particle_create(&pinfo);
|
|
}
|
|
|
|
MONITOR( NumParticles );
|
|
|
|
void particle_move_all(float frametime)
|
|
{
|
|
particle *p;
|
|
|
|
MONITOR_INC( NumParticles, Num_particles );
|
|
|
|
if ( !Particles_enabled ) return;
|
|
|
|
p = Particles;
|
|
|
|
int i;
|
|
for ( i=0; i<MAX_PARTICLES; i++, p++ ) {
|
|
|
|
if ( p->type == -1 ) {
|
|
continue;
|
|
}
|
|
|
|
// bogus attached objnum
|
|
if(p->attached_objnum >= MAX_OBJECTS){
|
|
p->type = -1;
|
|
|
|
// decrement counter
|
|
Num_particles--;
|
|
|
|
Assert(Num_particles >= 0);
|
|
continue;
|
|
}
|
|
|
|
// if the vector is attached to an object which has become invalid, kill if
|
|
if(p->attached_objnum >= 0){
|
|
// if the signature has changed, kill it
|
|
if(p->attached_sig != Objects[p->attached_objnum].signature){
|
|
p->type = -1;
|
|
|
|
// decrement counter
|
|
Num_particles--;
|
|
|
|
Assert(Num_particles >= 0);
|
|
continue;
|
|
}
|
|
}
|
|
// move as a regular particle
|
|
else {
|
|
// Move the particle
|
|
vm_vec_scale_add2( &p->pos, &p->velocity, frametime );
|
|
}
|
|
|
|
p->age += frametime;
|
|
|
|
if ( p->age > p->max_life ) {
|
|
|
|
// If it's time expired, remove it from the used list and
|
|
// into the free list
|
|
p->type = -1;
|
|
|
|
// decrement counter
|
|
Num_particles--;
|
|
|
|
Assert(Num_particles >= 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// kill all active particles
|
|
void particle_kill_all()
|
|
{
|
|
int idx;
|
|
|
|
// kill all active particles
|
|
Num_particles = 0;
|
|
Next_particle = 0;
|
|
Num_particles_hwm = 0;
|
|
for(idx=0; idx<MAX_PARTICLES; idx++){
|
|
Particles[idx].type = -1;
|
|
}
|
|
}
|
|
|
|
MONITOR( NumParticlesRend );
|
|
extern int Cmdline_nohtl;
|
|
|
|
void particle_render_all()
|
|
{
|
|
particle *p;
|
|
ubyte flags;
|
|
float pct_complete;
|
|
float alpha = 1.0f;
|
|
vertex pos;
|
|
vec3d ts, te, temp;
|
|
int rotate = 1;
|
|
int i;
|
|
|
|
if ( !Particles_enabled ) return;
|
|
|
|
MONITOR_INC( NumParticlesRend, Num_particles );
|
|
|
|
int n = 0;
|
|
int nclipped = 0;
|
|
|
|
p = Particles;
|
|
|
|
batch_start();
|
|
|
|
for (i=0; i<MAX_PARTICLES; i++, p++ ) {
|
|
|
|
if ( p->type == -1 ) {
|
|
continue;
|
|
}
|
|
|
|
n++;
|
|
|
|
// pct complete for the particle
|
|
pct_complete = p->age / p->max_life;
|
|
|
|
// calculate the alpha to draw at
|
|
alpha = 1.0f;
|
|
vertex POS;
|
|
// if this is a tracer style particle, calculate tracer vectors
|
|
if(p->tracer_length > 0.0f){
|
|
ts = p->pos;
|
|
temp = p->velocity;
|
|
vm_vec_normalize_quick(&temp);
|
|
vm_vec_scale_add(&te, &ts, &temp, p->tracer_length);
|
|
|
|
// don't bother rotating
|
|
rotate = 0;
|
|
}
|
|
// if this is an "attached" particle. move it
|
|
else if(p->attached_objnum >= 0){
|
|
// offset the vector, and transform to view coords
|
|
// vm_vec_add(&te, &Objects[p->attached_objnum].pos, &p->pos);
|
|
|
|
vm_vec_unrotate(&temp, &p->pos, &Objects[p->attached_objnum].orient);
|
|
vm_vec_add2(&temp, &Objects[p->attached_objnum].pos);
|
|
|
|
if(!Cmdline_nohtl)g3_transfer_vertex(&POS, &temp);
|
|
flags = g3_rotate_vertex(&pos, &temp);
|
|
if(flags){
|
|
nclipped++;
|
|
continue;
|
|
}
|
|
|
|
// don't bother rotating again
|
|
rotate = 0;
|
|
}
|
|
|
|
// rotate the vertex
|
|
if(rotate){
|
|
if(!Cmdline_nohtl)g3_transfer_vertex(&POS, &p->pos);
|
|
flags = g3_rotate_vertex( &pos, &p->pos );
|
|
if ( flags ) {
|
|
nclipped++;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
switch( p->type ) {
|
|
|
|
case PARTICLE_DEBUG: // A red sphere, no optional data required
|
|
gr_set_color( 255, 0, 0 );
|
|
g3_draw_sphere_ez( &p->pos, p->radius );
|
|
break;
|
|
|
|
case PARTICLE_BITMAP:
|
|
case PARTICLE_BITMAP_PERSISTENT:
|
|
{ // A bitmap, optional data is the bitmap number
|
|
int framenum = p->optional_data;
|
|
|
|
if ( p->nframes > 1 ) {
|
|
int n = fl2i(pct_complete * p->nframes + 0.5);
|
|
|
|
if ( n < 0 ) n = 0;
|
|
else if ( n > p->nframes-1 ) n = p->nframes-1;
|
|
|
|
framenum += n;
|
|
}
|
|
|
|
// set the bitmap
|
|
gr_set_bitmap( framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
|
|
|
|
// if this is a tracer style particle
|
|
if(p->tracer_length > 0.0f){
|
|
g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT|TMAP_HTL_3DU_BATCH, 25.0f);
|
|
}
|
|
// draw as a regular bitmap
|
|
else {
|
|
if(!Cmdline_nohtl)g3_draw_bitmap(&POS, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_HTL_PARTICLE | TMAP_HTL_3DU_BATCH);
|
|
else g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
|
|
}
|
|
break;
|
|
}
|
|
|
|
case PARTICLE_FIRE: {
|
|
if ( Anim_bitmap_id_fire == -1 )
|
|
break;
|
|
|
|
int framenum = fl2i(pct_complete * Anim_num_frames_fire + 0.5);
|
|
|
|
if ( framenum < 0 ) framenum = 0;
|
|
else if ( framenum > Anim_num_frames_fire-1 ) framenum = Anim_num_frames_fire-1;
|
|
|
|
/*
|
|
vertex pos;
|
|
flags = g3_rotate_vertex( &pos, &p->pos );
|
|
if ( flags ) {
|
|
nclipped++;
|
|
break;
|
|
}
|
|
*/
|
|
/*
|
|
// set the bitmap
|
|
gr_set_bitmap(p->reverse ? Anim_bitmap_id_fire+(Anim_num_frames_fire - framenum - 1) : Anim_bitmap_id_fire+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
|
|
|
|
// if this is a tracer style particle
|
|
if(p->tracer_length > 0.0f){
|
|
g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT|TMAP_HTL_3DU_BATCH, 25.0f);
|
|
}
|
|
// draw as a regular bitmap
|
|
else {
|
|
if(!Cmdline_nohtl)g3_draw_bitmap(&POS, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_HTL_PARTICLE|TMAP_HTL_3DU_BATCH);
|
|
else g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
|
|
}
|
|
*/
|
|
int cur_frame = p->reverse ? (Anim_num_frames_fire - framenum - 1) : framenum;
|
|
Assert(cur_frame < Anim_num_frames_fire);
|
|
|
|
PARTICLE_FIRE_batcher[cur_frame].add_allocate(1);
|
|
// if this is a tracer style particle
|
|
if(p->tracer_length > 0.0f){
|
|
PARTICLE_FIRE_batcher[cur_frame].draw_laser(&ts, p->radius, &te, p->radius, 255,255,255);
|
|
}
|
|
// draw as a regular bitmap
|
|
else {
|
|
PARTICLE_FIRE_batcher[cur_frame].draw_bitmap(&POS, p->radius);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case PARTICLE_SMOKE: {
|
|
if ( Anim_bitmap_id_smoke == -1 )
|
|
break;
|
|
|
|
int framenum = fl2i(pct_complete * Anim_num_frames_smoke + 0.5);
|
|
|
|
if ( framenum < 0 ) framenum = 0;
|
|
else if ( framenum > Anim_num_frames_smoke-1 ) framenum = Anim_num_frames_smoke-1;
|
|
|
|
/*
|
|
vertex pos;
|
|
flags = g3_rotate_vertex( &pos, &p->pos );
|
|
if ( flags ) {
|
|
nclipped++;
|
|
break;
|
|
}
|
|
*/
|
|
|
|
// set the bitmap
|
|
/*gr_set_bitmap(p->reverse ? Anim_bitmap_id_smoke+(Anim_num_frames_smoke - framenum - 1) : Anim_bitmap_id_smoke+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
|
|
|
|
// if this is a tracer style particle
|
|
if(p->tracer_length > 0.0f){
|
|
g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT|TMAP_HTL_3DU_BATCH, 25.0f);
|
|
}
|
|
// draw as a regular bitmap
|
|
else {
|
|
if(!Cmdline_nohtl)g3_draw_bitmap(&POS, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_HTL_PARTICLE|TMAP_HTL_3DU_BATCH);
|
|
else g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
|
|
}
|
|
*/
|
|
int cur_frame = p->reverse ? (Anim_num_frames_smoke - framenum - 1) : framenum;
|
|
Assert(cur_frame < Anim_num_frames_smoke);
|
|
|
|
PARTICLE_SMOKE_batcher[cur_frame].add_allocate(1);
|
|
// if this is a tracer style particle
|
|
if(p->tracer_length > 0.0f){
|
|
PARTICLE_SMOKE_batcher[cur_frame].draw_laser(&ts, p->radius, &te, p->radius, 255,255,255);
|
|
}
|
|
// draw as a regular bitmap
|
|
else {
|
|
PARTICLE_SMOKE_batcher[cur_frame].draw_bitmap(&POS, p->radius);
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case PARTICLE_SMOKE2: {
|
|
if ( Anim_bitmap_id_smoke2 == -1 )
|
|
break;
|
|
|
|
int framenum = fl2i(pct_complete * Anim_num_frames_smoke2 + 0.5);
|
|
|
|
if ( framenum < 0 ) framenum = 0;
|
|
else if ( framenum > Anim_num_frames_smoke2-1 ) framenum = Anim_num_frames_smoke2-1;
|
|
|
|
/*
|
|
vertex pos;
|
|
flags = g3_rotate_vertex( &pos, &p->pos );
|
|
if ( flags ) {
|
|
nclipped++;
|
|
break;
|
|
}
|
|
*/
|
|
|
|
// set the bitmap
|
|
/* gr_set_bitmap(p->reverse ? Anim_bitmap_id_smoke2+(Anim_num_frames_smoke2 - framenum - 1) : Anim_bitmap_id_smoke2+framenum, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
|
|
|
|
// if this is a tracer style particle
|
|
if(p->tracer_length > 0.0f){
|
|
g3_draw_laser(&ts, p->radius, &te, p->radius, TMAP_FLAG_TEXTURED|TMAP_FLAG_XPARENT|TMAP_HTL_3DU_BATCH, 25.0f);
|
|
}
|
|
// draw as a regular bitmap
|
|
else {
|
|
if(!Cmdline_nohtl)g3_draw_bitmap(&POS, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_HTL_PARTICLE|TMAP_HTL_3DU_BATCH);
|
|
else g3_draw_bitmap(&pos, (p-Particles)%8, p->radius, TMAP_FLAG_TEXTURED );
|
|
}
|
|
*/
|
|
int cur_frame = p->reverse ? (Anim_num_frames_smoke2 - framenum - 1) : framenum;
|
|
Assert(cur_frame < Anim_num_frames_smoke2);
|
|
|
|
PARTICLE_SMOKE2_batcher[cur_frame].add_allocate(1);
|
|
// if this is a tracer style particle
|
|
if(p->tracer_length > 0.0f){
|
|
PARTICLE_SMOKE2_batcher[cur_frame].draw_laser(&ts, p->radius, &te, p->radius, 255,255,255);
|
|
}
|
|
// draw as a regular bitmap
|
|
else {
|
|
PARTICLE_SMOKE2_batcher[cur_frame].draw_bitmap(&POS, p->radius);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i<Anim_num_frames_fire; i++) {
|
|
if ( PARTICLE_FIRE_batcher[i].need_to_render() ) {
|
|
gr_set_bitmap(Anim_bitmap_id_fire + i, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
|
|
PARTICLE_FIRE_batcher[i].render(TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i<Anim_num_frames_smoke; i++) {
|
|
if ( PARTICLE_SMOKE_batcher[i].need_to_render() ) {
|
|
gr_set_bitmap(Anim_bitmap_id_smoke + i, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
|
|
PARTICLE_SMOKE_batcher[i].render(TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
|
|
}
|
|
}
|
|
|
|
for (i = 0; i<Anim_num_frames_smoke2; i++) {
|
|
if ( PARTICLE_SMOKE2_batcher[i].need_to_render() ) {
|
|
gr_set_bitmap(Anim_bitmap_id_smoke2 + i, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha );
|
|
PARTICLE_SMOKE2_batcher[i].render(TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
|
|
}
|
|
}
|
|
|
|
batch_end();
|
|
batch_render();
|
|
|
|
// mprintf(( "NP=%d, NCP=%d\n", n, nclipped ));
|
|
}
|
|
|
|
|
|
|
|
|
|
//============================================================================
|
|
//============== 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;
|
|
*/
|
|
|
|
#if MAX_DETAIL_LEVEL != 4
|
|
#error Max details assumed to be 4 here
|
|
#endif
|
|
int detail_max_num[5] = { 0, 50, 75, 100, 125 };
|
|
|
|
// Creates a bunch of particles. You pass a structure
|
|
// rather than a bunch of parameters.
|
|
void particle_emit( particle_emitter *pe, int type, uint optional_data, float range )
|
|
{
|
|
int i, n;
|
|
|
|
if ( !Particles_enabled ) return;
|
|
|
|
int n1, n2;
|
|
|
|
// Account for detail
|
|
#if MAX_DETAIL_LEVEL != 4
|
|
#error Code in Particle.cpp assumes MAX_DETAIL_LEVEL == 4
|
|
#endif
|
|
|
|
int percent = detail_max_num[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 );
|
|
|
|
particle_create( &pe->pos, &tmp_vel, life, radius, type, optional_data );
|
|
}
|
|
}
|