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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ParticleRenderer.h"
#include "graphics/ParticleEmitter.h"
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderManager.h"
#include "graphics/TextureManager.h"
#include "ps/CStrInternStatic.h"
#include "ps/Profile.h"
#include "renderer/DebugRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
struct ParticleRendererInternals
{
int frameNumber;
CShaderTechniquePtr techAdd;
CShaderTechniquePtr techSubtract;
CShaderTechniquePtr techOverlay;
CShaderTechniquePtr techMultiply;
CShaderTechniquePtr techWireframe;
std::vector<CParticleEmitter*> emitters[CSceneRenderer::CULL_MAX];
};
ParticleRenderer::ParticleRenderer()
{
m = new ParticleRendererInternals();
m->frameNumber = 0;
}
ParticleRenderer::~ParticleRenderer()
{
delete m;
}
void ParticleRenderer::Submit(int cullGroup, CParticleEmitter* emitter)
{
m->emitters[cullGroup].push_back(emitter);
}
void ParticleRenderer::EndFrame()
{
for (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
cullGroupEmitters.clear();
// this should leave the capacity unchanged, which is okay since it
// won't be very large or very variable
}
struct SortEmitterDistance
{
SortEmitterDistance(const CMatrix3D& m) : worldToCam(m) { }
// TODO: if this is slow, we should pre-compute the distance for each emitter
bool operator()(CParticleEmitter* const& a, CParticleEmitter* const& b)
{
CVector3D posa = a->GetPosition();
CVector3D posb = b->GetPosition();
if (posa == posb)
return false;
float dista = worldToCam.Transform(posa).LengthSquared();
float distb = worldToCam.Transform(posb).LengthSquared();
return distb < dista;
}
CMatrix3D worldToCam;
};
void ParticleRenderer::PrepareForRendering(const CShaderDefines& context)
{
PROFILE3("prepare particles");
// Can't load the shader in the constructor because it's called before the
// renderer initialisation is complete, so load it the first time through here
if (!m->techWireframe)
{
m->techAdd = g_Renderer.GetShaderManager().LoadEffect(str_particle_add, context);
m->techSubtract = g_Renderer.GetShaderManager().LoadEffect(str_particle_subtract, context);
m->techOverlay = g_Renderer.GetShaderManager().LoadEffect(str_particle_overlay, context);
m->techMultiply = g_Renderer.GetShaderManager().LoadEffect(str_particle_multiply, context);
CShaderDefines contextWithWireframe = context;
contextWithWireframe.Add(str_MODE_WIREFRAME, str_1);
m->techWireframe = g_Renderer.GetShaderManager().LoadEffect(str_particle_solid, contextWithWireframe);
}
++m->frameNumber;
for (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
{
PROFILE("update emitters");
for (CParticleEmitter* emitter : cullGroupEmitters)
{
emitter->UpdateArrayData(m->frameNumber);
emitter->PrepareForRendering();
}
}
CMatrix3D worldToCamera;
g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetInverse(worldToCamera);
for (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
{
// Sort back-to-front by distance from camera
PROFILE("sort emitters");
std::stable_sort(cullGroupEmitters.begin(), cullGroupEmitters.end(), SortEmitterDistance(worldToCamera));
}
// TODO: should batch by texture here when possible, maybe
}
void ParticleRenderer::Upload(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
for (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
for (CParticleEmitter* emitter : cullGroupEmitters)
emitter->UploadData(deviceCommandContext);
}
void ParticleRenderer::RenderParticles(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
int cullGroup, bool wireframe)
{
CShaderTechnique* lastTech = nullptr;
for (CParticleEmitter* emitter : m->emitters[cullGroup])
{
CShaderTechnique* currentTech = nullptr;
if (wireframe)
{
currentTech = m->techWireframe.get();
}
else
{
switch (emitter->m_Type->m_BlendMode)
{
case CParticleEmitterType::BlendMode::ADD: currentTech = m->techAdd.get(); break;
case CParticleEmitterType::BlendMode::SUBTRACT: currentTech = m->techSubtract.get(); break;
case CParticleEmitterType::BlendMode::OVERLAY: currentTech = m->techOverlay.get(); break;
case CParticleEmitterType::BlendMode::MULTIPLY: currentTech = m->techMultiply.get(); break;
}
}
ENSURE(currentTech);
if (lastTech != currentTech)
{
if (lastTech)
deviceCommandContext->EndPass();
lastTech = currentTech;
deviceCommandContext->SetGraphicsPipelineState(lastTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = lastTech->GetShader();
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
const CMatrix3D modelViewMatrix =
g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetInverse();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_modelViewMatrix), modelViewMatrix.AsFloatArray());
}
emitter->Bind(deviceCommandContext, lastTech->GetShader());
emitter->RenderArray(deviceCommandContext);
}
if (lastTech)
deviceCommandContext->EndPass();
}
void ParticleRenderer::RenderBounds(int cullGroup)
{
for (const CParticleEmitter* emitter : m->emitters[cullGroup])
{
const CBoundingBoxAligned bounds =
emitter->m_Type->CalculateBounds(emitter->GetPosition(), emitter->GetParticleBounds());
g_Renderer.GetDebugRenderer().DrawBoundingBox(bounds, CColor(0.0f, 1.0f, 0.0f, 1.0f), true);
}
}
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