1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422
|
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/ModelManager.h"
#include "Game_local.h"
#include "SmokeParticles.h"
static const char *smokeParticle_SnapshotName = "_SmokeParticle_Snapshot_";
/*
================
idSmokeParticles::idSmokeParticles
================
*/
idSmokeParticles::idSmokeParticles( void ) {
initialized = false;
memset( &renderEntity, 0, sizeof( renderEntity ) );
renderEntityHandle = -1;
memset( smokes, 0, sizeof( smokes ) );
freeSmokes = NULL;
numActiveSmokes = 0;
currentParticleTime = -1;
}
/*
================
idSmokeParticles::Init
================
*/
void idSmokeParticles::Init( void ) {
if ( initialized ) {
Shutdown();
}
// set up the free list
for ( int i = 0; i < MAX_SMOKE_PARTICLES-1; i++ ) {
smokes[i].next = &smokes[i+1];
}
smokes[MAX_SMOKE_PARTICLES-1].next = NULL;
freeSmokes = &smokes[0];
numActiveSmokes = 0;
activeStages.Clear();
memset( &renderEntity, 0, sizeof( renderEntity ) );
renderEntity.bounds.Clear();
renderEntity.axis = mat3_identity;
renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1;
renderEntity.shaderParms[3] = 1;
renderEntity.hModel = renderModelManager->AllocModel();
renderEntity.hModel->InitEmpty( smokeParticle_SnapshotName );
// we certainly don't want particle shadows
renderEntity.noShadow = 1;
// huge bounds, so it will be present in every world area
renderEntity.bounds.AddPoint( idVec3(-100000, -100000, -100000) );
renderEntity.bounds.AddPoint( idVec3( 100000, 100000, 100000) );
renderEntity.callback = idSmokeParticles::ModelCallback;
// add to renderer list
renderEntityHandle = gameRenderWorld->AddEntityDef( &renderEntity );
currentParticleTime = -1;
initialized = true;
}
/*
================
idSmokeParticles::Shutdown
================
*/
void idSmokeParticles::Shutdown( void ) {
// make sure the render entity is freed before the model is freed
if ( renderEntityHandle != -1 ) {
gameRenderWorld->FreeEntityDef( renderEntityHandle );
renderEntityHandle = -1;
}
if ( renderEntity.hModel != NULL ) {
renderModelManager->FreeModel( renderEntity.hModel );
renderEntity.hModel = NULL;
}
initialized = false;
}
/*
================
idSmokeParticles::FreeSmokes
================
*/
void idSmokeParticles::FreeSmokes( void ) {
for ( int activeStageNum = 0; activeStageNum < activeStages.Num(); activeStageNum++ ) {
singleSmoke_t *smoke, *next, *last;
activeSmokeStage_t *active = &activeStages[activeStageNum];
const idParticleStage *stage = active->stage;
for ( last = NULL, smoke = active->smokes; smoke; smoke = next ) {
next = smoke->next;
float frac = (float)( gameLocal.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
if ( frac >= 1.0f ) {
// remove the particle from the stage list
if ( last != NULL ) {
last->next = smoke->next;
} else {
active->smokes = smoke->next;
}
// put the particle on the free list
smoke->next = freeSmokes;
freeSmokes = smoke;
numActiveSmokes--;
continue;
}
last = smoke;
}
if ( !active->smokes ) {
// remove this from the activeStages list
activeStages.RemoveIndex( activeStageNum );
activeStageNum--;
}
}
}
/*
================
idSmokeParticles::EmitSmoke
Called by game code to drop another particle into the list
================
*/
bool idSmokeParticles::EmitSmoke( const idDeclParticle *smoke, const int systemStartTime, const float diversity, const idVec3 &origin, const idMat3 &axis ) {
bool continues = false;
if ( !smoke ) {
return false;
}
if ( !gameLocal.isNewFrame ) {
return false;
}
// dedicated doesn't smoke. No UpdateRenderEntity, so they would not be freed
if ( gameLocal.localClientNum < 0 ) {
return false;
}
assert( gameLocal.time == 0 || systemStartTime <= gameLocal.time );
if ( systemStartTime > gameLocal.time ) {
return false;
}
idRandom steppingRandom( 0xffff * diversity );
// for each stage in the smoke that is still emitting particles, emit a new singleSmoke_t
for ( int stageNum = 0; stageNum < smoke->stages.Num(); stageNum++ ) {
const idParticleStage *stage = smoke->stages[stageNum];
if ( !stage->cycleMsec ) {
continue;
}
if ( !stage->material ) {
continue;
}
if ( stage->particleLife <= 0 ) {
continue;
}
// see how many particles we should emit this tic
// FIXME: smoke.privateStartTime += stage->timeOffset;
int finalParticleTime = stage->cycleMsec * stage->spawnBunching;
int deltaMsec = gameLocal.time - systemStartTime;
int nowCount, prevCount;
if ( finalParticleTime == 0 ) {
// if spawnBunching is 0, they will all come out at once
if ( gameLocal.time == systemStartTime ) {
prevCount = -1;
nowCount = stage->totalParticles-1;
} else {
prevCount = stage->totalParticles;
}
} else {
nowCount = floor( ( (float)deltaMsec / finalParticleTime ) * stage->totalParticles );
if ( nowCount >= stage->totalParticles ) {
nowCount = stage->totalParticles-1;
}
prevCount = floor( ((float)( deltaMsec - USERCMD_MSEC ) / finalParticleTime) * stage->totalParticles );
if ( prevCount < -1 ) {
prevCount = -1;
}
}
if ( prevCount >= stage->totalParticles ) {
// no more particles from this stage
continue;
}
if ( nowCount < stage->totalParticles-1 ) {
// the system will need to emit particles next frame as well
continues = true;
}
// find an activeSmokeStage that matches this
activeSmokeStage_t *active = NULL;
int i;
for ( i = 0 ; i < activeStages.Num() ; i++ ) {
active = &activeStages[i];
if ( active->stage == stage ) {
break;
}
}
if ( i == activeStages.Num() ) {
// add a new one
activeSmokeStage_t newActive;
newActive.smokes = NULL;
newActive.stage = stage;
i = activeStages.Append( newActive );
active = &activeStages[i];
}
// add all the required particles
for ( prevCount++ ; prevCount <= nowCount ; prevCount++ ) {
if ( !freeSmokes ) {
gameLocal.Printf( "idSmokeParticles::EmitSmoke: no free smokes with %d active stages\n", activeStages.Num() );
return true;
}
singleSmoke_t *newSmoke = freeSmokes;
freeSmokes = freeSmokes->next;
numActiveSmokes++;
newSmoke->index = prevCount;
newSmoke->axis = axis;
newSmoke->origin = origin;
newSmoke->random = steppingRandom;
newSmoke->privateStartTime = systemStartTime + prevCount * finalParticleTime / stage->totalParticles;
newSmoke->next = active->smokes;
active->smokes = newSmoke;
steppingRandom.RandomInt(); // advance the random
}
}
return continues;
}
/*
================
idSmokeParticles::UpdateRenderEntity
================
*/
bool idSmokeParticles::UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) {
// FIXME: re-use model surfaces
renderEntity->hModel->InitEmpty( smokeParticle_SnapshotName );
// this may be triggered by a model trace or other non-view related source,
// to which we should look like an empty model
if ( !renderView ) {
return false;
}
// don't regenerate it if it is current
if ( renderView->time == currentParticleTime && !renderView->forceUpdate ) {
return false;
}
currentParticleTime = renderView->time;
particleGen_t g;
g.renderEnt = renderEntity;
g.renderView = renderView;
for ( int activeStageNum = 0; activeStageNum < activeStages.Num(); activeStageNum++ ) {
singleSmoke_t *smoke, *next, *last;
activeSmokeStage_t *active = &activeStages[activeStageNum];
const idParticleStage *stage = active->stage;
if ( !stage->material ) {
continue;
}
// allocate a srfTriangles that can hold all the particles
int count = 0;
for ( smoke = active->smokes; smoke; smoke = smoke->next ) {
count++;
}
int quads = count * stage->NumQuadsPerParticle();
srfTriangles_t *tri = renderEntity->hModel->AllocSurfaceTriangles( quads * 4, quads * 6 );
tri->numIndexes = quads * 6;
tri->numVerts = quads * 4;
// just always draw the particles
tri->bounds[0][0] =
tri->bounds[0][1] =
tri->bounds[0][2] = -99999;
tri->bounds[1][0] =
tri->bounds[1][1] =
tri->bounds[1][2] = 99999;
tri->numVerts = 0;
for ( last = NULL, smoke = active->smokes; smoke; smoke = next ) {
next = smoke->next;
g.frac = (float)( gameLocal.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
if ( g.frac >= 1.0f ) {
// remove the particle from the stage list
if ( last != NULL ) {
last->next = smoke->next;
} else {
active->smokes = smoke->next;
}
// put the particle on the free list
smoke->next = freeSmokes;
freeSmokes = smoke;
numActiveSmokes--;
continue;
}
g.index = smoke->index;
g.random = smoke->random;
g.origin = smoke->origin;
g.axis = smoke->axis;
g.originalRandom = g.random;
g.age = g.frac * stage->particleLife;
tri->numVerts += stage->CreateParticle( &g, tri->verts + tri->numVerts );
last = smoke;
}
if ( tri->numVerts > quads * 4 ) {
gameLocal.Error( "idSmokeParticles::UpdateRenderEntity: miscounted verts" );
}
if ( tri->numVerts == 0 ) {
// they were all removed
renderEntity->hModel->FreeSurfaceTriangles( tri );
if ( !active->smokes ) {
// remove this from the activeStages list
activeStages.RemoveIndex( activeStageNum );
activeStageNum--;
}
} else {
// build the index list
int indexes = 0;
for ( int i = 0 ; i < tri->numVerts ; i += 4 ) {
tri->indexes[indexes+0] = i;
tri->indexes[indexes+1] = i+2;
tri->indexes[indexes+2] = i+3;
tri->indexes[indexes+3] = i;
tri->indexes[indexes+4] = i+3;
tri->indexes[indexes+5] = i+1;
indexes += 6;
}
tri->numIndexes = indexes;
modelSurface_t surf;
surf.geometry = tri;
surf.shader = stage->material;
surf.id = 0;
renderEntity->hModel->AddSurface( surf );
}
}
return true;
}
/*
================
idSmokeParticles::ModelCallback
================
*/
bool idSmokeParticles::ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView ) {
// update the particles
if ( gameLocal.smokeParticles ) {
return gameLocal.smokeParticles->UpdateRenderEntity( renderEntity, renderView );
}
return true;
}
|