File: particle.cpp

package info (click to toggle)
freespace2 24.2.0%2Brepack-1
  • links: PTS, VCS
  • area: non-free
  • in suites: forky, sid
  • size: 43,716 kB
  • sloc: cpp: 595,001; ansic: 21,741; python: 1,174; sh: 457; makefile: 248; xml: 181
file content (616 lines) | stat: -rw-r--r-- 15,201 bytes parent folder | download
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
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
/*
 * 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 "math/curve.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 (Neb_affects_particles)
			nebula_handle_alpha(alpha, 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;
		}

		vec3d world_pos = info->pos;
		if (info->attached_objnum >= 0) {
			vm_vec_unrotate(&world_pos, &world_pos, &Objects[info->attached_objnum].orient);
			world_pos += Objects[info->attached_objnum].pos;
		}
		// treat particles on lower detail levels as 'further away' for the purposes of culling
		float adjusted_dist = vm_vec_dist(&Eye_position, &world_pos) * powf(2.5f, (float)(NUM_DEFAULT_DETAIL_LEVELS - Detail.num_particles));
		// treat bigger particles as 'closer'
		adjusted_dist /= info->rad;
		float cull_start_dist = 1000.f;
		if (adjusted_dist > cull_start_dist) {
			if (frand() > 1.0f / (log2(adjusted_dist / cull_start_dist) + 1.0f))
				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->looping = false;
		part->length = info->length;
		part->angle = frand_range(0.0f, PI2);
		part->use_angle = info->use_angle;
		part->size_lifetime_curve = info->size_lifetime_curve;
		part->vel_lifetime_curve = info->vel_lifetime_curve;

		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(std::move(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;
		}

		float vel_scalar = 1.0f;
		if (part->vel_lifetime_curve >= 0) {
			vel_scalar = Curves[part->vel_lifetime_curve].GetValue(part->age / part->max_life);
		}

		// move as a regular particle
		part->pos += (part->velocity * vel_scalar) * 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)
		{
			if (part->optional_data >= 0)
				gr_set_color((part->optional_data >> 16) & 0xff, (part->optional_data >> 8) & 0xff, part->optional_data & 0xff);
			else
				gr_set_color(255, 0, 0);
			g3_draw_sphere_ez(&p_pos, part->radius);
		}
		else
		{
			framenum = part->optional_data;

			Assert( cur_frame < part->nframes );

			float radius = part->radius;
			if (part->size_lifetime_curve >= 0) {
				radius *= Curves[part->size_lifetime_curve].GetValue(part->age / part->max_life);
			}

			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, radius, &p1, radius);
			}
			else {
				// it will subtract Physics_viewer_bank, so without the flag we counter that and make it screen-aligned again
				batching_add_volume_bitmap_rotated(framenum + cur_frame, &pos, part->use_angle ? part->angle : Physics_viewer_bank, radius, alpha);
			}


			return true;
		}

		return false;
	}

	void render_all()
	{
		GR_DEBUG_SCOPE("Render Particles");
		TRACE_SCOPE(tracing::ParticlesRenderAll);

		if (!Particles_enabled)
			return;

		if (Persistent_particles.empty() && Particles.empty())
			return;

		for (auto& part : Persistent_particles) {
			render_particle(part.get());
		}

		for (auto& part : Particles) {
			render_particle(&part);
		}

	}

	//============================================================================
	//============== 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);
		}
	}
}