mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 15:14:51 +01:00
644 lines
23 KiB
C++
644 lines
23 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
#include "stdh.h"
|
|
|
|
#include <Engine/Graphics/DrawPort.h>
|
|
|
|
#include <Engine/Math/Projection.h>
|
|
#include <Engine/Graphics/Color.h>
|
|
#include <Engine/Graphics/Vertex.h>
|
|
#include <Engine/Graphics/Texture.h>
|
|
#include <Engine/Graphics/Fog_internal.h>
|
|
#include <Engine/Base/Statistics_internal.h>
|
|
|
|
#include <Engine/Templates/StaticArray.cpp>
|
|
#include <Engine/Templates/StaticStackArray.cpp>
|
|
|
|
|
|
extern const FLOAT *pfSinTable;
|
|
extern const FLOAT *pfCosTable;
|
|
|
|
extern CEntity *_Particle_penCurrentViewer = NULL;
|
|
extern INDEX _Particle_iCurrentDrawPort = 0;
|
|
extern FLOAT _Particle_fCurrentMip = 0.0f;
|
|
extern BOOL _Particle_bHasFog = FALSE;
|
|
extern BOOL _Particle_bHasHaze = FALSE;
|
|
|
|
// variables used for rendering particles
|
|
static CProjection3D *_pprProjection;
|
|
static FLOAT _fPerspectiveFactor;
|
|
static MEX _mexTextureWidth, _mexTextureHeight;
|
|
static FLOAT _fTextureCorrectionU, _fTextureCorrectionV;
|
|
static FLOAT _fNearClipDistance;
|
|
static GFXTexCoord _atex[4];
|
|
static COLOR _colAttMask;
|
|
static BOOL _bTransFogHaze = FALSE;
|
|
static BOOL _bNeedsClipping = FALSE;
|
|
static CDrawPort *_pDP;
|
|
static CStaticStackArray<GFXTexCoord> _atexFogHaze;
|
|
static CTextureData *_ptd = NULL;
|
|
static INDEX _iFrame = 0;
|
|
|
|
|
|
|
|
// prepare particles for rendering
|
|
void Particle_PrepareSystem( CDrawPort *pdpDrawPort, CAnyProjection3D &prProjection)
|
|
{
|
|
_pDP = pdpDrawPort;
|
|
_pprProjection = (CProjection3D*)&*prProjection;
|
|
_fNearClipDistance = -prProjection->pr_NearClipDistance;
|
|
_fPerspectiveFactor = 1.0f;
|
|
_Particle_iCurrentDrawPort = pdpDrawPort->GetID();
|
|
|
|
// prepare projection and scale factor
|
|
pdpDrawPort->SetProjection(prProjection);
|
|
if( prProjection.IsPerspective()) _fPerspectiveFactor = ((CPerspectiveProjection3D*)&*prProjection)->ppr_PerspectiveRatios(1);
|
|
|
|
// setup rendering mode
|
|
gfxEnableDepthTest();
|
|
gfxCullFace(GFX_NONE);
|
|
gfxEnableTexture();
|
|
// prepare general texture parameters
|
|
gfxSetTextureWrapping( GFX_REPEAT, GFX_REPEAT);
|
|
// prepare arrays to draw from begining
|
|
gfxResetArrays();
|
|
}
|
|
|
|
void Particle_EndSystem( BOOL bRestoreOrtho/*=TRUE*/)
|
|
{
|
|
// reset projection and re-enable clipping
|
|
if( bRestoreOrtho) _pDP->SetOrtho();
|
|
gfxEnableClipping();
|
|
}
|
|
|
|
|
|
FLOAT Particle_GetMipFactor(void)
|
|
{
|
|
return _Particle_fCurrentMip;
|
|
}
|
|
|
|
CEntity *Particle_GetViewer(void)
|
|
{
|
|
return _Particle_penCurrentViewer;
|
|
}
|
|
|
|
CProjection3D *Particle_GetProjection(void)
|
|
{
|
|
return _pprProjection;
|
|
}
|
|
|
|
INDEX Particle_GetDrawPortID(void)
|
|
{
|
|
return _Particle_iCurrentDrawPort;
|
|
}
|
|
|
|
|
|
void Particle_PrepareTexture( CTextureObject *pto, enum ParticleBlendType pbt)
|
|
{
|
|
// determine blend type
|
|
switch( pbt) {
|
|
case PBT_BLEND:
|
|
gfxDisableDepthWrite();
|
|
gfxDisableAlphaTest();
|
|
gfxEnableBlend();
|
|
gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
|
|
_colAttMask = 0xFFFFFF00; // attenuate alpha
|
|
break;
|
|
case PBT_ADD:
|
|
gfxDisableDepthWrite();
|
|
gfxDisableAlphaTest();
|
|
gfxEnableBlend();
|
|
gfxBlendFunc( GFX_ONE, GFX_ONE);
|
|
_colAttMask = 0x000000FF; // attenuate color
|
|
break;
|
|
case PBT_MULTIPLY:
|
|
gfxDisableDepthWrite();
|
|
gfxDisableAlphaTest();
|
|
gfxEnableBlend();
|
|
gfxBlendFunc( GFX_ZERO, GFX_INV_SRC_COLOR);
|
|
_colAttMask = 0x000000FF; // attenuate color
|
|
break;
|
|
case PBT_ADDALPHA:
|
|
gfxDisableDepthWrite();
|
|
gfxDisableAlphaTest();
|
|
gfxEnableBlend();
|
|
gfxBlendFunc( GFX_SRC_ALPHA, GFX_ONE);
|
|
_colAttMask = 0xFFFFFF00; // attenuate alpha
|
|
break;
|
|
case PBT_FLEX:
|
|
gfxDisableDepthWrite();
|
|
gfxDisableAlphaTest();
|
|
gfxEnableBlend();
|
|
gfxBlendFunc( GFX_ONE, GFX_INV_SRC_ALPHA);
|
|
_colAttMask = 0xFFFFFFFF; // attenuate alpha
|
|
break;
|
|
case PBT_TRANSPARENT:
|
|
gfxEnableDepthWrite();
|
|
gfxEnableAlphaTest();
|
|
gfxDisableBlend();
|
|
_colAttMask = 0; // no attenuation - texture instead
|
|
break;
|
|
}
|
|
// get texture parameters for current frame and needed mip factor
|
|
_ptd = (CTextureData*)pto->GetData();
|
|
_iFrame = pto->GetFrame();
|
|
// prepare and upload texture
|
|
_ptd->SetAsCurrent(_iFrame);
|
|
// obtain curently used texture's width and height in mexes
|
|
_mexTextureWidth = _ptd->GetWidth();
|
|
_mexTextureHeight = _ptd->GetHeight();
|
|
// calculate correction factor (relative to greater texture dimension)
|
|
_fTextureCorrectionU = 1.0f/_mexTextureWidth;
|
|
_fTextureCorrectionV = 1.0f/_mexTextureHeight;
|
|
_atexFogHaze.Push(4); // temporary
|
|
_bTransFogHaze = _colAttMask==0 && (_Particle_bHasFog || _Particle_bHasHaze);
|
|
_bNeedsClipping = FALSE;
|
|
}
|
|
|
|
|
|
void Particle_SetTexturePart( MEX mexWidth, MEX mexHeight, INDEX iCol, INDEX iRow)
|
|
{
|
|
// prepare full texture for displaying
|
|
MEXaabbox2D boxTextureClipped( MEX2D( mexWidth*(iCol+0), mexHeight*(iRow+0)),
|
|
MEX2D( mexWidth*(iCol+1), mexHeight*(iRow+1)));
|
|
|
|
// prepare coordinates of the rectangle
|
|
_atex[0].s = boxTextureClipped.Min()(1) *_fTextureCorrectionU;
|
|
_atex[0].t = boxTextureClipped.Min()(2) *_fTextureCorrectionV;
|
|
_atex[1].s = boxTextureClipped.Min()(1) *_fTextureCorrectionU;
|
|
_atex[1].t = boxTextureClipped.Max()(2) *_fTextureCorrectionV;
|
|
_atex[2].s = boxTextureClipped.Max()(1) *_fTextureCorrectionU;
|
|
_atex[2].t = boxTextureClipped.Max()(2) *_fTextureCorrectionV;
|
|
_atex[3].s = boxTextureClipped.Max()(1) *_fTextureCorrectionU;
|
|
_atex[3].t = boxTextureClipped.Min()(2) *_fTextureCorrectionV;
|
|
}
|
|
|
|
|
|
|
|
// add one particle square to rendering queue
|
|
void Particle_RenderSquare( const FLOAT3D &vPos, FLOAT fSize, ANGLE aRotation, COLOR col, FLOAT fYRatio/*=1.0f*/)
|
|
{
|
|
// trivial rejection
|
|
if( fSize<0.0001f || ((col&CT_AMASK)>>CT_ASHIFT)<2) return;
|
|
|
|
// project point to screen
|
|
FLOAT3D vProjected;
|
|
_pprProjection->PreClip( vPos, vProjected);
|
|
// skip if not in screen
|
|
const INDEX iTest = _pprProjection->TestSphereToFrustum( vProjected, fSize);
|
|
if( iTest<0) return;
|
|
const FLOAT fPixSize = fSize * _fPerspectiveFactor / vProjected(3);
|
|
if( fPixSize<0.5f) return;
|
|
|
|
// adjust the need for clipping
|
|
if( iTest==0) _bNeedsClipping = TRUE;
|
|
|
|
// eventual tex coords for fog or haze
|
|
const INDEX ctTexFG = _atexFogHaze.Count();
|
|
GFXTexCoord *ptexFogHaze = &_atexFogHaze[ctTexFG-4];
|
|
|
|
// if haze is active
|
|
if( _Particle_bHasHaze)
|
|
{ // get haze strength at particle position
|
|
ptexFogHaze[0].s = (-vProjected(3)+_haze_fAdd)*_haze_fMul;
|
|
const ULONG ulH = 255-GetHazeAlpha(ptexFogHaze[0].s);
|
|
if( ulH<4) return;
|
|
if( _colAttMask) { // apply haze color (if not transparent)
|
|
const COLOR colH = _colAttMask | RGBAToColor( ulH,ulH,ulH,ulH);
|
|
col = MulColors( col, colH);
|
|
} else ptexFogHaze[0].t = 0;
|
|
}
|
|
// if fog is active
|
|
if( _Particle_bHasFog)
|
|
{ // get fog strength at particle position
|
|
ptexFogHaze[0].s = -vProjected(3)*_fog_fMulZ;
|
|
ptexFogHaze[0].t = (vProjected%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
|
|
const ULONG ulF = 255-GetFogAlpha(ptexFogHaze[0]);
|
|
if( ulF<4) return;
|
|
if( _colAttMask) { // apply fog color (if not transparent)
|
|
const COLOR colF = _colAttMask | RGBAToColor( ulF,ulF,ulF,ulF);
|
|
col = MulColors( col, colF);
|
|
}
|
|
}
|
|
// keep fog/haze tex coords (if needed)
|
|
if( _bTransFogHaze) {
|
|
ptexFogHaze[1] = ptexFogHaze[2] = ptexFogHaze[3] = ptexFogHaze[0];
|
|
_atexFogHaze.Push(4);
|
|
}
|
|
|
|
// prepare screen coords
|
|
const FLOAT fI0 = vProjected(1);
|
|
const FLOAT fJ0 = vProjected(2);
|
|
const FLOAT fOoK = vProjected(3);
|
|
|
|
// add to vertex arrays
|
|
GFXVertex4 *pvtx = _avtxCommon.Push(4);
|
|
GFXTexCoord *ptex = _atexCommon.Push(4);
|
|
GFXColor *pcol = _acolCommon.Push(4);
|
|
|
|
// prepare vertices
|
|
const FLOAT fRX = fSize;
|
|
const FLOAT fRY = fSize*fYRatio;
|
|
if( aRotation==0) {
|
|
const FLOAT fIBeg = fI0-fRX; const FLOAT fIEnd = fI0+fRX;
|
|
const FLOAT fJBeg = fJ0-fRY; const FLOAT fJEnd = fJ0+fRY;
|
|
pvtx[0].x = fIBeg; pvtx[0].y = fJBeg; pvtx[0].z = fOoK;
|
|
pvtx[1].x = fIBeg; pvtx[1].y = fJEnd; pvtx[1].z = fOoK;
|
|
pvtx[2].x = fIEnd; pvtx[2].y = fJEnd; pvtx[2].z = fOoK;
|
|
pvtx[3].x = fIEnd; pvtx[3].y = fJBeg; pvtx[3].z = fOoK;
|
|
} else {
|
|
const INDEX iRot256 = FloatToInt(aRotation*0.7111f) & 255; // *256/360
|
|
const FLOAT fSinA = pfSinTable[iRot256];
|
|
const FLOAT fCosA = pfCosTable[iRot256];
|
|
const FLOAT fSinPCos = fCosA*fRX+fSinA*fRY;
|
|
const FLOAT fSinMCos = fSinA*fRX-fCosA*fRY;
|
|
pvtx[0].x = fI0-fSinPCos; pvtx[0].y = fJ0-fSinMCos; pvtx[0].z = fOoK;
|
|
pvtx[1].x = fI0+fSinMCos; pvtx[1].y = fJ0-fSinPCos; pvtx[1].z = fOoK;
|
|
pvtx[2].x = fI0+fSinPCos; pvtx[2].y = fJ0+fSinMCos; pvtx[2].z = fOoK;
|
|
pvtx[3].x = fI0-fSinMCos; pvtx[3].y = fJ0+fSinPCos; pvtx[3].z = fOoK;
|
|
}
|
|
// prepare texture coords
|
|
ptex[0] = _atex[1];
|
|
ptex[1] = _atex[0];
|
|
ptex[2] = _atex[3];
|
|
ptex[3] = _atex[2];
|
|
// prepare colors
|
|
const GFXColor glcol( AdjustColor( col, _slTexHueShift, _slTexSaturation));
|
|
pcol[0] = glcol;
|
|
pcol[1] = glcol;
|
|
pcol[2] = glcol;
|
|
pcol[3] = glcol;
|
|
}
|
|
|
|
|
|
|
|
// add one particle line to rendering queue
|
|
void Particle_RenderLine( const FLOAT3D &vPos0, const FLOAT3D &vPos1, FLOAT fWidth, COLOR col)
|
|
{
|
|
// trivial rejection
|
|
if( fWidth<0 || ((col&CT_AMASK)>>CT_ASHIFT)<2) return;
|
|
|
|
// project point to screen
|
|
FLOAT3D vProjected0, vProjected1;
|
|
_pprProjection->PreClip( vPos0, vProjected0);
|
|
_pprProjection->PreClip( vPos1, vProjected1);
|
|
// skip if not in screen
|
|
if (vProjected0(3)>_fNearClipDistance || vProjected1(3)>_fNearClipDistance) return;
|
|
|
|
const FLOAT fK0 = 1.0f / vProjected0(3);
|
|
const FLOAT fK1 = 1.0f / vProjected1(3);
|
|
const FLOAT fR0 = fWidth * _fPerspectiveFactor *fK0;
|
|
const FLOAT fR1 = fWidth * _fPerspectiveFactor *fK1;
|
|
if( fR0<0.5f && fR1<0.5f) return;
|
|
|
|
// line might need clipping
|
|
_bNeedsClipping = TRUE;
|
|
|
|
COLOR col0, col1;
|
|
col0 = col1 = col;
|
|
// eventual tex coords for fog or haze
|
|
const INDEX ctTexFG = _atexFogHaze.Count();
|
|
GFXTexCoord *ptexFogHaze = &_atexFogHaze[ctTexFG-4];
|
|
|
|
// if haze is active
|
|
if( _Particle_bHasHaze)
|
|
{ // get haze strength at particle positions
|
|
ptexFogHaze[0].s = (-vProjected0(3)+_haze_fAdd)*_haze_fMul;
|
|
ptexFogHaze[1].s = (-vProjected1(3)+_haze_fAdd)*_haze_fMul;
|
|
const ULONG ulH0 = 255-GetHazeAlpha(ptexFogHaze[0].s);
|
|
const ULONG ulH1 = 255-GetHazeAlpha(ptexFogHaze[1].s);
|
|
if( (ulH0|ulH1)<4) return;
|
|
if( _colAttMask) { // apply haze color (if not transparent)
|
|
COLOR colH;
|
|
colH = _colAttMask | RGBAToColor( ulH0,ulH0,ulH0,ulH0); col0 = MulColors( col0, colH);
|
|
colH = _colAttMask | RGBAToColor( ulH1,ulH1,ulH1,ulH1); col1 = MulColors( col1, colH);
|
|
} else ptexFogHaze[0].t = ptexFogHaze[1].t = 0;
|
|
}
|
|
// if fog is active
|
|
if( _Particle_bHasFog)
|
|
{ // get fog strength at particle position
|
|
ptexFogHaze[0].s = -vProjected0(3)*_fog_fMulZ;
|
|
ptexFogHaze[0].t = (vProjected0%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
|
|
ptexFogHaze[1].s = -vProjected1(3)*_fog_fMulZ;
|
|
ptexFogHaze[1].t = (vProjected1%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
|
|
const ULONG ulF0 = 255-GetFogAlpha(ptexFogHaze[0]);
|
|
const ULONG ulF1 = 255-GetFogAlpha(ptexFogHaze[1]);
|
|
if( (ulF0|ulF1)<4) return;
|
|
if( _colAttMask) { // apply fog color (if not transparent)
|
|
COLOR colF; // apply fog color
|
|
colF = _colAttMask | RGBAToColor( ulF0,ulF0,ulF0,ulF0); col0 = MulColors( col0, colF);
|
|
colF = _colAttMask | RGBAToColor( ulF1,ulF1,ulF1,ulF1); col1 = MulColors( col1, colF);
|
|
}
|
|
}
|
|
// keep fog/haze tex coords (if needed)
|
|
if( _bTransFogHaze) {
|
|
ptexFogHaze[2] = ptexFogHaze[1];
|
|
ptexFogHaze[3] = ptexFogHaze[0];
|
|
_atexFogHaze.Push(4);
|
|
}
|
|
|
|
// lets draw
|
|
const FLOAT fI0 = vProjected0(1); const FLOAT fI1 = vProjected1(1);
|
|
const FLOAT fJ0 = vProjected0(2); const FLOAT fJ1 = vProjected1(2);
|
|
const FLOAT fOoK0 = vProjected0(3); const FLOAT fOoK1 = vProjected1(3);
|
|
FLOAT fDI = fI1*fK1 - fI0*fK0;
|
|
FLOAT fDJ = fJ1*fK1 - fJ0*fK0;
|
|
const FLOAT fD = fWidth / Sqrt( fDI*fDI + fDJ*fDJ);
|
|
fDI *= fD; // multiplied by width!
|
|
fDJ *= fD;
|
|
|
|
// add to vertex arrays
|
|
GFXVertex *pvtx = _avtxCommon.Push(4);
|
|
GFXTexCoord *ptex = _atexCommon.Push(4);
|
|
GFXColor *pcol = _acolCommon.Push(4);
|
|
|
|
// prepare vertices
|
|
pvtx[0].x = fI0+fDJ; pvtx[0].y = fJ0-fDI; pvtx[0].z = fOoK0;
|
|
pvtx[1].x = fI1+fDJ; pvtx[1].y = fJ1-fDI; pvtx[1].z = fOoK1;
|
|
pvtx[2].x = fI1-fDJ; pvtx[2].y = fJ1+fDI; pvtx[2].z = fOoK1;
|
|
pvtx[3].x = fI0-fDJ; pvtx[3].y = fJ0+fDI; pvtx[3].z = fOoK0;
|
|
// prepare texture coords
|
|
ptex[0] = _atex[0];
|
|
ptex[1] = _atex[1];
|
|
ptex[2] = _atex[2];
|
|
ptex[3] = _atex[3];
|
|
// prepare colors
|
|
const GFXColor glcol0( AdjustColor( col0, _slTexHueShift, _slTexSaturation));
|
|
const GFXColor glcol1( AdjustColor( col1, _slTexHueShift, _slTexSaturation));
|
|
pcol[0] = glcol0;
|
|
pcol[1] = glcol1;
|
|
pcol[2] = glcol1;
|
|
pcol[3] = glcol0;
|
|
}
|
|
|
|
|
|
|
|
// add one 3D particle quad to rendering queue
|
|
void Particle_RenderQuad3D( const FLOAT3D &vPos0, const FLOAT3D &vPos1, const FLOAT3D &vPos2,
|
|
const FLOAT3D &vPos3, COLOR col)
|
|
{
|
|
// trivial rejection
|
|
if( ((col&CT_AMASK)>>CT_ASHIFT)<2) return;
|
|
|
|
// project point to screen
|
|
FLOAT3D vProjected0, vProjected1, vProjected2, vProjected3;
|
|
_pprProjection->PreClip( vPos0, vProjected0);
|
|
_pprProjection->PreClip( vPos1, vProjected1);
|
|
_pprProjection->PreClip( vPos2, vProjected2);
|
|
_pprProjection->PreClip( vPos3, vProjected3);
|
|
|
|
// test for trivial rejection (sphere method)
|
|
FLOAT3D vNearest = vProjected0; // find nearest-Z vertex
|
|
if( vNearest(3)>vProjected1(3)) vNearest = vProjected1;
|
|
if( vNearest(3)>vProjected2(3)) vNearest = vProjected2;
|
|
if( vNearest(3)>vProjected3(3)) vNearest = vProjected3;
|
|
// find center
|
|
const FLOAT fX = (vProjected0(1)+vProjected1(1)+vProjected2(1)+vProjected3(1)) * 0.25f;
|
|
const FLOAT fY = (vProjected0(2)+vProjected1(2)+vProjected2(2)+vProjected3(2)) * 0.25f;
|
|
// find radius (approx. distance to nearest-Z vertex)
|
|
// we won't do sqrt but rather larger distance * 0.7f (1/sqrt(2))
|
|
const FLOAT fDX = Abs(fX-vNearest(1));
|
|
const FLOAT fDY = Abs(fY-vNearest(2));
|
|
const FLOAT fR = 0.7f * Max(fDX,fDY);
|
|
// set center vertex location and test it
|
|
vNearest(1) = fX;
|
|
vNearest(2) = fY;
|
|
const INDEX iTest = _pprProjection->TestSphereToFrustum( vNearest, fR);
|
|
if( iTest<0) return;
|
|
|
|
// adjust the need for clipping
|
|
if( iTest==0) _bNeedsClipping = TRUE;
|
|
|
|
// separate colors (for the sake of fog/haze)
|
|
COLOR col0,col1,col2,col3;
|
|
col0 = col1 = col2 = col3 = col;
|
|
// eventual tex coords for fog or haze
|
|
const INDEX ctTexFG = _atexFogHaze.Count();
|
|
GFXTexCoord *ptexFogHaze = &_atexFogHaze[ctTexFG-4];
|
|
|
|
// if haze is active
|
|
if( _Particle_bHasHaze)
|
|
{ // get haze strength at particle position
|
|
ptexFogHaze[0].s = (-vProjected0(3)+_haze_fAdd)*_haze_fMul;
|
|
ptexFogHaze[1].s = (-vProjected1(3)+_haze_fAdd)*_haze_fMul;
|
|
ptexFogHaze[2].s = (-vProjected2(3)+_haze_fAdd)*_haze_fMul;
|
|
ptexFogHaze[3].s = (-vProjected3(3)+_haze_fAdd)*_haze_fMul;
|
|
const ULONG ulH0 = 255-GetHazeAlpha(ptexFogHaze[0].s);
|
|
const ULONG ulH1 = 255-GetHazeAlpha(ptexFogHaze[1].s);
|
|
const ULONG ulH2 = 255-GetHazeAlpha(ptexFogHaze[2].s);
|
|
const ULONG ulH3 = 255-GetHazeAlpha(ptexFogHaze[3].s);
|
|
if( (ulH0|ulH1|ulH2|ulH3)<4) return;
|
|
if( _colAttMask) { // apply haze color (if not transparent)
|
|
COLOR colH;
|
|
colH = _colAttMask | RGBAToColor( ulH0,ulH0,ulH0,ulH0); col0 = MulColors( col0, colH);
|
|
colH = _colAttMask | RGBAToColor( ulH1,ulH1,ulH1,ulH1); col1 = MulColors( col1, colH);
|
|
colH = _colAttMask | RGBAToColor( ulH2,ulH2,ulH2,ulH2); col2 = MulColors( col2, colH);
|
|
colH = _colAttMask | RGBAToColor( ulH3,ulH3,ulH3,ulH3); col3 = MulColors( col3, colH);
|
|
} else ptexFogHaze[0].t = ptexFogHaze[1].t = ptexFogHaze[2].t = ptexFogHaze[3].t = 0;
|
|
}
|
|
// if fog is active
|
|
if( _Particle_bHasFog)
|
|
{ // get fog strength at particle position
|
|
ptexFogHaze[0].s = -vProjected0(3)*_fog_fMulZ;
|
|
ptexFogHaze[0].t = (vProjected0%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
|
|
ptexFogHaze[1].s = -vProjected1(3)*_fog_fMulZ;
|
|
ptexFogHaze[1].t = (vProjected1%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
|
|
ptexFogHaze[2].s = -vProjected2(3)*_fog_fMulZ;
|
|
ptexFogHaze[2].t = (vProjected2%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
|
|
ptexFogHaze[3].s = -vProjected3(3)*_fog_fMulZ;
|
|
ptexFogHaze[3].t = (vProjected3%_fog_vHDirView+_fog_fAddH)*_fog_fMulH;
|
|
const ULONG ulF0 = 255-GetFogAlpha(ptexFogHaze[0]);
|
|
const ULONG ulF1 = 255-GetFogAlpha(ptexFogHaze[1]);
|
|
const ULONG ulF2 = 255-GetFogAlpha(ptexFogHaze[2]);
|
|
const ULONG ulF3 = 255-GetFogAlpha(ptexFogHaze[3]);
|
|
if( (ulF0|ulF1|ulF2|ulF3)<4) return;
|
|
if( _colAttMask) { // apply fog color (if not transparent)
|
|
COLOR colF;
|
|
colF = _colAttMask | RGBAToColor( ulF0,ulF0,ulF0,ulF0); col0 = MulColors( col0, colF);
|
|
colF = _colAttMask | RGBAToColor( ulF1,ulF1,ulF1,ulF1); col1 = MulColors( col1, colF);
|
|
colF = _colAttMask | RGBAToColor( ulF2,ulF2,ulF2,ulF2); col2 = MulColors( col2, colF);
|
|
colF = _colAttMask | RGBAToColor( ulF3,ulF3,ulF3,ulF3); col3 = MulColors( col3, colF);
|
|
}
|
|
}
|
|
// keep fog/haze tex coords (if needed)
|
|
if( _bTransFogHaze) _atexFogHaze.Push(4);
|
|
|
|
// add to vertex arrays
|
|
GFXVertex *pvtx = _avtxCommon.Push(4);
|
|
GFXTexCoord *ptex = _atexCommon.Push(4);
|
|
GFXColor *pcol = _acolCommon.Push(4);
|
|
|
|
// prepare vertices
|
|
pvtx[0].x = vProjected0(1); pvtx[0].y = vProjected0(2); pvtx[0].z = vProjected0(3);
|
|
pvtx[1].x = vProjected1(1); pvtx[1].y = vProjected1(2); pvtx[1].z = vProjected1(3);
|
|
pvtx[2].x = vProjected2(1); pvtx[2].y = vProjected2(2); pvtx[2].z = vProjected2(3);
|
|
pvtx[3].x = vProjected3(1); pvtx[3].y = vProjected3(2); pvtx[3].z = vProjected3(3);
|
|
// prepare texture coords
|
|
ptex[0] = _atex[0];
|
|
ptex[1] = _atex[1];
|
|
ptex[2] = _atex[2];
|
|
ptex[3] = _atex[3];
|
|
// prepare colors
|
|
const GFXColor glcol0( AdjustColor( col0, _slTexHueShift, _slTexSaturation));
|
|
const GFXColor glcol1( AdjustColor( col1, _slTexHueShift, _slTexSaturation));
|
|
const GFXColor glcol2( AdjustColor( col2, _slTexHueShift, _slTexSaturation));
|
|
const GFXColor glcol3( AdjustColor( col3, _slTexHueShift, _slTexSaturation));
|
|
pcol[0] = glcol0;
|
|
pcol[1] = glcol1;
|
|
pcol[2] = glcol2;
|
|
pcol[3] = glcol3;
|
|
}
|
|
|
|
|
|
// flushes particle rendering queue (i.e. renders particle on screen)
|
|
void Particle_Flush(void)
|
|
{
|
|
// update stats
|
|
const INDEX ctParticles = _avtxCommon.Count()/4;
|
|
_sfStats.IncrementCounter( CStatForm::SCI_PARTICLES, ctParticles);
|
|
_pGfx->gl_ctParticleTriangles += ctParticles*2;
|
|
|
|
// determine need for clipping
|
|
if( _bNeedsClipping) gfxEnableClipping();
|
|
else gfxDisableClipping();
|
|
|
|
// flush 1st layer
|
|
gfxFlushQuads();
|
|
// maybe we need to render fog/haze layer
|
|
if( _bTransFogHaze)
|
|
{ // setup haze/fog color and texture
|
|
GFXColor glcolFH;
|
|
gfxSetTextureWrapping( GFX_CLAMP, GFX_CLAMP);
|
|
if( _Particle_bHasHaze) {
|
|
gfxSetTexture( _haze_ulTexture, _haze_tpLocal);
|
|
glcolFH.abgr = ByteSwap( AdjustColor( _haze_hp.hp_colColor, _slTexHueShift, _slTexSaturation));
|
|
} else {
|
|
gfxSetTexture( _fog_ulTexture, _fog_tpLocal);
|
|
glcolFH.abgr = ByteSwap( AdjustColor( _fog_fp.fp_colColor, _slTexHueShift, _slTexSaturation));
|
|
}
|
|
// prepare haze rendering parameters
|
|
gfxDisableAlphaTest();
|
|
gfxEnableBlend();
|
|
gfxBlendFunc( GFX_SRC_ALPHA, GFX_INV_SRC_ALPHA);
|
|
gfxDisableDepthWrite();
|
|
gfxDepthFunc( GFX_EQUAL); // adjust z-buffer compare
|
|
// copy fog/haze texture array to main texture array and set color to fog/haze
|
|
const INDEX ctVertices = _atexCommon.Count();
|
|
ASSERT( _atexFogHaze.Count()==ctVertices+4);
|
|
memcpy( &_atexCommon[0], &_atexFogHaze[0], ctVertices*sizeof(GFXTexCoord));
|
|
for( INDEX i=0; i<ctVertices; i++) _acolCommon[i] = glcolFH;
|
|
// render it
|
|
gfxFlushQuads();
|
|
// revert to old settings
|
|
gfxEnableAlphaTest();
|
|
gfxDisableBlend();
|
|
gfxDepthFunc( GFX_LESS_EQUAL);
|
|
_ptd->SetAsCurrent(_iFrame);
|
|
_pGfx->gl_ctParticleTriangles += ctParticles*2;
|
|
}
|
|
|
|
// all done
|
|
gfxResetArrays();
|
|
_atexFogHaze.PopAll();
|
|
_bNeedsClipping = FALSE;
|
|
}
|
|
|
|
|
|
|
|
// SORTING ROUTINES
|
|
|
|
static int qsort_CompareZ( const void *pI0, const void *pI1) {
|
|
const INDEX i0 = (*(INDEX*)pI0) *4;
|
|
const INDEX i1 = (*(INDEX*)pI1) *4;
|
|
const FLOAT fZ0 = _avtxCommon[i0].z;
|
|
const FLOAT fZ1 = _avtxCommon[i1].z;
|
|
if( fZ0<fZ1) return +1;
|
|
else if( fZ0>fZ1) return -1;
|
|
else return 0;
|
|
}
|
|
|
|
static int qsort_CompareZ3D( const void *pI0, const void *pI1) {
|
|
const INDEX i0 = (*(INDEX*)pI0) *4;
|
|
const INDEX i1 = (*(INDEX*)pI1) *4;
|
|
const FLOAT fZ0 = (_avtxCommon[i0].z + _avtxCommon[i0+1].z + _avtxCommon[i0+2].z + _avtxCommon[i0+3].z) / 4.0f;
|
|
const FLOAT fZ1 = (_avtxCommon[i1].z + _avtxCommon[i1+1].z + _avtxCommon[i1+2].z + _avtxCommon[i1+3].z) / 4.0f;
|
|
if( fZ0<fZ1) return +1;
|
|
else if( fZ0>fZ1) return -1;
|
|
else return 0;
|
|
}
|
|
|
|
|
|
// sorts particles by distance
|
|
void Particle_Sort( BOOL b3D/*=FALSE*/)
|
|
{
|
|
INDEX i;
|
|
const INDEX ctParticles = _avtxCommon.Count()/4;
|
|
if( ctParticles<=0) return; // nothing to do!
|
|
|
|
// generate sort array
|
|
CStaticArray<INDEX> aiIndices;
|
|
aiIndices.New(ctParticles);
|
|
for( i=0; i<ctParticles; i++) aiIndices[i] = i;
|
|
|
|
// bubble sort indices by vertex Z coord
|
|
if(b3D) qsort( &aiIndices[0], ctParticles, sizeof(INDEX), qsort_CompareZ3D);
|
|
else qsort( &aiIndices[0], ctParticles, sizeof(INDEX), qsort_CompareZ);
|
|
|
|
// generate inverse table
|
|
CStaticArray<INDEX> aiInverse;
|
|
aiInverse.New(ctParticles);
|
|
for( i=0; i<ctParticles; i++) {
|
|
const INDEX iOrig = aiIndices[i];
|
|
aiInverse[iOrig] = i;
|
|
}
|
|
|
|
// sort vertices by indices
|
|
for( i=0; i<ctParticles;) // i is incremented in loop
|
|
{ // fetch destination
|
|
INDEX &iWhere = aiInverse[i];
|
|
ASSERT( iWhere<ctParticles);
|
|
// if current is already in place, advance to next index
|
|
if( iWhere==i) { i++; continue; }
|
|
// swap vertices
|
|
Swap( _avtxCommon[iWhere*4+0], _avtxCommon[i*4+0]);
|
|
Swap( _avtxCommon[iWhere*4+1], _avtxCommon[i*4+1]);
|
|
Swap( _avtxCommon[iWhere*4+2], _avtxCommon[i*4+2]);
|
|
Swap( _avtxCommon[iWhere*4+3], _avtxCommon[i*4+3]);
|
|
// swap texture coords
|
|
Swap( _atexCommon[iWhere*4+0], _atexCommon[i*4+0]);
|
|
Swap( _atexCommon[iWhere*4+1], _atexCommon[i*4+1]);
|
|
Swap( _atexCommon[iWhere*4+2], _atexCommon[i*4+2]);
|
|
Swap( _atexCommon[iWhere*4+3], _atexCommon[i*4+3]);
|
|
// swap colors
|
|
Swap( _acolCommon[iWhere*4+0], _acolCommon[i*4+0]);
|
|
Swap( _acolCommon[iWhere*4+1], _acolCommon[i*4+1]);
|
|
Swap( _acolCommon[iWhere*4+2], _acolCommon[i*4+2]);
|
|
Swap( _acolCommon[iWhere*4+3], _acolCommon[i*4+3]);
|
|
// swap indices
|
|
Swap( aiInverse[iWhere], aiInverse[i]);
|
|
}
|
|
|
|
#ifndef NDEBUG
|
|
// test to see whether the array is sorted
|
|
INDEX *pidx = &aiInverse[0];
|
|
GFXVertex4 *pvtx = &_avtxCommon[0];
|
|
for( i=0; i<ctParticles-1; i++) {
|
|
ASSERT( pidx[i] < pidx[i+1]);
|
|
ASSERT( pvtx[i*4].z >= pvtx[(i+1)*4].z);
|
|
}
|
|
#endif
|
|
}
|