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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program 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.
- **
- ** 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, see <http://www.gnu.org/licenses/>.
- */
- /***************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***************************************************************************
- * *
- * Project Name : G *
- * *
- * $Archive:: /VSS_Sync/ww3d2/part_buf.h $*
- * *
- * $Author:: Vss_sync $*
- * *
- * $Modtime:: 10/26/01 2:56p $*
- * *
- * $Revision:: 10 $*
- * *
- *-------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef PART_BUF_H
- #define PART_BUF_H
- #include "rendobj.h"
- #include "pointgr.h"
- #include "seglinerenderer.h"
- #include "linegrp.h"
- class ParticleEmitterClass;
- template<class T> struct ParticlePropertyStruct;
- /**
- ** NewParticleStruct: structure for passing new particles from the particle
- ** emitter to the particle buffer. Since the emitter always continues
- ** emitting (unless stopped) but the buffer may not update for long periods,
- ** the emitter may emit more particles than the buffer can contain. However,
- ** in this case the older particles can be ignored. Therefore
- ** ParticleBufferClass contains a circular buffer of NewParticleStructs, and
- ** new ones overwrite the oldest in the case of overflows.
- */
- struct NewParticleStruct
- {
- Vector3 Position; // Particle position in worldspace.
- Vector3 Velocity; // Particle velocity in worldspace.
- unsigned int TimeStamp; // Millisecond time at creation.
- // These are needed by DynamicVectorClass (will probably never be used).
- bool operator != (const NewParticleStruct & p)
- {
- return (p.TimeStamp != TimeStamp) || (p.Position != Position);
- }
- bool operator == (const NewParticleStruct & p)
- {
- return (p.TimeStamp == TimeStamp) && (p.Position == Position);
- }
- };
- /**
- ** ParticleBufferClass: This is a renderobject which contains the particles
- ** emitted by a given renderer. The particle emitter is a different
- ** renderobject, a ParticleEmitterClass (there is one particle emitter per
- ** particle buffer). This separation is so that the bounding volumes of the
- ** particle group and the object containing the emitter (emitters will
- ** typically be inserted into a hierarchy object or some such) will remain
- ** separate.
- */
- class ParticleBufferClass : public RenderObjClass
- {
- public:
- ParticleBufferClass(ParticleEmitterClass *emitter, unsigned int buffer_size,
- ParticlePropertyStruct<Vector3> &color, ParticlePropertyStruct<float> &opacity,
- ParticlePropertyStruct<float> &size, ParticlePropertyStruct<float> &rotation,
- float orient_rnd, ParticlePropertyStruct<float> &frame,
- ParticlePropertyStruct<float> &blurtime, Vector3 accel,
- float max_age, TextureClass *tex, ShaderClass shader, bool pingpong,
- int render_mode, int frame_mode, const W3dEmitterLinePropertiesStruct * line_props);
- ParticleBufferClass(const ParticleBufferClass & src);
- ParticleBufferClass & operator = (const ParticleBufferClass &);
- virtual ~ParticleBufferClass(void);
- /*
- ** RenderObjClass Interface:
- */
- virtual RenderObjClass * Clone(void) const;
- virtual int Class_ID(void) const { return CLASSID_PARTICLEBUFFER; }
- virtual int Get_Num_Polys(void) const;
- int Get_Particle_Count(void) const;
- // Update particle state and draw the particles.
- virtual void Render(RenderInfoClass & rinfo);
- // Scales the size of the individual particles but doesn't affect their
- // position (and therefore the size of the particle system as a whole)
- virtual void Scale(float scale);
- // The particle buffer never receives a Set_Transform/Position call,
- // evem though its bounding volume changes. Since bounding volume
- // invalidations ordinarily occur when these functions are called,
- // the cached bounding volumes will not be invalidated unless we do
- // it elsewhere (such as here). We also need to call the particle
- // emitter's Emit() function (done here to avoid order dependence).
- virtual void On_Frame_Update(void);
- virtual void Notify_Added(SceneClass * scene);
- virtual void Notify_Removed(SceneClass * scene);
- virtual void Get_Obj_Space_Bounding_Sphere(SphereClass & sphere) const;
- virtual void Get_Obj_Space_Bounding_Box(AABoxClass & box) const;
- /////////////////////////////////////////////////////////////////////////////
- // Render Object Interface - Predictive LOD
- /////////////////////////////////////////////////////////////////////////////
- virtual void Prepare_LOD(CameraClass &camera);
- virtual void Increment_LOD(void);
- virtual void Decrement_LOD(void);
- virtual float Get_Cost(void) const;
- virtual float Get_Value(void) const;
- virtual float Get_Post_Increment_Value(void) const;
- virtual void Set_LOD_Level(int lod);
- virtual int Get_LOD_Level(void) const;
- virtual int Get_LOD_Count(void) const;
- virtual void Set_LOD_Bias(float bias) { LodBias = MAX(bias, 0.0f); }
- virtual int Calculate_Cost_Value_Arrays(float screen_area, float *values, float *costs) const;
- /*
- ** These members are not part of the RenderObjClass Interface:
- */
- void Reset_Colors(ParticlePropertyStruct<Vector3> &new_props);
- void Reset_Opacity(ParticlePropertyStruct<float> &new_props);
- void Reset_Size(ParticlePropertyStruct<float> &new_props);
- void Reset_Rotations(ParticlePropertyStruct<float> &new_rotations, float orient_rnd);
- void Reset_Frames(ParticlePropertyStruct<float> &new_frames);
- void Reset_Blur_Times(ParticlePropertyStruct<float> &new_blur_times);
- // This informs the buffer that the emitter is dead, so it can release
- // its pointer to it and be removed itself after all its particles dies
- // out.
- void Emitter_Is_Dead(void);
- // This set's the buffer's current emitter - this should usually be
- // called only by the emitter's copy constructor after it clones a
- // buffer.
- void Set_Emitter(ParticleEmitterClass *emitter);
- // from RenderObj...
- virtual bool Is_Complete(void) { return IsEmitterDead && !NonNewNum && !NewNum; }
- // This adds an uninitialized NewParticleStuct to the new particle
- // buffer and returns its address so the particle emitter can
- // initialize it. This is how the emitter sends new particles to the
- // buffer - it is done this way to avoid needless copying.
- NewParticleStruct * Add_Uninitialized_New_Particle(void);
- // Change the acceleration of the particles on the fly
- void Set_Acceleration (const Vector3 &acceleration) { Accel = acceleration; HasAccel = ((Accel.X != 0) || (Accel.Y != 0) || (Accel.Z != 0)); }
- //
- // Inline accessors.
- // These methods are provided as a means to get the emitter's settings.
- //
- int Get_Render_Mode (void) const { return RenderMode; }
- int Get_Frame_Mode (void) const { return FrameMode; }
- float Get_Particle_Size (void) const { return SizeKeyFrameValues[0]; }
- Vector3 Get_Acceleration (void) const { return Accel * 1000000.0F; }
- float Get_Lifetime (void) const { return (float(MaxAge)) / 1000.0F; }
- Vector3 Get_Start_Color (void) const { return ColorKeyFrameValues[0]; }
- float Get_Start_Opacity (void) const { return AlphaKeyFrameValues[0]; }
- Vector3 Get_End_Color (void) const { return (NumColorKeyFrames > 1) ? ColorKeyFrameValues[NumColorKeyFrames - 1] : ColorKeyFrameValues[0]; }
- float Get_End_Opacity (void) const { return (NumAlphaKeyFrames > 1) ? AlphaKeyFrameValues[NumAlphaKeyFrames - 1] : AlphaKeyFrameValues[0]; }
- TextureClass * Get_Texture (void) const;
- void Set_Texture (TextureClass *tex);
- float Get_Fade_Time (void) const { return (NumColorKeyFrames > 1) ? (((float)ColorKeyFrameTimes[1]) / 1000.0f) : 0.0f; }
- ShaderClass Get_Shader (void) const;
- //
- // Line rendering properties. These functions will always return
- // a default value if line rendering is not enabled.
- //
- int Get_Line_Texture_Mapping_Mode(void) const;
- int Is_Merge_Intersections(void) const;
- int Is_Freeze_Random(void) const;
- int Is_Sorting_Disabled(void) const;
- int Are_End_Caps_Enabled(void) const;
- int Get_Subdivision_Level(void) const;
- float Get_Noise_Amplitude(void) const;
- float Get_Merge_Abort_Factor(void) const;
- float Get_Texture_Tile_Factor(void) const;
- Vector2 Get_UV_Offset_Rate(void) const;
-
- // This is a utility function only meant to be called by the particle emitter.
- unsigned int Get_Buffer_Size(void) const { return MaxNum; }
- // Note: Caller IS RESPONSIBLE for freeing any memory allocated by these calls
- void Get_Color_Key_Frames (ParticlePropertyStruct<Vector3> &colors) const;
- void Get_Opacity_Key_Frames (ParticlePropertyStruct<float> &opacities) const;
- void Get_Size_Key_Frames (ParticlePropertyStruct<float> &sizes) const;
- void Get_Rotation_Key_Frames (ParticlePropertyStruct<float> &rotations) const;
- void Get_Frame_Key_Frames (ParticlePropertyStruct<float> &frames) const;
- void Get_Blur_Time_Key_Frames (ParticlePropertyStruct<float> &blurtimes) const;
- float Get_Initial_Orientation_Random (void) const { return InitialOrientationRandom; }
- // Total Active Particle Buffer Count
- static unsigned int Get_Total_Active_Count( void ) { return TotalActiveCount; }
- // Global control of particle LOD.
- static void Set_LOD_Max_Screen_Size(int lod_level,float max_screen_size);
- static float Get_LOD_Max_Screen_Size(int lod_level);
-
- protected:
- virtual void Update_Cached_Bounding_Volumes(void) const;
- // render the particle system as a collection of particles
- void Render_Particles(RenderInfoClass & rinfo);
- // render the particle system as a line
- void Render_Line(RenderInfoClass & rinfo);
- // render the particle system as a line group
- void Render_Line_Group(RenderInfoClass & rinfo);
- // Update the kinematic particle state. This includes getting new
- // particles from the new particle queue, updating velocity/position
- // for any existing particles, killing old ones, and updating
- // LastUpdateTime.
- void Update_Kinematic_Particle_State(void);
- // Update the visual particle state. This includes updating color/size
- // for all existing particles. Only needs to happen at rendering time.
- void Update_Visual_Particle_State(void);
-
- // Update the bounding box. (Updates the particle state if it needs to).
- void Update_Bounding_Box(void);
- // Helper function for Render_Particles and Render_LineGroup
- void Generate_APT(ShareBufferClass <unsigned int> **apt,unsigned int &active_point_count);
- void Combine_Color_And_Alpha();
- // Get new particles from the emitter and write them into the circular
- // particle buffer, possibly overwriting older particles. Perform
- // partial-interval upddate on them as well.
- void Get_New_Particles(void);
- // Kill all remaining particles which will be above their maxage at the
- // end of this time interval.
- void Kill_Old_Particles(void);
- // Update all living non-new particles according to time elapsed since
- // last update.
- void Update_Non_New_Particles(unsigned int elapsed);
- // Seperate circular buffer used by the emitter to pass new particles.
- // It is implemented as an array, start and end indices and a count (to
- // differentiate between completely full and completely empty).
- NewParticleStruct * NewParticleQueue;
- unsigned int NewParticleQueueStart;
- unsigned int NewParticleQueueEnd;
- int NewParticleQueueCount;
- // State global to the entire particle buffer.
- int RenderMode; // rendering mode being used (settings found in w3d_file.h)
- int FrameMode; // frame mode (settings found in w3d_file.h - 1x1..16x16)
- Vector3 Accel; // Worldspace acceleration per ms^2.
- bool HasAccel; // Is the acceleration non-zero?
- unsigned int MaxAge; // Maximum age in milliseconds.
- unsigned int LastUpdateTime;// Time at last update.
- bool IsEmitterDead;
- float MaxSize; // Used for BBox calculations
- // Circular buffer implementation. This is actually 2 sequential
- // circular buffers: one for non-new particles and one for new
- // particles (the distinction is needed because the two types of
- // particles are updated differently).
- // Besides the head/tail indices, a count is used for each buffer to
- // distinguish between full and empty.
- unsigned int MaxNum; // Maximum number of particles.
- unsigned int Start; // Start of existing (non-new) particles.
- unsigned int End; // End of existing (non-new) particles.
- unsigned int NewEnd; // End of new particles.
- int NonNewNum; // Non-new entry count (to know when empty).
- int NewNum; // New entry count (to know when empty).
- // Worldspace-aligned bounding box:
- AABoxClass BoundingBox;
- bool BoundingBoxDirty;
- // At least one keyframe must exist for each property (time 0).
- // If a randomizer is zero and there are no additional keyframes for
- // that property (or the keyframes are all equal), all the arrays for
- // that property are NULL (since they will never be used), except for
- // the Values array which will have one entry (the constant value).
- // Note that the rotation and orientation properties are different -
- // only orientation is used in rendering. The rotation data is only
- // used to compute the orientations. So the condition is different -
- // if rotation and orientation randomizers, and all rotation keyframes
- // are all zero, then all of the arrays will be NULL (including the
- // Values array).
- unsigned int NumColorKeyFrames;
- unsigned int * ColorKeyFrameTimes; // 0th entry is always 0
- Vector3 * ColorKeyFrameValues;
- Vector3 * ColorKeyFrameDeltas;
- unsigned int NumAlphaKeyFrames;
- unsigned int * AlphaKeyFrameTimes; // 0th entry is always 0
- float * AlphaKeyFrameValues;
- float * AlphaKeyFrameDeltas;
- unsigned int NumSizeKeyFrames;
- unsigned int * SizeKeyFrameTimes; // 0th entry is always 0
- float * SizeKeyFrameValues;
- float * SizeKeyFrameDeltas;
- unsigned int NumRotationKeyFrames;
- unsigned int * RotationKeyFrameTimes; // 0th entry is always 0
- float * RotationKeyFrameValues; // In rotations per millisecond
- float * HalfRotationKeyFrameDeltas; // (* 0.5f)
- float * OrientationKeyFrameValues; // Rotation preintegrated to keyframe times
- unsigned int NumFrameKeyFrames;
- unsigned int * FrameKeyFrameTimes; // 0th entry is always 0
- float * FrameKeyFrameValues;
- float * FrameKeyFrameDeltas;
- unsigned int NumBlurTimeKeyFrames;
- unsigned int * BlurTimeKeyFrameTimes; // 0th entry is always 0
- float * BlurTimeKeyFrameValues;
- float * BlurTimeKeyFrameDeltas;
- Vector4 DefaultTailDiffuse; // For line group mode, when all the tails are the same color
- // These tables are indexed by the array position in the particle buffer.
- // The table size is either the smallest power of two equal or larger
- // than the buffer size, or MAX_RANDOM_ENTRIES (defined in the .cpp
- // file - MUST be a power of two), whichever is smaller. Note that if a
- // randomizer is zero, the table will have one entry (containing zero),
- // which is why each property has its own NumXXXRandomEntries variable.
- // If a randomizer is zero and the property has no keyframes, the table
- // will be NULL since it will never be used (property is constant)).
- unsigned int NumRandomColorEntriesMinus1; // 2^n - 1 so can be used as a mask also
- Vector3 * RandomColorEntries;
- unsigned int NumRandomAlphaEntriesMinus1; // 2^n - 1 so can be used as a mask also
- float * RandomAlphaEntries;
- unsigned int NumRandomSizeEntriesMinus1; // 2^n - 1 so can be used as a mask also
- float * RandomSizeEntries;
- unsigned int NumRandomRotationEntriesMinus1; // 2^n - 1 so can be used as a mask also
- float * RandomRotationEntries;
- unsigned int NumRandomOrientationEntriesMinus1; // 2^n - 1 so can be used as a mask also
- float * RandomOrientationEntries;
- unsigned int NumRandomFrameEntriesMinus1; // 2^n - 1 so can be used as a mask also
- float * RandomFrameEntries;
- unsigned int NumRandomBlurTimeEntriesMinus1; // 2^n - 1 so can be used as a mask also
- float * RandomBlurTimeEntries;
-
- Vector3 ColorRandom;
- float OpacityRandom;
- float SizeRandom;
- float RotationRandom;
- float FrameRandom;
- float BlurTimeRandom;
- float InitialOrientationRandom;
- // This object implements particle rendering
- PointGroupClass * PointGroup;
- // This object implements line rendering
- SegLineRendererClass * LineRenderer;
- // This object implements line group rendering
- LineGroupClass * LineGroup;
- // These are shared with the point group. The position, color and alpha
- // arrays serve double duty: they are used to store and update particle
- // state and also to pass point information to the point group. The
- // active point table is used to communicate to the point group which
- // points are active (it is only used if all are not active)..
- ShareBufferClass<Vector3> * Position[2]; // Only [0] used unless pingpong enabled
- ShareBufferClass<Vector4> * Diffuse; // passed into point group
- ShareBufferClass<Vector3> * Color;
- ShareBufferClass<float> * Alpha;
- ShareBufferClass<float> * Size;
- ShareBufferClass<uint8> * Frame;
- ShareBufferClass<float> * UCoord; // Only used for line groups, uses Frame keyframes
- ShareBufferClass<Vector3> * TailPosition; // Only used for line groups
- ShareBufferClass<Vector4> * TailDiffuse; // Only used for line groups
- ShareBufferClass<uint8> * Orientation;
- ShareBufferClass<unsigned int> * APT;
- // Do we keep two ping-pong position buffers (for collision and possibly other effects
- // which need the previous frames position as well as this frames)
- bool PingPongPosition;
- // Additional per-particle state:
- Vector3 * Velocity; // World units per millisecond.
- unsigned int * TimeStamp; // Millisecond time at creation.
- // This pointer is used for synchronization - the emitter is called to
- // add new particles at the start of the buffers render function - to
- // prevent behavior which is dependent on the relative time order of
- // the emitter and buffer in the rendering list.
- ParticleEmitterClass * Emitter;
- // These are used for decimating particles for LOD purposes. The
- // threshold is compared vs. an array filled with a random permutation
- // of the numbers 0 to 15, and any particle whose entry (modulo 16) is
- // less than the threshold is not rendered. So if DecimationThreshold
- // is 0 (the minimum value), all particles are rendered - if it is 16
- // (the maximum value) none are rendered.
- unsigned int DecimationThreshold;
- static const unsigned int PermutationArray[16];
- // LOD values
- unsigned int LodCount;
- float Cost[17]; // Cost array needs one entry for each LOD level
- float Value[18]; // Value array needs one more entry than # of LODs
- float LodBias;
- // Projected area, used for LOD purposes
- float ProjectedArea;
-
- // Total Active Particle Buffer Count
- static unsigned int TotalActiveCount;
- // Static array of screen-size clamps for the 17 possible LOD levels a
- // particle buffer can have. We can change these from being global to
- // being per-buffer later if we wish. Default is NO_MAX_SCREEN_SIZE.
- static float LODMaxScreenSizes[17];
- enum TailDiffuseTypeEnum {
- BLACK,
- WHITE,
- SAME_AS_HEAD,
- SAME_AS_HEAD_ALPHA_ZERO
- };
- // Determine based on shader and texture
- // what the tail color should be
- TailDiffuseTypeEnum Determine_Tail_Diffuse();
- };
- #endif // PART_BUF_H
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