thug/Code/Gfx/NGPS/p_nxparticleshaded.cpp

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Gfx
//* FILENAME: p_nxParticle.cpp
//* OWNER: Paul Robinson
//* CREATION DATE: 3/27/2002
//****************************************************************************
#include <core/defines.h>
#include "gfx/ngps/nx/render.h"
#include "gfx/ngps/nx/dma.h"
#include "gfx/ngps/nx/vif.h"
#include "gfx/ngps/nx/vu1.h"
#include "gfx/ngps/nx/gif.h"
#include "gfx/ngps/nx/gs.h"
#include "gfx/ngps/nx/line.h"
#include <gfx/NxTexMan.h>
#include <gfx/ngps/p_nxtexture.h>
#include "gfx/ngps/nx/immediate.h"
#include "gfx/ngps/nx/vu1code.h"
#include "gfx/ngps/nx/mesh.h"
#include "gfx/ngps/p_nxparticleShaded.h"
namespace Nx
{
/******************************************************************/
/* */
/* */
/******************************************************************/
CPs2ParticleShaded::CPs2ParticleShaded()
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CPs2ParticleShaded::CPs2ParticleShaded( uint32 checksum, int max_particles, uint32 texture_checksum, uint32 blendmode_checksum, int fix, int num_segments, float split, int history )
{
m_checksum = checksum;
m_max_particles = max_particles;
m_num_particles = 0;
mp_particle_array = new CParticleEntry[max_particles];
// Allocate vertex buffer.
mp_vertices = new float[max_particles * 3];
// // Create the engine representation.
// mp_engine_particle = new NxPs2::sParticleSystem( max_particles, texture_checksum, blendmode_checksum, fix );
//
// Get the texture.
Nx::CTexture *p_texture;
Nx::CPs2Texture *p_ps2_texture;
mp_engine_texture = NULL;
p_texture = Nx::CTexDictManager::sp_particle_tex_dict->GetTexture( texture_checksum );
p_ps2_texture = static_cast<Nx::CPs2Texture*>( p_texture );
if ( p_ps2_texture )
{
mp_engine_texture = p_ps2_texture->GetSingleTexture();
}
// Set blendmode.
m_blend = NxPs2::CImmediateMode::sGetTextureBlend( blendmode_checksum, fix );
// Default color.
for ( int lp = 0; lp < 4; lp++ )
{
m_start_color[lp].r = 128;
m_start_color[lp].g = 128;
m_start_color[lp].b = 128;
m_start_color[lp].a = 128;
m_mid_color[lp].r = 128;
m_mid_color[lp].g = 128;
m_mid_color[lp].b = 128;
m_mid_color[lp].a = 128;
m_end_color[lp].r = 128;
m_end_color[lp].g = 128;
m_end_color[lp].b = 128;
m_end_color[lp].a = 128;
}
m_mid_time = -1.0f;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CPs2ParticleShaded::~CPs2ParticleShaded()
{
delete [] mp_particle_array;
delete [] mp_vertices;
// delete mp_engine_particle;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CPs2ParticleShaded::plat_get_position( int entry, int list, float * x, float * y, float * z )
{
float* p_v = &mp_vertices[entry*3];
*x = p_v[0];
*y = p_v[1];
*z = p_v[2];
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CPs2ParticleShaded::plat_set_position( int entry, int list, float x, float y, float z )
{
float* p_v = &mp_vertices[entry*3];
p_v[0] = x;
p_v[1] = y;
p_v[2] = z;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CPs2ParticleShaded::plat_add_position( int entry, int list, float x, float y, float z )
{
float* p_v = &mp_vertices[entry*3];
p_v[0] += x;
p_v[1] += y;
p_v[2] += z;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
int CPs2ParticleShaded::plat_get_num_particle_colors( void ) { return 4; }
int CPs2ParticleShaded::plat_get_num_vertex_lists( void ) { return 1; }
void CPs2ParticleShaded::plat_set_sr( int entry, uint8 value ) { m_start_color[entry].r = value; }
void CPs2ParticleShaded::plat_set_sg( int entry, uint8 value ) { m_start_color[entry].g = value; }
void CPs2ParticleShaded::plat_set_sb( int entry, uint8 value ) { m_start_color[entry].b = value; }
void CPs2ParticleShaded::plat_set_sa( int entry, uint8 value ) { m_start_color[entry].a = value >> 1; }
void CPs2ParticleShaded::plat_set_mr( int entry, uint8 value ) { m_mid_color[entry].r = value; }
void CPs2ParticleShaded::plat_set_mg( int entry, uint8 value ) { m_mid_color[entry].g = value; }
void CPs2ParticleShaded::plat_set_mb( int entry, uint8 value ) { m_mid_color[entry].b = value; }
void CPs2ParticleShaded::plat_set_ma( int entry, uint8 value ) { m_mid_color[entry].a = value >> 1; }
void CPs2ParticleShaded::plat_set_er( int entry, uint8 value ) { m_end_color[entry].r = value; }
void CPs2ParticleShaded::plat_set_eg( int entry, uint8 value ) { m_end_color[entry].g = value; }
void CPs2ParticleShaded::plat_set_eb( int entry, uint8 value ) { m_end_color[entry].b = value; }
void CPs2ParticleShaded::plat_set_ea( int entry, uint8 value ) { m_end_color[entry].a = value >> 1; }
/******************************************************************/
/* */
/* */
/******************************************************************/
void CPs2ParticleShaded::plat_render( void )
{
if (m_num_particles == 0)
return;
// Draw the particles.
// Used to figure the right and up vectors for creating screen-aligned particle quads.
//Mth::Matrix* p_matrix = (Mth::Matrix*)&NxPs2::render::CameraOrientation;
Mth::Matrix* p_matrix = (Mth::Matrix*)&NxPs2::render::CameraToWorldRotation;
// Concatenate p_matrix with the emmission angle to create the direction.
Mth::Vector up( 0.0f, 1.0f, 0.0f, 0.0f );
// Get the 'right' vector as the cross product of camera 'at and world 'up'.
Mth::Vector at( p_matrix->GetAt()[X], p_matrix->GetAt()[Y], p_matrix->GetAt()[Z], 0.0f );
Mth::Vector screen_right = Mth::CrossProduct( at, up );
Mth::Vector screen_up = Mth::CrossProduct( screen_right, at );
screen_right.Normalize();
screen_up.Normalize();
int lp;
CParticleEntry *p_particle;
float *p_v;
NxPs2::dma::BeginTag(NxPs2::dma::cnt, 0);
NxPs2::CImmediateMode::sStartPolyDraw( mp_engine_texture, m_blend, ABS );
for ( lp = 0, p_particle = mp_particle_array, p_v = mp_vertices; lp < m_num_particles; lp++, p_particle++, p_v += 3 )
{
float terp = p_particle->m_time / p_particle->m_life;
float w = p_particle->m_sw + ( ( p_particle->m_ew - p_particle->m_sw ) * terp );
float h = p_particle->m_sh + ( ( p_particle->m_eh - p_particle->m_sh ) * terp );
// Todo: Move hook to matrix/emitter code to cut down on per particle calculation.
Mth::Vector pos( p_v[0] + m_pos[X], p_v[1] + m_pos[Y], p_v[2] + m_pos[Z] );
Mth::Vector ss_right, ss_up; //, ss_pos;
Mth::Vector tmp[4];
ss_right = screen_right * w;
ss_up = screen_up * h;
tmp[0] = pos - ss_right + ss_up;
tmp[1] = pos + ss_right + ss_up;
tmp[2] = pos + ss_right - ss_up;
tmp[3] = pos - ss_right - ss_up;
Image::RGBA color[4];
Image::RGBA *p_col0;
Image::RGBA *p_col1;
if ( m_mid_time >= 0.0f )
{
if ( terp < m_mid_time )
{
p_col0 = m_start_color;
p_col1 = m_mid_color;
// Adjust interpolation for this half of the color blend.
terp = terp / m_mid_time;
}
else
{
p_col0 = m_mid_color;
p_col1 = m_end_color;
// Adjust interpolation for this half of the color blend.
terp = ( terp - m_mid_time ) / ( 1.0f - m_mid_time );
}
}
else
{
// No mid color specified.
p_col0 = m_start_color;
p_col1 = m_end_color;
}
for ( int c = 0; c < 4; c++ )
{
Image::RGBA start = *p_col0++;
Image::RGBA end = *p_col1++;
color[c].r = start.r + (uint8)(( ((float)( end.r - start.r )) * terp ));
color[c].g = start.g + (uint8)(( ((float)( end.g - start.g )) * terp ));
color[c].b = start.b + (uint8)(( ((float)( end.b - start.b )) * terp ));
color[c].a = start.a + (uint8)(( ((float)( end.a - start.a )) * terp ));
}
NxPs2::CImmediateMode::sDrawQuadTexture( mp_engine_texture, tmp[0], tmp[1], tmp[2], tmp[3],
*((uint32 *) &color[0]),
*((uint32 *) &color[1]),
*((uint32 *) &color[2]),
*((uint32 *) &color[3]));
}
NxPs2::dma::EndTag();
}
} // Nx