thug/Code/Gfx/XBox/p_NxParticleShaded.cpp

349 lines
12 KiB
C++
Raw Normal View History

2016-02-13 21:39:12 +00:00
#include <core/defines.h>
#include <gfx/xbox/nx/render.h>
#include "gfx/xbox/p_NxParticleShaded.h"
extern DWORD PixelShader0;
namespace Nx
{
/******************************************************************/
/* */
/* */
/******************************************************************/
CXboxParticleShaded::CXboxParticleShaded()
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CXboxParticleShaded::CXboxParticleShaded( uint32 checksum, int max_particles, uint32 texture_checksum, uint32 blendmode_checksum, int fix )
{
m_checksum = checksum;
m_max_particles = max_particles;
m_num_particles = 0;
m_mid_time = -1.0f;
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 NxXbox::sParticleSystem( max_particles, NxXbox::PARTICLE_TYPE_SHADED, texture_checksum, blendmode_checksum, fix );
// Default color.
for( int c = 0; c < 4; ++c )
{
m_start_color[c].r = 128;
m_start_color[c].g = 128;
m_start_color[c].b = 128;
m_start_color[c].a = 255;
m_mid_color[c].r = 128;
m_mid_color[c].g = 128;
m_mid_color[c].b = 128;
m_mid_color[c].a = 255;
m_end_color[c].r = 128;
m_end_color[c].g = 128;
m_end_color[c].b = 128;
m_end_color[c].a = 255;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CXboxParticleShaded::~CXboxParticleShaded()
{
delete [] mp_particle_array;
delete [] mp_vertices;
delete mp_engine_particle;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CXboxParticleShaded::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 CXboxParticleShaded::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 CXboxParticleShaded::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 CXboxParticleShaded::plat_get_num_particle_colors( void )
{
return 4;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CXboxParticleShaded::plat_set_sr( int entry, uint8 value ) { m_start_color[entry].r = value; }
void CXboxParticleShaded::plat_set_sg( int entry, uint8 value ) { m_start_color[entry].g = value; }
void CXboxParticleShaded::plat_set_sb( int entry, uint8 value ) { m_start_color[entry].b = value; }
void CXboxParticleShaded::plat_set_sa( int entry, uint8 value ) { m_start_color[entry].a = value; }
void CXboxParticleShaded::plat_set_mr( int entry, uint8 value ) { m_mid_color[entry].r = value; }
void CXboxParticleShaded::plat_set_mg( int entry, uint8 value ) { m_mid_color[entry].g = value; }
void CXboxParticleShaded::plat_set_mb( int entry, uint8 value ) { m_mid_color[entry].b = value; }
void CXboxParticleShaded::plat_set_ma( int entry, uint8 value ) { m_mid_color[entry].a = value; }
void CXboxParticleShaded::plat_set_er( int entry, uint8 value ) { m_end_color[entry].r = value; }
void CXboxParticleShaded::plat_set_eg( int entry, uint8 value ) { m_end_color[entry].g = value; }
void CXboxParticleShaded::plat_set_eb( int entry, uint8 value ) { m_end_color[entry].b = value; }
void CXboxParticleShaded::plat_set_ea( int entry, uint8 value ) { m_end_color[entry].a = value; }
/******************************************************************/
/* */
/* */
/******************************************************************/
void CXboxParticleShaded::plat_render( void )
{
// Draw the particles.
if( m_num_particles > 0 )
{
// Used to figure the right and up vectors for creating screen-aligned particle quads.
D3DXMATRIX *p_matrix = (D3DXMATRIX*)&NxXbox::EngineGlobals.view_matrix;
// Concatenate p_matrix with the emmission angle to create the direction.
Mth::Vector up( 0.0f, 1.0f, 0.0f );
// Get the 'right' vector as the cross product of camera 'at and world 'up'.
Mth::Vector at( p_matrix->m[0][2], p_matrix->m[1][2], p_matrix->m[2][2] );
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;
// Mth::Vector min, max; // For dynamic bounding box calculation.
// Obtain push buffer lock.
DWORD *p_push;
DWORD dwords_per_particle = 24;
DWORD dword_count = dwords_per_particle * m_num_particles;
// Submit particle material.
mp_engine_particle->mp_material->Submit();
// Set up correct vertex and pixel shader.
NxXbox::set_vertex_shader( D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2( 0 ));
NxXbox::set_pixel_shader( PixelShader0 );
// The additional number (+5 is minimum) is to reserve enough overhead for the encoding parameters. It can safely be more, but no less.
p_push = D3DDevice_BeginPush( dword_count + 16 );
// Note that p_push is returned as a pointer to write-combined memory. Writes to write-combined memory should be
// consecutive and in increasing order. Reads should be avoided. Additionally, any CPU reads from memory or the
// L2 cache can force expensive partial flushes of the 32-byte write-combine cache.
p_push[0] = D3DPUSH_ENCODE( D3DPUSH_SET_BEGIN_END, 1 );
p_push[1] = D3DPT_QUADLIST;
p_push += 2;
// Set up loop variables here, since we be potentially enetering the loop more than once.
lp = 0;
p_particle = mp_particle_array;
p_v = mp_vertices;
while( dword_count > 0 )
{
int dwords_written = 0;
// NOTE: A maximum of 2047 DWORDs can be specified to D3DPUSH_ENCODE. If there is more than 2047 DWORDs of vertex
// data, simply split the data into multiple D3DPUSH_ENCODE( D3DPUSH_INLINE_ARRAY ) sections.
p_push[0] = D3DPUSH_ENCODE( D3DPUSH_NOINCREMENT_FLAG | D3DPUSH_INLINE_ARRAY, ( dword_count > 2047 ) ? ((int)( 2047 / dwords_per_particle )) * dwords_per_particle: dword_count );
++p_push;
for( ; lp < m_num_particles; lp++, p_particle++, p_v += 3 )
{
// Check to see if writing another particle will take us over the edge.
if(( dwords_written + dwords_per_particle ) > 2047 )
{
break;
}
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;
// Dynamic bounding box calculation.
// if( lp == 0 )
// {
// min = pos;
// max = pos;
// }
// else
// {
// if( pos[X] < min[X] ) min[X] = pos[X]; else if( pos[X] > max[X] ) max[X] = pos[X];
// if( pos[Y] < min[Y] ) min[Y] = pos[Y]; else if( pos[Y] > max[Y] ) max[Y] = pos[Y];
// if( pos[Z] < min[Z] ) min[Z] = pos[Z]; else if( pos[Z] > max[Z] ) max[Z] = pos[Z];
// }
ss_right = screen_right * w;
ss_up = screen_up * h;
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++;
// Swap red and blue here.
color[c].b = start.r + (uint8)(( ((float)( end.r - start.r )) * terp ));
color[c].g = start.g + (uint8)(( ((float)( end.g - start.g )) * terp ));
color[c].r = start.b + (uint8)(( ((float)( end.b - start.b )) * terp ));
color[c].a = start.a + (uint8)(( ((float)( end.a - start.a )) * terp ));
}
tmp = pos - ss_right + ss_up;
p_push[0] = *((DWORD*)&tmp[X] );
p_push[1] = *((DWORD*)&tmp[Y] );
p_push[2] = *((DWORD*)&tmp[Z] );
p_push[3] = *((DWORD*)&color[0] );
p_push[4] = 0x00000000UL;
p_push[5] = 0x00000000UL;
p_push += 6;
tmp = pos + ss_right + ss_up;
p_push[0] = *((DWORD*)&tmp[X] );
p_push[1] = *((DWORD*)&tmp[Y] );
p_push[2] = *((DWORD*)&tmp[Z] );
p_push[3] = *((DWORD*)&color[1] );
p_push[4] = 0x3F800000UL;
p_push[5] = 0x00000000UL;
p_push += 6;
tmp = pos + ss_right - ss_up;
p_push[0] = *((DWORD*)&tmp[X] );
p_push[1] = *((DWORD*)&tmp[Y] );
p_push[2] = *((DWORD*)&tmp[Z] );
p_push[3] = *((DWORD*)&color[2] );
p_push[4] = 0x3F800000UL;
p_push[5] = 0x3F800000UL;
p_push += 6;
tmp = pos - ss_right - ss_up;
p_push[0] = *((DWORD*)&tmp[X] );
p_push[1] = *((DWORD*)&tmp[Y] );
p_push[2] = *((DWORD*)&tmp[Z] );
p_push[3] = *((DWORD*)&color[3] );
p_push[4] = 0x00000000UL;
p_push[5] = 0x3F800000UL;
p_push += 6;
dwords_written += dwords_per_particle;
dword_count -= dwords_per_particle;
}
}
p_push[0] = D3DPUSH_ENCODE( D3DPUSH_SET_BEGIN_END, 1 );
p_push[1] = 0;
p_push += 2;
D3DDevice_EndPush( p_push );
// Set the mesh bounding box and sphere.
// mp_engine_particle->mp_scene->m_semitransparent_meshes[0]->m_bbox.SetMin( min );
// mp_engine_particle->mp_scene->m_semitransparent_meshes[0]->m_bbox.SetMax( max );
// mp_engine_particle->mp_scene->m_semitransparent_meshes[0]->m_sphere_center = D3DXVECTOR3( min[X] + (( max[X] - min[X] ) * 0.5f ), min[Y] + (( max[Y] - min[Y] ) * 0.5f ), min[Z] + (( max[Z] - min[Z] ) * 0.5f ));
// mp_engine_particle->mp_scene->m_semitransparent_meshes[0]->m_sphere_radius = 360.0f;
// And the scene bounding sphere.
// mp_engine_particle->mp_scene->m_sphere_center = mp_engine_particle->mp_scene->m_semitransparent_meshes[0]->m_sphere_center;
// mp_engine_particle->mp_scene->m_sphere_radius = mp_engine_particle->mp_scene->m_semitransparent_meshes[0]->m_sphere_radius;
}
}
} // Nx