//**************************************************************************** //* MODULE: Gfx //* FILENAME: p_nxParticle.cpp //* OWNER: Paul Robinson //* CREATION DATE: 3/27/2002 //**************************************************************************** #include #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 #include #include "gfx/ngps/nx/immediate.h" #include "gfx/ngps/nx/vu1code.h" #include "gfx/ngps/nx/mesh.h" #include "gfx/ngps/p_nxparticleRibbonTrail.h" namespace Nx { /******************************************************************/ /* */ /* */ /******************************************************************/ CPs2ParticleRibbonTrail::CPs2ParticleRibbonTrail() { } /******************************************************************/ /* */ /* */ /******************************************************************/ CPs2ParticleRibbonTrail::CPs2ParticleRibbonTrail( 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*[( history + 1)]; for ( int lp = 0; lp < ( history + 1 ); lp++ ) { mp_vertices[lp] = new float[max_particles * 3]; } m_num_vertex_buffers = history + 1; // // 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( 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. m_start_color = new Image::RGBA[m_num_vertex_buffers]; m_mid_color = new Image::RGBA[m_num_vertex_buffers]; m_end_color = new Image::RGBA[m_num_vertex_buffers]; for ( int lp = 0; lp < m_num_vertex_buffers; 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; } /******************************************************************/ /* */ /* */ /******************************************************************/ CPs2ParticleRibbonTrail::~CPs2ParticleRibbonTrail() { delete [] mp_particle_array; for ( int lp = 0; lp < m_num_vertex_buffers; lp++ ) { delete [] mp_vertices[lp]; } delete [] mp_vertices; delete [] m_start_color; delete [] m_mid_color; delete [] m_end_color; // delete mp_engine_particle; } /******************************************************************/ /* */ /* */ /******************************************************************/ void CPs2ParticleRibbonTrail::plat_get_position( int entry, int list, float * x, float * y, float * z ) { float* p_v = &mp_vertices[list][entry*3]; *x = p_v[0]; *y = p_v[1]; *z = p_v[2]; } /******************************************************************/ /* */ /* */ /******************************************************************/ void CPs2ParticleRibbonTrail::plat_set_position( int entry, int list, float x, float y, float z ) { float* p_v = &mp_vertices[list][entry*3]; p_v[0] = x; p_v[1] = y; p_v[2] = z; } /******************************************************************/ /* */ /* */ /******************************************************************/ void CPs2ParticleRibbonTrail::plat_add_position( int entry, int list, float x, float y, float z ) { float* p_v = &mp_vertices[list][entry*3]; p_v[0] += x; p_v[1] += y; p_v[2] += z; } /******************************************************************/ /* */ /* */ /******************************************************************/ int CPs2ParticleRibbonTrail::plat_get_num_particle_colors( void ) { return m_num_vertex_buffers; } int CPs2ParticleRibbonTrail::plat_get_num_vertex_lists( void ) { return m_num_vertex_buffers; } void CPs2ParticleRibbonTrail::plat_set_sr( int entry, uint8 value ) { m_start_color[entry].r = value; } void CPs2ParticleRibbonTrail::plat_set_sg( int entry, uint8 value ) { m_start_color[entry].g = value; } void CPs2ParticleRibbonTrail::plat_set_sb( int entry, uint8 value ) { m_start_color[entry].b = value; } void CPs2ParticleRibbonTrail::plat_set_sa( int entry, uint8 value ) { m_start_color[entry].a = value >> 1; } void CPs2ParticleRibbonTrail::plat_set_mr( int entry, uint8 value ) { m_mid_color[entry].r = value; } void CPs2ParticleRibbonTrail::plat_set_mg( int entry, uint8 value ) { m_mid_color[entry].g = value; } void CPs2ParticleRibbonTrail::plat_set_mb( int entry, uint8 value ) { m_mid_color[entry].b = value; } void CPs2ParticleRibbonTrail::plat_set_ma( int entry, uint8 value ) { m_mid_color[entry].a = value >> 1; } void CPs2ParticleRibbonTrail::plat_set_er( int entry, uint8 value ) { m_end_color[entry].r = value; } void CPs2ParticleRibbonTrail::plat_set_eg( int entry, uint8 value ) { m_end_color[entry].g = value; } void CPs2ParticleRibbonTrail::plat_set_eb( int entry, uint8 value ) { m_end_color[entry].b = value; } void CPs2ParticleRibbonTrail::plat_set_ea( int entry, uint8 value ) { m_end_color[entry].a = value >> 1; } /******************************************************************/ /* */ /* */ /******************************************************************/ void CPs2ParticleRibbonTrail::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 ); Image::RGBA color[2]; Image::RGBA *p_col0; Image::RGBA *p_col1; Mth::Matrix* p_matrix = (Mth::Matrix*)&NxPs2::render::CameraToWorldRotation; Mth::Vector at( p_matrix->GetAt()[X], p_matrix->GetAt()[Y], p_matrix->GetAt()[Z], 0.0f ); for ( lp = 0, p_particle = mp_particle_array; lp < m_num_particles; lp++, p_particle++ ) { float terp = p_particle->m_time / p_particle->m_life; Mth::Vector pos[2]; p_v = &mp_vertices[0][lp*3]; pos[0].Set( p_v[0] + m_pos[X], p_v[1] + m_pos[Y], p_v[2] + m_pos[Z] ); p_v = &mp_vertices[1][lp*3]; pos[1].Set( p_v[0] + m_pos[X], p_v[1] + m_pos[Y], p_v[2] + m_pos[Z] ); Mth::Vector part_vec = pos[1] - pos[0]; Mth::Vector perp_vec = Mth::CrossProduct( part_vec, at ); perp_vec.Normalize(); float w = p_particle->m_sw + ( ( p_particle->m_ew - p_particle->m_sw ) * terp ); Mth::Vector tmp[4]; 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; } Image::RGBA start = *p_col0++; Image::RGBA end = *p_col1++; color[0].r = start.r + (uint8)(( ((float)( end.r - start.r )) * terp )); color[0].g = start.g + (uint8)(( ((float)( end.g - start.g )) * terp )); color[0].b = start.b + (uint8)(( ((float)( end.b - start.b )) * terp )); color[0].a = start.a + (uint8)(( ((float)( end.a - start.a )) * terp )); tmp[0] = pos[0] + ( perp_vec * w ); tmp[1] = pos[0] - ( perp_vec * w ); for ( int c = 1; c < m_num_vertex_buffers; c++ ) { start = *p_col0++; end = *p_col1++; color[1].r = start.r + (uint8)(( ((float)( end.r - start.r )) * terp )); color[1].g = start.g + (uint8)(( ((float)( end.g - start.g )) * terp )); color[1].b = start.b + (uint8)(( ((float)( end.b - start.b )) * terp )); color[1].a = start.a + (uint8)(( ((float)( end.a - start.a )) * terp )); if ( c > 1 ) { p_v = &mp_vertices[c][lp*3]; pos[1].Set( p_v[0] + m_pos[X], p_v[1] + m_pos[Y], p_v[2] + m_pos[Z] ); part_vec = pos[1] - pos[0]; perp_vec = Mth::CrossProduct( part_vec, at ); perp_vec.Normalize(); } tmp[2] = pos[1] - ( perp_vec * w ); tmp[3] = pos[1] + ( perp_vec * w ); NxPs2::CImmediateMode::sDrawQuadTexture( mp_engine_texture, tmp[0], tmp[1], tmp[2], tmp[3], *((uint32 *) &color[0]), *((uint32 *) &color[0]), *((uint32 *) &color[1]), *((uint32 *) &color[1]) ); color[0] = color[1]; pos[0] = pos[1]; tmp[0] = tmp[3]; tmp[1] = tmp[2]; } } NxPs2::dma::EndTag(); } } // Nx