//**************************************************************************** //* 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_nxparticleSmoothStar.h" namespace Nx { /******************************************************************/ /* */ /* */ /******************************************************************/ CPs2ParticleSmoothStar::CPs2ParticleSmoothStar() { } /******************************************************************/ /* */ /* */ /******************************************************************/ CPs2ParticleSmoothStar::CPs2ParticleSmoothStar( 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( 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 < 3; 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; m_num_segments = num_segments; m_split = split; } /******************************************************************/ /* */ /* */ /******************************************************************/ CPs2ParticleSmoothStar::~CPs2ParticleSmoothStar() { delete [] mp_particle_array; delete [] mp_vertices; // delete mp_engine_particle; } /******************************************************************/ /* */ /* */ /******************************************************************/ void CPs2ParticleSmoothStar::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 CPs2ParticleSmoothStar::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 CPs2ParticleSmoothStar::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 CPs2ParticleSmoothStar::plat_get_num_particle_colors( void ) { return 3; } int CPs2ParticleSmoothStar::plat_get_num_vertex_lists( void ) { return 1; } void CPs2ParticleSmoothStar::plat_set_sr( int entry, uint8 value ) { m_start_color[entry].r = value; } void CPs2ParticleSmoothStar::plat_set_sg( int entry, uint8 value ) { m_start_color[entry].g = value; } void CPs2ParticleSmoothStar::plat_set_sb( int entry, uint8 value ) { m_start_color[entry].b = value; } void CPs2ParticleSmoothStar::plat_set_sa( int entry, uint8 value ) { m_start_color[entry].a = value >> 1; } void CPs2ParticleSmoothStar::plat_set_mr( int entry, uint8 value ) { m_mid_color[entry].r = value; } void CPs2ParticleSmoothStar::plat_set_mg( int entry, uint8 value ) { m_mid_color[entry].g = value; } void CPs2ParticleSmoothStar::plat_set_mb( int entry, uint8 value ) { m_mid_color[entry].b = value; } void CPs2ParticleSmoothStar::plat_set_ma( int entry, uint8 value ) { m_mid_color[entry].a = value >> 1; } void CPs2ParticleSmoothStar::plat_set_er( int entry, uint8 value ) { m_end_color[entry].r = value; } void CPs2ParticleSmoothStar::plat_set_eg( int entry, uint8 value ) { m_end_color[entry].g = value; } void CPs2ParticleSmoothStar::plat_set_eb( int entry, uint8 value ) { m_end_color[entry].b = value; } void CPs2ParticleSmoothStar::plat_set_ea( int entry, uint8 value ) { m_end_color[entry].a = value >> 1; } /******************************************************************/ /* */ /* */ /******************************************************************/ void CPs2ParticleSmoothStar::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; Image::RGBA color[3]; 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 < 3; c++ ) { Image::RGBA SmoothStart = *p_col0++; Image::RGBA end = *p_col1++; color[c].r = SmoothStart.r + (uint8)(( ((float)( end.r - SmoothStart.r )) * terp )); color[c].g = SmoothStart.g + (uint8)(( ((float)( end.g - SmoothStart.g )) * terp )); color[c].b = SmoothStart.b + (uint8)(( ((float)( end.b - SmoothStart.b )) * terp )); color[c].a = SmoothStart.a + (uint8)(( ((float)( end.a - SmoothStart.a )) * terp )); } tmp[1] = pos; tmp[1] += ss_right * sinf( Mth::DegToRad( 0.0f ) ) * m_split; tmp[1] += ss_up * cosf( Mth::DegToRad( 0.0f ) ) * m_split; for ( int lp2 = 0; lp2 < m_num_segments; lp2++ ) { tmp[0] = pos; tmp[0] += ss_right * sinf( Mth::DegToRad( ( ( 360.0f / ((float)m_num_segments*2) ) * ( ( lp2 * 2 ) + 1 ) ) ) ) * m_split; tmp[0] += ss_up * cosf( Mth::DegToRad( ( ( 360.0f / ((float)m_num_segments*2) ) * ( ( lp2 * 2 ) + 1 ) ) ) ) * m_split; tmp[3] = pos; tmp[3] += ss_right * sinf( Mth::DegToRad( ( ( 360.0f / ((float)m_num_segments*2) ) * ( ( lp2 * 2 ) + 2 ) ) ) ) * m_split; tmp[3] += ss_up * cosf( Mth::DegToRad( ( ( 360.0f / ((float)m_num_segments*2) ) * ( ( lp2 * 2 ) + 2 ) ) ) ) * m_split; tmp[2] = pos; tmp[2] += ss_right * sinf( Mth::DegToRad( ( ( 360.0f / ((float)m_num_segments*2) ) * ( ( lp2 * 2 ) + 1 ) ) ) ); tmp[2] += ss_up * cosf( Mth::DegToRad( ( ( 360.0f / ((float)m_num_segments*2) ) * ( ( lp2 * 2 ) + 1 ) ) ) ); NxPs2::CImmediateMode::sDrawSmoothStarSegment( tmp[0], pos, tmp[1], tmp[2], tmp[3], *((uint32 *) &color[0]), *((uint32 *) &color[1]), *((uint32 *) &color[2])); tmp[1] = tmp[3]; } } NxPs2::dma::EndTag(); } } // Nx