#include #include #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