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285 lines
10 KiB
C++
285 lines
10 KiB
C++
//****************************************************************************
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//* MODULE: Gfx
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//* FILENAME: p_nxParticle.cpp
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//* OWNER: Paul Robinson
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//* CREATION DATE: 3/27/2002
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//****************************************************************************
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#include <core/defines.h>
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#include "gfx/ngps/nx/render.h"
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#include "gfx/ngps/nx/dma.h"
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#include "gfx/ngps/nx/vif.h"
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#include "gfx/ngps/nx/vu1.h"
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#include "gfx/ngps/nx/gif.h"
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#include "gfx/ngps/nx/gs.h"
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#include "gfx/ngps/nx/line.h"
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#include <gfx/NxTexMan.h>
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#include <gfx/ngps/p_nxtexture.h>
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#include "gfx/ngps/nx/immediate.h"
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#include "gfx/ngps/nx/vu1code.h"
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#include "gfx/ngps/nx/mesh.h"
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#include "gfx/ngps/p_nxparticleRibbon.h"
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namespace Nx
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{
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CPs2ParticleRibbon::CPs2ParticleRibbon()
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{
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CPs2ParticleRibbon::CPs2ParticleRibbon( uint32 checksum, int max_particles, uint32 texture_checksum, uint32 blendmode_checksum, int fix, int num_segments, float split, int history )
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{
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m_checksum = checksum;
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m_max_particles = max_particles;
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m_num_particles = 0;
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mp_particle_array = new CParticleEntry[max_particles];
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// Allocate vertex buffer.
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mp_vertices = new float*[( history + 1)];
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for ( int lp = 0; lp < ( history + 1 ); lp++ )
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{
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mp_vertices[lp] = new float[max_particles * 3];
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}
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m_num_vertex_buffers = history + 1;
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// // Create the engine representation.
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// mp_engine_particle = new NxPs2::sParticleSystem( max_particles, texture_checksum, blendmode_checksum, fix );
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//
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// Get the texture.
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Nx::CTexture *p_texture;
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Nx::CPs2Texture *p_ps2_texture;
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mp_engine_texture = NULL;
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p_texture = Nx::CTexDictManager::sp_particle_tex_dict->GetTexture( texture_checksum );
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p_ps2_texture = static_cast<Nx::CPs2Texture*>( p_texture );
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if ( p_ps2_texture )
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{
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mp_engine_texture = p_ps2_texture->GetSingleTexture();
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}
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// Set blendmode.
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m_blend = NxPs2::CImmediateMode::sGetTextureBlend( blendmode_checksum, fix );
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// Default color.
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for ( int lp = 0; lp < 2; lp++ )
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{
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m_start_color[lp].r = 128;
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m_start_color[lp].g = 128;
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m_start_color[lp].b = 128;
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m_start_color[lp].a = 128;
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m_mid_color[lp].r = 128;
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m_mid_color[lp].g = 128;
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m_mid_color[lp].b = 128;
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m_mid_color[lp].a = 128;
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m_end_color[lp].r = 128;
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m_end_color[lp].g = 128;
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m_end_color[lp].b = 128;
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m_end_color[lp].a = 128;
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}
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m_mid_time = -1.0f;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CPs2ParticleRibbon::~CPs2ParticleRibbon()
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{
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delete [] mp_particle_array;
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for ( int lp = 0; lp < m_num_vertex_buffers; lp++ )
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{
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delete [] mp_vertices[lp];
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}
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delete [] mp_vertices;
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// delete mp_engine_particle;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CPs2ParticleRibbon::plat_get_position( int entry, int list, float * x, float * y, float * z )
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{
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float* p_v = &mp_vertices[list][entry*3];
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*x = p_v[0];
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*y = p_v[1];
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*z = p_v[2];
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CPs2ParticleRibbon::plat_set_position( int entry, int list, float x, float y, float z )
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{
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float* p_v = &mp_vertices[list][entry*3];
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p_v[0] = x;
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p_v[1] = y;
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p_v[2] = z;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CPs2ParticleRibbon::plat_add_position( int entry, int list, float x, float y, float z )
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{
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float* p_v = &mp_vertices[list][entry*3];
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p_v[0] += x;
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p_v[1] += y;
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p_v[2] += z;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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int CPs2ParticleRibbon::plat_get_num_particle_colors( void ) { return 2; }
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int CPs2ParticleRibbon::plat_get_num_vertex_lists( void ) { return m_num_vertex_buffers; }
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void CPs2ParticleRibbon::plat_set_sr( int entry, uint8 value ) { m_start_color[entry].r = value; }
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void CPs2ParticleRibbon::plat_set_sg( int entry, uint8 value ) { m_start_color[entry].g = value; }
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void CPs2ParticleRibbon::plat_set_sb( int entry, uint8 value ) { m_start_color[entry].b = value; }
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void CPs2ParticleRibbon::plat_set_sa( int entry, uint8 value ) { m_start_color[entry].a = value >> 1; }
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void CPs2ParticleRibbon::plat_set_mr( int entry, uint8 value ) { m_mid_color[entry].r = value; }
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void CPs2ParticleRibbon::plat_set_mg( int entry, uint8 value ) { m_mid_color[entry].g = value; }
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void CPs2ParticleRibbon::plat_set_mb( int entry, uint8 value ) { m_mid_color[entry].b = value; }
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void CPs2ParticleRibbon::plat_set_ma( int entry, uint8 value ) { m_mid_color[entry].a = value >> 1; }
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void CPs2ParticleRibbon::plat_set_er( int entry, uint8 value ) { m_end_color[entry].r = value; }
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void CPs2ParticleRibbon::plat_set_eg( int entry, uint8 value ) { m_end_color[entry].g = value; }
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void CPs2ParticleRibbon::plat_set_eb( int entry, uint8 value ) { m_end_color[entry].b = value; }
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void CPs2ParticleRibbon::plat_set_ea( int entry, uint8 value ) { m_end_color[entry].a = value >> 1; }
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CPs2ParticleRibbon::plat_render( void )
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{
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if (m_num_particles == 0)
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return;
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// Draw the particles.
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// // Used to figure the right and up vectors for creating screen-aligned particle quads.
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// //Mth::Matrix* p_matrix = (Mth::Matrix*)&NxPs2::render::CameraOrientation;
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// Mth::Matrix* p_matrix = (Mth::Matrix*)&NxPs2::render::CameraToWorldRotation;
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//
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// // Concatenate p_matrix with the emmission angle to create the direction.
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// Mth::Vector up( 0.0f, 1.0f, 0.0f, 0.0f );
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//
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// // Get the 'right' vector as the cross product of camera 'at and world 'up'.
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// Mth::Vector at( p_matrix->GetAt()[X], p_matrix->GetAt()[Y], p_matrix->GetAt()[Z], 0.0f );
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// Mth::Vector screen_right = Mth::CrossProduct( at, up );
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// Mth::Vector screen_up = Mth::CrossProduct( screen_right, at );
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//
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// screen_right.Normalize();
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// screen_up.Normalize();
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int lp;
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CParticleEntry *p_particle;
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float *p_v0;
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float *p_v1;
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NxPs2::dma::BeginTag(NxPs2::dma::cnt, 0);
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NxPs2::CImmediateMode::sStartPolyDraw( mp_engine_texture, m_blend, ABS );
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Image::RGBA color[2];
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Image::RGBA *p_col0;
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Image::RGBA *p_col1;
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Mth::Matrix* p_matrix = (Mth::Matrix*)&NxPs2::render::CameraToWorldRotation;
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Mth::Vector at( p_matrix->GetAt()[X], p_matrix->GetAt()[Y], p_matrix->GetAt()[Z], 0.0f );
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for ( lp = 0, p_particle = mp_particle_array, p_v0 = mp_vertices[0], p_v1 = mp_vertices[(m_num_vertex_buffers-1)]; lp < m_num_particles; lp++, p_particle++, p_v0 += 3, p_v1 += 3 )
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{
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float terp = p_particle->m_time / p_particle->m_life;
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Mth::Vector pos0( p_v0[0] + m_pos[X], p_v0[1] + m_pos[Y], p_v0[2] + m_pos[Z] );
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Mth::Vector pos1( p_v1[0] + m_pos[X], p_v1[1] + m_pos[Y], p_v1[2] + m_pos[Z] );
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Mth::Vector part_vec = pos1 - pos0;
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Mth::Vector perp_vec = Mth::CrossProduct( part_vec, at );
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perp_vec.Normalize();
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float w = p_particle->m_sw + ( ( p_particle->m_ew - p_particle->m_sw ) * terp );
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// float h = p_particle->m_sh + ( ( p_particle->m_eh - p_particle->m_sh ) * terp );
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// // Todo: Move hook to matrix/emitter code to cut down on per particle calculation.
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// Mth::Vector ss_right, ss_up; //, ss_pos;
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Mth::Vector tmp[4];
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//
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tmp[0] = pos0 + ( perp_vec * w );
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tmp[1] = pos0 - ( perp_vec * w );
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tmp[2] = pos1 - ( perp_vec * w );
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tmp[3] = pos1 + ( perp_vec * w );
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if ( m_mid_time >= 0.0f )
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{
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if ( terp < m_mid_time )
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{
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p_col0 = m_start_color;
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p_col1 = m_mid_color;
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// Adjust interpolation for this half of the color blend.
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terp = terp / m_mid_time;
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}
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else
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{
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p_col0 = m_mid_color;
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p_col1 = m_end_color;
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// Adjust interpolation for this half of the color blend.
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terp = ( terp - m_mid_time ) / ( 1.0f - m_mid_time );
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}
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}
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else
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{
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// No mid color specified.
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p_col0 = m_start_color;
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p_col1 = m_end_color;
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}
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for ( int c = 0; c < 2; c++ )
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{
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Image::RGBA start = *p_col0++;
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Image::RGBA end = *p_col1++;
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color[c].r = start.r + (uint8)(( ((float)( end.r - start.r )) * terp ));
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color[c].g = start.g + (uint8)(( ((float)( end.g - start.g )) * terp ));
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color[c].b = start.b + (uint8)(( ((float)( end.b - start.b )) * terp ));
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color[c].a = start.a + (uint8)(( ((float)( end.a - start.a )) * terp ));
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}
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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]) );
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}
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NxPs2::dma::EndTag();
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}
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} // Nx
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