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https://github.com/thug1src/thug.git
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493 lines
18 KiB
C++
493 lines
18 KiB
C++
#include <core/defines.h>
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#include "gfx/xbox/nx/render.h"
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#include "gfx/xbox/p_nxparticleGlowRibbonTrail.h"
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extern DWORD PixelShader1;
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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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CXboxParticleGlowRibbonTrail::CXboxParticleGlowRibbonTrail()
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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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CXboxParticleGlowRibbonTrail::CXboxParticleGlowRibbonTrail( 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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m_mid_time = -1.0f;
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m_num_segments = num_segments;
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m_segment_step = 360.0f / m_num_segments;
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m_history = history;
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m_split = split;
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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 NxXbox::sParticleSystem( max_particles, NxXbox::PARTICLE_TYPE_GLOWRIBBONTRAIL, texture_checksum, blendmode_checksum, fix, num_segments, history );
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// Default color.
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m_start_color = new Image::RGBA[m_num_vertex_buffers + 3];
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m_mid_color = new Image::RGBA[m_num_vertex_buffers + 3];
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m_end_color = new Image::RGBA[m_num_vertex_buffers + 3];
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for ( int lp = 0; lp < ( m_num_vertex_buffers + 3 ); 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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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CXboxParticleGlowRibbonTrail::~CXboxParticleGlowRibbonTrail()
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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 [] m_start_color;
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delete [] m_mid_color;
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delete [] m_end_color;
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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 CXboxParticleGlowRibbonTrail::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 CXboxParticleGlowRibbonTrail::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 CXboxParticleGlowRibbonTrail::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 CXboxParticleGlowRibbonTrail::plat_get_num_particle_colors( void ) { return m_num_vertex_buffers + 3; }
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int CXboxParticleGlowRibbonTrail::plat_get_num_vertex_lists( void ) { return m_num_vertex_buffers; }
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void CXboxParticleGlowRibbonTrail::plat_set_sr( int entry, uint8 value ) { m_start_color[entry].r = value; }
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void CXboxParticleGlowRibbonTrail::plat_set_sg( int entry, uint8 value ) { m_start_color[entry].g = value; }
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void CXboxParticleGlowRibbonTrail::plat_set_sb( int entry, uint8 value ) { m_start_color[entry].b = value; }
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void CXboxParticleGlowRibbonTrail::plat_set_sa( int entry, uint8 value ) { m_start_color[entry].a = value >> 1; }
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void CXboxParticleGlowRibbonTrail::plat_set_mr( int entry, uint8 value ) { m_mid_color[entry].r = value; }
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void CXboxParticleGlowRibbonTrail::plat_set_mg( int entry, uint8 value ) { m_mid_color[entry].g = value; }
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void CXboxParticleGlowRibbonTrail::plat_set_mb( int entry, uint8 value ) { m_mid_color[entry].b = value; }
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void CXboxParticleGlowRibbonTrail::plat_set_ma( int entry, uint8 value ) { m_mid_color[entry].a = value >> 1; }
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void CXboxParticleGlowRibbonTrail::plat_set_er( int entry, uint8 value ) { m_end_color[entry].r = value; }
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void CXboxParticleGlowRibbonTrail::plat_set_eg( int entry, uint8 value ) { m_end_color[entry].g = value; }
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void CXboxParticleGlowRibbonTrail::plat_set_eb( int entry, uint8 value ) { m_end_color[entry].b = value; }
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void CXboxParticleGlowRibbonTrail::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 CXboxParticleGlowRibbonTrail::plat_render( void )
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{
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// Draw the particles.
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if( m_num_particles > 0 )
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{
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int lp;
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CParticleEntry *p_particle;
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float *p_v0, *p_v1;
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// Used to figure the right and up vectors for creating screen-aligned particle quads.
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D3DXMATRIX *p_matrix = (D3DXMATRIX*)&NxXbox::EngineGlobals.view_matrix;
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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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// Get the 'right' vector as the cross product of camera 'at and world 'up'.
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Mth::Vector at( p_matrix->m[0][2], p_matrix->m[1][2], p_matrix->m[2][2] );
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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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Image::RGBA color[3];
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Image::RGBA *p_col0;
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Image::RGBA *p_col1;
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// Obtain push buffer lock.
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DWORD *p_push;
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DWORD dwords_per_particle = ( 36 * m_num_segments ) + ( 24 * ( m_num_vertex_buffers - 1 ));
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DWORD dword_count = dwords_per_particle * m_num_particles;
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// Submit particle material.
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mp_engine_particle->mp_material->Submit();
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// Set up correct vertex and pixel shader.
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NxXbox::set_vertex_shader( D3DFVF_XYZ | D3DFVF_DIFFUSE );
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NxXbox::set_pixel_shader( PixelShader1 );
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// The additional number (+5 is minimum) is to reserve enough overhead for the encoding parameters. It can safely be more, but no less.
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p_push = D3DDevice_BeginPush( dword_count + 32 );
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// Note that p_push is returned as a pointer to write-combined memory. Writes to write-combined memory should be
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// consecutive and in increasing order. Reads should be avoided. Additionally, any CPU reads from memory or the
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// L2 cache can force expensive partial flushes of the 32-byte write-combine cache.
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p_push[0] = D3DPUSH_ENCODE( D3DPUSH_SET_BEGIN_END, 1 );
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p_push[1] = D3DPT_TRIANGLELIST;
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p_push += 2;
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// Set up loop variables here, since we be potentially enetering the loop more than once.
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lp = 0;
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p_particle = mp_particle_array;
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p_v0 = mp_vertices[0];
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p_v1 = mp_vertices[(m_num_vertex_buffers - 1)];
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while( dword_count > 0 )
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{
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int dwords_written = 0;
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// NOTE: A maximum of 2047 DWORDs can be specified to D3DPUSH_ENCODE. If there is more than 2047 DWORDs of vertex
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// data, simply split the data into multiple D3DPUSH_ENCODE( D3DPUSH_INLINE_ARRAY ) sections.
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p_push[0] = D3DPUSH_ENCODE( D3DPUSH_NOINCREMENT_FLAG | D3DPUSH_INLINE_ARRAY, ( dword_count > 2047 ) ? ((int)( 2047 / dwords_per_particle )) * dwords_per_particle: dword_count );
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++p_push;
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for( ; lp < m_num_particles; lp++, p_particle++, p_v0 += 3, p_v1 += 3 )
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{
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// Check to see if writing another particle will take us over the edge.
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if(( dwords_written + dwords_per_particle ) > 2047 )
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{
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break;
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}
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// Calculate the interpolator ( 1.0f / particle_life ).
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float terp = p_particle->m_time * ReciprocalEstimateNR_ASM( p_particle->m_life );
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Mth::Vector pos[2];
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p_v0 = &mp_vertices[0][lp*3];
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pos[0].Set( p_v0[0] + m_pos[X], p_v0[1] + m_pos[Y], p_v0[2] + m_pos[Z] );
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p_v0 = &mp_vertices[1][lp*3];
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pos[1].Set( p_v0[0] + m_pos[X], p_v0[1] + m_pos[Y], p_v0[2] + m_pos[Z] );
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Mth::Vector part_vec = pos[1] - pos[0];
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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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Mth::Vector tmp[4];
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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[3];
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p_col1 = &m_mid_color[3];
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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[3];
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p_col1 = &m_end_color[3];
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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[3];
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p_col1 = &m_end_color[3];
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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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// Interpolate and swap red and blue here. Use fixed point math to avoid _ftol2 calls.
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int f_terp = Ftoi_ASM( terp * 4096.0f );
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color[0].b = ((((int)start.r ) * 4096 ) + (((int)end.r - (int)start.r ) * f_terp )) / 4096;
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color[0].g = ((((int)start.g ) * 4096 ) + (((int)end.g - (int)start.g ) * f_terp )) / 4096;
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color[0].r = ((((int)start.b ) * 4096 ) + (((int)end.b - (int)start.b ) * f_terp )) / 4096;
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color[0].a = ((((int)start.a ) * 4096 ) + (((int)end.a - (int)start.a ) * f_terp )) / 4096;
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tmp[0] = pos[0] + ( perp_vec * w * m_split );
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tmp[1] = pos[0] - ( perp_vec * w * m_split );
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for( int c = 1; c < m_num_vertex_buffers; c++ )
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{
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start = *p_col0++;
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end = *p_col1++;
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// Interpolate and swap red and blue here. Use fixed point math to avoid _ftol2 calls.
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color[1].b = ((((int)start.r ) * 4096 ) + (((int)end.r - (int)start.r ) * f_terp )) / 4096;
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color[1].g = ((((int)start.g ) * 4096 ) + (((int)end.g - (int)start.g ) * f_terp )) / 4096;
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color[1].r = ((((int)start.b ) * 4096 ) + (((int)end.b - (int)start.b ) * f_terp )) / 4096;
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color[1].a = ((((int)start.a ) * 4096 ) + (((int)end.a - (int)start.a ) * f_terp )) / 4096;
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if ( c > 1 )
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{
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p_v0 = &mp_vertices[c][lp*3];
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pos[1].Set( p_v0[0] + m_pos[X], p_v0[1] + m_pos[Y], p_v0[2] + m_pos[Z] );
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part_vec = pos[1] - pos[0];
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perp_vec = Mth::CrossProduct( part_vec, at );
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perp_vec.Normalize();
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}
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tmp[2] = pos[1] + ( perp_vec * w * m_split );
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tmp[3] = pos[1] - ( perp_vec * w * m_split );
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// First tri.
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p_push[0] = *((DWORD*)&tmp[0][X] );
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p_push[1] = *((DWORD*)&tmp[0][Y] );
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p_push[2] = *((DWORD*)&tmp[0][Z] );
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p_push[3] = *((DWORD*)&color[0] );
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p_push += 4;
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p_push[0] = *((DWORD*)&tmp[1][X] );
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p_push[1] = *((DWORD*)&tmp[1][Y] );
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p_push[2] = *((DWORD*)&tmp[1][Z] );
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p_push[3] = *((DWORD*)&color[0] );
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p_push += 4;
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p_push[0] = *((DWORD*)&tmp[2][X] );
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p_push[1] = *((DWORD*)&tmp[2][Y] );
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p_push[2] = *((DWORD*)&tmp[2][Z] );
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p_push[3] = *((DWORD*)&color[1] );
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p_push += 4;
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// Second tri.
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p_push[0] = *((DWORD*)&tmp[1][X] );
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p_push[1] = *((DWORD*)&tmp[1][Y] );
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p_push[2] = *((DWORD*)&tmp[1][Z] );
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p_push[3] = *((DWORD*)&color[0] );
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p_push += 4;
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p_push[0] = *((DWORD*)&tmp[3][X] );
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p_push[1] = *((DWORD*)&tmp[3][Y] );
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p_push[2] = *((DWORD*)&tmp[3][Z] );
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p_push[3] = *((DWORD*)&color[1] );
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p_push += 4;
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p_push[0] = *((DWORD*)&tmp[2][X] );
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p_push[1] = *((DWORD*)&tmp[2][Y] );
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p_push[2] = *((DWORD*)&tmp[2][Z] );
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p_push[3] = *((DWORD*)&color[1] );
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p_push += 4;
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color[0] = color[1];
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pos[0] = pos[1];
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tmp[0] = tmp[2];
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tmp[1] = tmp[3];
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}
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// Now draw the glow.
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p_v0 = &mp_vertices[0][lp*3];
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pos[0].Set( p_v0[0] + m_pos[X], p_v0[1] + m_pos[Y], p_v0[2] + m_pos[Z] );
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Mth::Vector ss_right, ss_up;
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ss_right = screen_right * w;
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ss_up = screen_up * h;
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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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// Swap red and blue here.
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for( int c = 0; c < 3; 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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// Interpolate and swap red and blue here. Use fixed point math to avoid _ftol2 calls.
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color[c].b = ((((int)start.r ) * 4096 ) + (((int)end.r - (int)start.r ) * f_terp )) / 4096;
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color[c].g = ((((int)start.g ) * 4096 ) + (((int)end.g - (int)start.g ) * f_terp )) / 4096;
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color[c].r = ((((int)start.b ) * 4096 ) + (((int)end.b - (int)start.b ) * f_terp )) / 4096;
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color[c].a = ((((int)start.a ) * 4096 ) + (((int)end.a - (int)start.a ) * f_terp )) / 4096;
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}
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// We know that sin( 0 ) = 0, and cos( 0 ) = 1, so we can optimise the first iteration.
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tmp[0] = pos[0];
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tmp[0] += ss_right * 0.0f * m_split;
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tmp[0] += ss_up * 1.0f * m_split;
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tmp[2] = pos[0];
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tmp[2] += ss_right * 0.0f;
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tmp[2] += ss_up * 1.0f;
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for ( int lp2 = 0; lp2 < m_num_segments; lp2++ )
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{
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float rt = sinf( Mth::DegToRad( m_segment_step * ( lp2 + 1 )));
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float up = cosf( Mth::DegToRad( m_segment_step * ( lp2 + 1 )));
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tmp[1] = pos[0];
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tmp[1] += ss_right * rt * m_split;
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tmp[1] += ss_up * up * m_split;
|
|
|
|
tmp[3] = pos[0];
|
|
tmp[3] += ss_right * rt;
|
|
tmp[3] += ss_up * up;
|
|
|
|
// First tri.
|
|
p_push[0] = *((DWORD*)&pos[0][X] );
|
|
p_push[1] = *((DWORD*)&pos[0][Y] );
|
|
p_push[2] = *((DWORD*)&pos[0][Z] );
|
|
p_push[3] = *((DWORD*)&color[0] );
|
|
p_push += 4;
|
|
|
|
p_push[0] = *((DWORD*)&tmp[0][X] );
|
|
p_push[1] = *((DWORD*)&tmp[0][Y] );
|
|
p_push[2] = *((DWORD*)&tmp[0][Z] );
|
|
p_push[3] = *((DWORD*)&color[1] );
|
|
p_push += 4;
|
|
|
|
p_push[0] = *((DWORD*)&tmp[1][X] );
|
|
p_push[1] = *((DWORD*)&tmp[1][Y] );
|
|
p_push[2] = *((DWORD*)&tmp[1][Z] );
|
|
p_push[3] = *((DWORD*)&color[1] );
|
|
p_push += 4;
|
|
|
|
// Second tri.
|
|
p_push[0] = *((DWORD*)&tmp[0][X] );
|
|
p_push[1] = *((DWORD*)&tmp[0][Y] );
|
|
p_push[2] = *((DWORD*)&tmp[0][Z] );
|
|
p_push[3] = *((DWORD*)&color[1] );
|
|
p_push += 4;
|
|
|
|
p_push[0] = *((DWORD*)&tmp[1][X] );
|
|
p_push[1] = *((DWORD*)&tmp[1][Y] );
|
|
p_push[2] = *((DWORD*)&tmp[1][Z] );
|
|
p_push[3] = *((DWORD*)&color[1] );
|
|
p_push += 4;
|
|
|
|
p_push[0] = *((DWORD*)&tmp[2][X] );
|
|
p_push[1] = *((DWORD*)&tmp[2][Y] );
|
|
p_push[2] = *((DWORD*)&tmp[2][Z] );
|
|
p_push[3] = *((DWORD*)&color[2] );
|
|
p_push += 4;
|
|
|
|
// Third tri.
|
|
p_push[0] = *((DWORD*)&tmp[1][X] );
|
|
p_push[1] = *((DWORD*)&tmp[1][Y] );
|
|
p_push[2] = *((DWORD*)&tmp[1][Z] );
|
|
p_push[3] = *((DWORD*)&color[1] );
|
|
p_push += 4;
|
|
|
|
p_push[0] = *((DWORD*)&tmp[2][X] );
|
|
p_push[1] = *((DWORD*)&tmp[2][Y] );
|
|
p_push[2] = *((DWORD*)&tmp[2][Z] );
|
|
p_push[3] = *((DWORD*)&color[2] );
|
|
p_push += 4;
|
|
|
|
p_push[0] = *((DWORD*)&tmp[3][X] );
|
|
p_push[1] = *((DWORD*)&tmp[3][Y] );
|
|
p_push[2] = *((DWORD*)&tmp[3][Z] );
|
|
p_push[3] = *((DWORD*)&color[2] );
|
|
p_push += 4;
|
|
|
|
tmp[0] = tmp[1];
|
|
tmp[2] = tmp[3];
|
|
}
|
|
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 );
|
|
}
|
|
}
|
|
|
|
} // Nx
|
|
|
|
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