dhewm3-sdk/d3xp/SmokeParticles.cpp
dhewg afebd7e1e5 Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2018-08-20 01:46:28 +02:00

449 lines
12 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "renderer/ModelManager.h"
#include "Entity.h"
#include "Game_local.h"
#include "SmokeParticles.h"
static const char *smokeParticle_SnapshotName = "_SmokeParticle_Snapshot_";
/*
================
idSmokeParticles::idSmokeParticles
================
*/
idSmokeParticles::idSmokeParticles( void ) {
initialized = false;
memset( &renderEntity, 0, sizeof( renderEntity ) );
renderEntityHandle = -1;
memset( smokes, 0, sizeof( smokes ) );
freeSmokes = NULL;
numActiveSmokes = 0;
currentParticleTime = -1;
}
/*
================
idSmokeParticles::Init
================
*/
void idSmokeParticles::Init( void ) {
if ( initialized ) {
Shutdown();
}
// set up the free list
for ( int i = 0; i < MAX_SMOKE_PARTICLES-1; i++ ) {
smokes[i].next = &smokes[i+1];
}
smokes[MAX_SMOKE_PARTICLES-1].next = NULL;
freeSmokes = &smokes[0];
numActiveSmokes = 0;
activeStages.Clear();
memset( &renderEntity, 0, sizeof( renderEntity ) );
renderEntity.bounds.Clear();
renderEntity.axis = mat3_identity;
renderEntity.shaderParms[ SHADERPARM_RED ] = 1;
renderEntity.shaderParms[ SHADERPARM_GREEN ] = 1;
renderEntity.shaderParms[ SHADERPARM_BLUE ] = 1;
renderEntity.shaderParms[3] = 1;
renderEntity.hModel = renderModelManager->AllocModel();
renderEntity.hModel->InitEmpty( smokeParticle_SnapshotName );
// we certainly don't want particle shadows
renderEntity.noShadow = 1;
// huge bounds, so it will be present in every world area
renderEntity.bounds.AddPoint( idVec3(-100000, -100000, -100000) );
renderEntity.bounds.AddPoint( idVec3( 100000, 100000, 100000) );
renderEntity.callback = idSmokeParticles::ModelCallback;
// add to renderer list
renderEntityHandle = gameRenderWorld->AddEntityDef( &renderEntity );
currentParticleTime = -1;
initialized = true;
}
/*
================
idSmokeParticles::Shutdown
================
*/
void idSmokeParticles::Shutdown( void ) {
// make sure the render entity is freed before the model is freed
if ( renderEntityHandle != -1 ) {
gameRenderWorld->FreeEntityDef( renderEntityHandle );
renderEntityHandle = -1;
}
if ( renderEntity.hModel != NULL ) {
renderModelManager->FreeModel( renderEntity.hModel );
renderEntity.hModel = NULL;
}
initialized = false;
}
/*
================
idSmokeParticles::FreeSmokes
================
*/
void idSmokeParticles::FreeSmokes( void ) {
for ( int activeStageNum = 0; activeStageNum < activeStages.Num(); activeStageNum++ ) {
singleSmoke_t *smoke, *next, *last;
activeSmokeStage_t *active = &activeStages[activeStageNum];
const idParticleStage *stage = active->stage;
for ( last = NULL, smoke = active->smokes; smoke; smoke = next ) {
next = smoke->next;
#ifdef _D3XP
float frac;
if ( smoke->timeGroup ) {
frac = (float)( gameLocal.fast.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
}
else {
frac = (float)( gameLocal.slow.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
}
#else
float frac = (float)( gameLocal.time - smoke->privateStartTime ) / ( stage->particleLife * 1000 );
#endif
if ( frac >= 1.0f ) {
// remove the particle from the stage list
if ( last != NULL ) {
last->next = smoke->next;
} else {
active->smokes = smoke->next;
}
// put the particle on the free list
smoke->next = freeSmokes;
freeSmokes = smoke;
numActiveSmokes--;
continue;
}
last = smoke;
}
if ( !active->smokes ) {
// remove this from the activeStages list
activeStages.RemoveIndex( activeStageNum );
activeStageNum--;
}
}
}
/*
================
idSmokeParticles::EmitSmoke
Called by game code to drop another particle into the list
================
*/
bool idSmokeParticles::EmitSmoke( const idDeclParticle *smoke, const int systemStartTime, const float diversity, const idVec3 &origin, const idMat3 &axis, int timeGroup /*_D3XP*/ ) {
bool continues = false;
#ifdef _D3XP
SetTimeState ts( timeGroup );
#endif
if ( !smoke ) {
return false;
}
if ( !gameLocal.isNewFrame ) {
return false;
}
// dedicated doesn't smoke. No UpdateRenderEntity, so they would not be freed
if ( gameLocal.localClientNum < 0 ) {
return false;
}
assert( gameLocal.time == 0 || systemStartTime <= gameLocal.time );
if ( systemStartTime > gameLocal.time ) {
return false;
}
idRandom steppingRandom( 0xffff * diversity );
// for each stage in the smoke that is still emitting particles, emit a new singleSmoke_t
for ( int stageNum = 0; stageNum < smoke->stages.Num(); stageNum++ ) {
const idParticleStage *stage = smoke->stages[stageNum];
if ( !stage->cycleMsec ) {
continue;
}
if ( !stage->material ) {
continue;
}
if ( stage->particleLife <= 0 ) {
continue;
}
// see how many particles we should emit this tic
// FIXME: smoke.privateStartTime += stage->timeOffset;
int finalParticleTime = stage->cycleMsec * stage->spawnBunching;
int deltaMsec = gameLocal.time - systemStartTime;
int nowCount, prevCount;
if ( finalParticleTime == 0 ) {
// if spawnBunching is 0, they will all come out at once
if ( gameLocal.time == systemStartTime ) {
prevCount = -1;
nowCount = stage->totalParticles-1;
} else {
prevCount = stage->totalParticles;
}
} else {
nowCount = floor( ( (float)deltaMsec / finalParticleTime ) * stage->totalParticles );
if ( nowCount >= stage->totalParticles ) {
nowCount = stage->totalParticles-1;
}
prevCount = floor( ((float)( deltaMsec - gameLocal.msec /*_D3XP - FIX - was USERCMD_MSEC*/ ) / finalParticleTime) * stage->totalParticles );
if ( prevCount < -1 ) {
prevCount = -1;
}
}
if ( prevCount >= stage->totalParticles ) {
// no more particles from this stage
continue;
}
if ( nowCount < stage->totalParticles-1 ) {
// the system will need to emit particles next frame as well
continues = true;
}
// find an activeSmokeStage that matches this
activeSmokeStage_t *active = NULL;
int i;
for ( i = 0 ; i < activeStages.Num() ; i++ ) {
active = &activeStages[i];
if ( active->stage == stage ) {
break;
}
}
if ( i == activeStages.Num() ) {
// add a new one
activeSmokeStage_t newActive;
newActive.smokes = NULL;
newActive.stage = stage;
i = activeStages.Append( newActive );
active = &activeStages[i];
}
// add all the required particles
for ( prevCount++ ; prevCount <= nowCount ; prevCount++ ) {
if ( !freeSmokes ) {
gameLocal.Printf( "idSmokeParticles::EmitSmoke: no free smokes with %d active stages\n", activeStages.Num() );
return true;
}
singleSmoke_t *newSmoke = freeSmokes;
freeSmokes = freeSmokes->next;
numActiveSmokes++;
#ifdef _D3XP
newSmoke->timeGroup = timeGroup;
#endif
newSmoke->index = prevCount;
newSmoke->axis = axis;
newSmoke->origin = origin;
newSmoke->random = steppingRandom;
newSmoke->privateStartTime = systemStartTime + prevCount * finalParticleTime / stage->totalParticles;
newSmoke->next = active->smokes;
active->smokes = newSmoke;
steppingRandom.RandomInt(); // advance the random
}
}
return continues;
}
/*
================
idSmokeParticles::UpdateRenderEntity
================
*/
bool idSmokeParticles::UpdateRenderEntity( renderEntity_s *renderEntity, const renderView_t *renderView ) {
// FIXME: re-use model surfaces
renderEntity->hModel->InitEmpty( smokeParticle_SnapshotName );
// this may be triggered by a model trace or other non-view related source,
// to which we should look like an empty model
if ( !renderView ) {
return false;
}
// don't regenerate it if it is current
if ( renderView->time == currentParticleTime && !renderView->forceUpdate ) {
return false;
}
currentParticleTime = renderView->time;
particleGen_t g;
g.renderEnt = renderEntity;
g.renderView = renderView;
for ( int activeStageNum = 0; activeStageNum < activeStages.Num(); activeStageNum++ ) {
singleSmoke_t *smoke, *next, *last;
activeSmokeStage_t *active = &activeStages[activeStageNum];
const idParticleStage *stage = active->stage;
if ( !stage->material ) {
continue;
}
// allocate a srfTriangles that can hold all the particles
int count = 0;
for ( smoke = active->smokes; smoke; smoke = smoke->next ) {
count++;
}
int quads = count * stage->NumQuadsPerParticle();
srfTriangles_t *tri = renderEntity->hModel->AllocSurfaceTriangles( quads * 4, quads * 6 );
tri->numIndexes = quads * 6;
tri->numVerts = quads * 4;
// just always draw the particles
tri->bounds[0][0] =
tri->bounds[0][1] =
tri->bounds[0][2] = -99999;
tri->bounds[1][0] =
tri->bounds[1][1] =
tri->bounds[1][2] = 99999;
tri->numVerts = 0;
for ( last = NULL, smoke = active->smokes; smoke; smoke = next ) {
next = smoke->next;
#ifdef _D3XP
if ( smoke->timeGroup ) {
g.frac = (float)( gameLocal.fast.time - smoke->privateStartTime ) / (stage->particleLife * 1000);
}
else {
g.frac = (float)( gameLocal.time - smoke->privateStartTime ) / (stage->particleLife * 1000);
}
#else
g.frac = (float)( gameLocal.time - smoke->privateStartTime ) / (stage->particleLife * 1000);
#endif
if ( g.frac >= 1.0f ) {
// remove the particle from the stage list
if ( last != NULL ) {
last->next = smoke->next;
} else {
active->smokes = smoke->next;
}
// put the particle on the free list
smoke->next = freeSmokes;
freeSmokes = smoke;
numActiveSmokes--;
continue;
}
g.index = smoke->index;
g.random = smoke->random;
g.origin = smoke->origin;
g.axis = smoke->axis;
g.originalRandom = g.random;
g.age = g.frac * stage->particleLife;
tri->numVerts += stage->CreateParticle( &g, tri->verts + tri->numVerts );
last = smoke;
}
if ( tri->numVerts > quads * 4 ) {
gameLocal.Error( "idSmokeParticles::UpdateRenderEntity: miscounted verts" );
}
if ( tri->numVerts == 0 ) {
// they were all removed
renderEntity->hModel->FreeSurfaceTriangles( tri );
if ( !active->smokes ) {
// remove this from the activeStages list
activeStages.RemoveIndex( activeStageNum );
activeStageNum--;
}
} else {
// build the index list
int indexes = 0;
for ( int i = 0 ; i < tri->numVerts ; i += 4 ) {
tri->indexes[indexes+0] = i;
tri->indexes[indexes+1] = i+2;
tri->indexes[indexes+2] = i+3;
tri->indexes[indexes+3] = i;
tri->indexes[indexes+4] = i+3;
tri->indexes[indexes+5] = i+1;
indexes += 6;
}
tri->numIndexes = indexes;
modelSurface_t surf;
surf.geometry = tri;
surf.shader = stage->material;
surf.id = 0;
renderEntity->hModel->AddSurface( surf );
}
}
return true;
}
/*
================
idSmokeParticles::ModelCallback
================
*/
bool idSmokeParticles::ModelCallback( renderEntity_s *renderEntity, const renderView_t *renderView ) {
// update the particles
if ( gameLocal.smokeParticles ) {
return gameLocal.smokeParticles->UpdateRenderEntity( renderEntity, renderView );
}
return true;
}