/* ** Particle drawing ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include "templates.h" #include "doomdef.h" #include "sbar.h" #include "r_data/r_translate.h" #include "poly_particle.h" #include "polyrenderer/poly_renderer.h" #include "polyrenderer/scene/poly_light.h" EXTERN_CVAR(Int, gl_particles_style) void RenderPolyParticle::Render(const TriMatrix &worldToClip, const PolyClipPlane &clipPlane, particle_t *particle, subsector_t *sub, uint32_t subsectorDepth, uint32_t stencilValue) { DVector3 pos = particle->Pos; double psize = particle->size / 8.0; double zpos = pos.Z; const auto &viewpoint = PolyRenderer::Instance()->Viewpoint; DVector2 points[2] = { { pos.X - viewpoint.Sin * psize, pos.Y + viewpoint.Cos * psize }, { pos.X + viewpoint.Sin * psize, pos.Y - viewpoint.Cos * psize } }; TriVertex *vertices = PolyRenderer::Instance()->FrameMemory.AllocMemory(4); bool foggy = false; int actualextralight = foggy ? 0 : viewpoint.extralight << 4; std::pair offsets[4] = { { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 0.0f, 0.0f }, }; for (int i = 0; i < 4; i++) { auto &p = (i == 0 || i == 3) ? points[0] : points[1]; vertices[i].x = (float)p.X; vertices[i].y = (float)p.Y; vertices[i].z = (float)(zpos + psize * (2.0 * offsets[i].second - 1.0)); vertices[i].w = 1.0f; vertices[i].u = (float)(offsets[i].first); vertices[i].v = (float)(1.0f - offsets[i].second); } bool fullbrightSprite = particle->bright != 0; int lightlevel = fullbrightSprite ? 255 : sub->sector->lightlevel + actualextralight; PolyDrawArgs args; args.SetLight(GetColorTable(sub->sector->Colormap), lightlevel, PolyRenderer::Instance()->Light.ParticleGlobVis(foggy), fullbrightSprite); args.SetSubsectorDepth(subsectorDepth); args.SetSubsectorDepthTest(true); args.SetColor(particle->color | 0xff000000, particle->color >> 24); args.SetStyle(TriBlendMode::Shaded, particle->alpha, 1.0 - particle->alpha); args.SetTransform(&worldToClip); args.SetFaceCullCCW(true); args.SetStencilTestValue(stencilValue); args.SetWriteStencil(false); args.SetWriteSubsectorDepth(false); args.SetClipPlane(clipPlane); args.SetTexture(GetParticleTexture(), ParticleTextureSize, ParticleTextureSize); args.DrawArray(vertices, 4, PolyDrawMode::TriangleFan); } uint8_t *RenderPolyParticle::GetParticleTexture() { static uint8_t particle_texture[NumParticleTextures][ParticleTextureSize * ParticleTextureSize]; static bool first_call = true; if (first_call) { double center = ParticleTextureSize * 0.5f; for (int y = 0; y < ParticleTextureSize; y++) { for (int x = 0; x < ParticleTextureSize; x++) { double dx = (center - x - 0.5f) / center; double dy = (center - y - 0.5f) / center; double dist2 = dx * dx + dy * dy; double round_alpha = clamp(1.7f - dist2 * 1.7f, 0.0f, 1.0f); double smooth_alpha = clamp(1.1f - dist2 * 1.1f, 0.0f, 1.0f); particle_texture[0][x + y * ParticleTextureSize] = 255; particle_texture[1][x + y * ParticleTextureSize] = (int)(round_alpha * 255.0f + 0.5f); particle_texture[2][x + y * ParticleTextureSize] = (int)(smooth_alpha * 255.0f + 0.5f); } } first_call = false; } return particle_texture[MIN(gl_particles_style, NumParticleTextures)]; }