qzdoom/src/polyrenderer/scene/poly_particle.cpp

117 lines
4.1 KiB
C++

/*
** 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 <stdlib.h>
#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<TriVertex>(4);
bool foggy = false;
int actualextralight = foggy ? 0 : viewpoint.extralight << 4;
std::pair<float, float> 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<double>(1.7f - dist2 * 1.7f, 0.0f, 1.0f);
double smooth_alpha = clamp<double>(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<int>(gl_particles_style, NumParticleTextures)];
}