1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
3 | #include <base/math.h> |
4 | #include <engine/demo.h> |
5 | #include <engine/graphics.h> |
6 | |
7 | #include "particles.h" |
8 | #include <game/client/render.h> |
9 | #include <game/generated/client_data.h> |
10 | |
11 | #include <game/client/gameclient.h> |
12 | |
13 | CParticles::CParticles() |
14 | { |
15 | OnReset(); |
16 | m_RenderTrail.m_pParts = this; |
17 | m_RenderExplosions.m_pParts = this; |
18 | m_RenderExtra.m_pParts = this; |
19 | m_RenderGeneral.m_pParts = this; |
20 | } |
21 | |
22 | void CParticles::OnReset() |
23 | { |
24 | // reset particles |
25 | for(int i = 0; i < MAX_PARTICLES; i++) |
26 | { |
27 | m_aParticles[i].m_PrevPart = i - 1; |
28 | m_aParticles[i].m_NextPart = i + 1; |
29 | } |
30 | |
31 | m_aParticles[0].m_PrevPart = 0; |
32 | m_aParticles[MAX_PARTICLES - 1].m_NextPart = -1; |
33 | m_FirstFree = 0; |
34 | |
35 | for(int &FirstPart : m_aFirstPart) |
36 | FirstPart = -1; |
37 | } |
38 | |
39 | void CParticles::Add(int Group, CParticle *pPart, float TimePassed) |
40 | { |
41 | if(Client()->State() == IClient::STATE_DEMOPLAYBACK) |
42 | { |
43 | const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); |
44 | if(pInfo->m_Paused) |
45 | return; |
46 | } |
47 | else |
48 | { |
49 | if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED) |
50 | return; |
51 | } |
52 | |
53 | if(m_FirstFree == -1) |
54 | return; |
55 | |
56 | // remove from the free list |
57 | int Id = m_FirstFree; |
58 | m_FirstFree = m_aParticles[Id].m_NextPart; |
59 | if(m_FirstFree != -1) |
60 | m_aParticles[m_FirstFree].m_PrevPart = -1; |
61 | |
62 | // copy data |
63 | m_aParticles[Id] = *pPart; |
64 | |
65 | // insert to the group list |
66 | m_aParticles[Id].m_PrevPart = -1; |
67 | m_aParticles[Id].m_NextPart = m_aFirstPart[Group]; |
68 | if(m_aFirstPart[Group] != -1) |
69 | m_aParticles[m_aFirstPart[Group]].m_PrevPart = Id; |
70 | m_aFirstPart[Group] = Id; |
71 | |
72 | // set some parameters |
73 | m_aParticles[Id].m_Life = TimePassed; |
74 | } |
75 | |
76 | void CParticles::Update(float TimePassed) |
77 | { |
78 | if(TimePassed <= 0.0f) |
79 | return; |
80 | |
81 | static float FrictionFraction = 0; |
82 | FrictionFraction += TimePassed; |
83 | |
84 | if(FrictionFraction > 2.0f) // safety measure |
85 | FrictionFraction = 0; |
86 | |
87 | int FrictionCount = 0; |
88 | while(FrictionFraction > 0.05f) |
89 | { |
90 | FrictionCount++; |
91 | FrictionFraction -= 0.05f; |
92 | } |
93 | |
94 | for(int &FirstPart : m_aFirstPart) |
95 | { |
96 | int i = FirstPart; |
97 | while(i != -1) |
98 | { |
99 | int Next = m_aParticles[i].m_NextPart; |
100 | //m_aParticles[i].vel += flow_get(m_aParticles[i].pos)*time_passed * m_aParticles[i].flow_affected; |
101 | m_aParticles[i].m_Vel.y += m_aParticles[i].m_Gravity * TimePassed; |
102 | |
103 | for(int f = 0; f < FrictionCount; f++) // apply friction |
104 | m_aParticles[i].m_Vel *= m_aParticles[i].m_Friction; |
105 | |
106 | // move the point |
107 | vec2 Vel = m_aParticles[i].m_Vel * TimePassed; |
108 | if(m_aParticles[i].m_Collides) |
109 | { |
110 | Collision()->MovePoint(pInoutPos: &m_aParticles[i].m_Pos, pInoutVel: &Vel, Elasticity: random_float(min: 0.1f, max: 1.0f), NULL); |
111 | } |
112 | else |
113 | { |
114 | m_aParticles[i].m_Pos += Vel; |
115 | } |
116 | m_aParticles[i].m_Vel = Vel * (1.0f / TimePassed); |
117 | |
118 | m_aParticles[i].m_Life += TimePassed; |
119 | m_aParticles[i].m_Rot += TimePassed * m_aParticles[i].m_Rotspeed; |
120 | |
121 | // check particle death |
122 | if(m_aParticles[i].m_Life > m_aParticles[i].m_LifeSpan) |
123 | { |
124 | // remove it from the group list |
125 | if(m_aParticles[i].m_PrevPart != -1) |
126 | m_aParticles[m_aParticles[i].m_PrevPart].m_NextPart = m_aParticles[i].m_NextPart; |
127 | else |
128 | FirstPart = m_aParticles[i].m_NextPart; |
129 | |
130 | if(m_aParticles[i].m_NextPart != -1) |
131 | m_aParticles[m_aParticles[i].m_NextPart].m_PrevPart = m_aParticles[i].m_PrevPart; |
132 | |
133 | // insert to the free list |
134 | if(m_FirstFree != -1) |
135 | m_aParticles[m_FirstFree].m_PrevPart = i; |
136 | m_aParticles[i].m_PrevPart = -1; |
137 | m_aParticles[i].m_NextPart = m_FirstFree; |
138 | m_FirstFree = i; |
139 | } |
140 | |
141 | i = Next; |
142 | } |
143 | } |
144 | } |
145 | |
146 | void CParticles::OnRender() |
147 | { |
148 | if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK) |
149 | return; |
150 | |
151 | set_new_tick(); |
152 | static int64_t LastTime = 0; |
153 | int64_t t = time(); |
154 | |
155 | if(Client()->State() == IClient::STATE_DEMOPLAYBACK) |
156 | { |
157 | const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo(); |
158 | if(!pInfo->m_Paused) |
159 | Update(TimePassed: (float)((t - LastTime) / (double)time_freq()) * pInfo->m_Speed); |
160 | } |
161 | else |
162 | { |
163 | if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED)) |
164 | Update(TimePassed: (float)((t - LastTime) / (double)time_freq())); |
165 | } |
166 | |
167 | LastTime = t; |
168 | } |
169 | |
170 | void CParticles::OnInit() |
171 | { |
172 | Graphics()->QuadsSetRotation(Angle: 0); |
173 | Graphics()->SetColor(r: 1.f, g: 1.f, b: 1.f, a: 1.f); |
174 | |
175 | m_ParticleQuadContainerIndex = Graphics()->CreateQuadContainer(AutomaticUpload: false); |
176 | |
177 | for(int i = 0; i <= (SPRITE_PART9 - SPRITE_PART_SLICE); ++i) |
178 | { |
179 | Graphics()->QuadsSetSubset(TopLeftU: 0, TopLeftV: 0, BottomRightU: 1, BottomRightV: 1); |
180 | RenderTools()->QuadContainerAddSprite(QuadContainerIndex: m_ParticleQuadContainerIndex, Size: 1.f); |
181 | } |
182 | Graphics()->QuadContainerUpload(ContainerIndex: m_ParticleQuadContainerIndex); |
183 | |
184 | m_ExtraParticleQuadContainerIndex = Graphics()->CreateQuadContainer(AutomaticUpload: false); |
185 | |
186 | // TODO: Use a loop similar to the one for m_ParticleQuadContainerIndex if you add more additional particles |
187 | Graphics()->QuadsSetSubset(TopLeftU: 0, TopLeftV: 0, BottomRightU: 1, BottomRightV: 1); |
188 | RenderTools()->QuadContainerAddSprite(QuadContainerIndex: m_ExtraParticleQuadContainerIndex, Size: 1.f); |
189 | Graphics()->QuadContainerUpload(ContainerIndex: m_ExtraParticleQuadContainerIndex); |
190 | } |
191 | |
192 | bool CParticles::ParticleIsVisibleOnScreen(const vec2 &CurPos, float CurSize) |
193 | { |
194 | float ScreenX0, ScreenY0, ScreenX1, ScreenY1; |
195 | Graphics()->GetScreen(pTopLeftX: &ScreenX0, pTopLeftY: &ScreenY0, pBottomRightX: &ScreenX1, pBottomRightY: &ScreenY1); |
196 | |
197 | // for simplicity assume the worst case rotation, that increases the bounding box around the particle by its diagonal |
198 | const float SqrtOf2 = std::sqrt(x: 2); |
199 | CurSize = SqrtOf2 * CurSize; |
200 | |
201 | // always uses the mid of the particle |
202 | float SizeHalf = CurSize / 2; |
203 | |
204 | return CurPos.x + SizeHalf >= ScreenX0 && CurPos.x - SizeHalf <= ScreenX1 && CurPos.y + SizeHalf >= ScreenY0 && CurPos.y - SizeHalf <= ScreenY1; |
205 | } |
206 | |
207 | void CParticles::RenderGroup(int Group) |
208 | { |
209 | IGraphics::CTextureHandle *aParticles = GameClient()->m_ParticlesSkin.m_aSpriteParticles; |
210 | int FirstParticleOffset = SPRITE_PART_SLICE; |
211 | int ParticleQuadContainerIndex = m_ParticleQuadContainerIndex; |
212 | if(Group == GROUP_EXTRA) |
213 | { |
214 | aParticles = GameClient()->m_ExtrasSkin.m_aSpriteParticles; |
215 | FirstParticleOffset = SPRITE_PART_SNOWFLAKE; |
216 | ParticleQuadContainerIndex = m_ExtraParticleQuadContainerIndex; |
217 | } |
218 | |
219 | // don't use the buffer methods here, else the old renderer gets many draw calls |
220 | if(Graphics()->IsQuadContainerBufferingEnabled()) |
221 | { |
222 | int i = m_aFirstPart[Group]; |
223 | |
224 | static IGraphics::SRenderSpriteInfo s_aParticleRenderInfo[MAX_PARTICLES]; |
225 | |
226 | int CurParticleRenderCount = 0; |
227 | |
228 | // batching makes sense for stuff like ninja particles |
229 | ColorRGBA LastColor; |
230 | int LastQuadOffset = 0; |
231 | |
232 | if(i != -1) |
233 | { |
234 | float Alpha = m_aParticles[i].m_Color.a; |
235 | if(m_aParticles[i].m_UseAlphaFading) |
236 | { |
237 | float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan; |
238 | Alpha = mix(a: m_aParticles[i].m_StartAlpha, b: m_aParticles[i].m_EndAlpha, amount: a); |
239 | } |
240 | LastColor.r = m_aParticles[i].m_Color.r; |
241 | LastColor.g = m_aParticles[i].m_Color.g; |
242 | LastColor.b = m_aParticles[i].m_Color.b; |
243 | LastColor.a = Alpha; |
244 | |
245 | Graphics()->SetColor( |
246 | r: m_aParticles[i].m_Color.r, |
247 | g: m_aParticles[i].m_Color.g, |
248 | b: m_aParticles[i].m_Color.b, |
249 | a: Alpha); |
250 | |
251 | LastQuadOffset = m_aParticles[i].m_Spr; |
252 | } |
253 | |
254 | while(i != -1) |
255 | { |
256 | int QuadOffset = m_aParticles[i].m_Spr; |
257 | float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan; |
258 | vec2 p = m_aParticles[i].m_Pos; |
259 | float Size = mix(a: m_aParticles[i].m_StartSize, b: m_aParticles[i].m_EndSize, amount: a); |
260 | float Alpha = m_aParticles[i].m_Color.a; |
261 | if(m_aParticles[i].m_UseAlphaFading) |
262 | { |
263 | Alpha = mix(a: m_aParticles[i].m_StartAlpha, b: m_aParticles[i].m_EndAlpha, amount: a); |
264 | } |
265 | |
266 | // the current position, respecting the size, is inside the viewport, render it, else ignore |
267 | if(ParticleIsVisibleOnScreen(CurPos: p, CurSize: Size)) |
268 | { |
269 | if((size_t)CurParticleRenderCount == gs_GraphicsMaxParticlesRenderCount || LastColor.r != m_aParticles[i].m_Color.r || LastColor.g != m_aParticles[i].m_Color.g || LastColor.b != m_aParticles[i].m_Color.b || LastColor.a != Alpha || LastQuadOffset != QuadOffset) |
270 | { |
271 | Graphics()->TextureSet(Texture: aParticles[LastQuadOffset - FirstParticleOffset]); |
272 | Graphics()->RenderQuadContainerAsSpriteMultiple(ContainerIndex: ParticleQuadContainerIndex, QuadOffset: LastQuadOffset - FirstParticleOffset, DrawCount: CurParticleRenderCount, pRenderInfo: s_aParticleRenderInfo); |
273 | CurParticleRenderCount = 0; |
274 | LastQuadOffset = QuadOffset; |
275 | |
276 | Graphics()->SetColor( |
277 | r: m_aParticles[i].m_Color.r, |
278 | g: m_aParticles[i].m_Color.g, |
279 | b: m_aParticles[i].m_Color.b, |
280 | a: Alpha); |
281 | |
282 | LastColor.r = m_aParticles[i].m_Color.r; |
283 | LastColor.g = m_aParticles[i].m_Color.g; |
284 | LastColor.b = m_aParticles[i].m_Color.b; |
285 | LastColor.a = Alpha; |
286 | } |
287 | |
288 | s_aParticleRenderInfo[CurParticleRenderCount].m_Pos[0] = p.x; |
289 | s_aParticleRenderInfo[CurParticleRenderCount].m_Pos[1] = p.y; |
290 | s_aParticleRenderInfo[CurParticleRenderCount].m_Scale = Size; |
291 | s_aParticleRenderInfo[CurParticleRenderCount].m_Rotation = m_aParticles[i].m_Rot; |
292 | |
293 | ++CurParticleRenderCount; |
294 | } |
295 | |
296 | i = m_aParticles[i].m_NextPart; |
297 | } |
298 | |
299 | Graphics()->TextureSet(Texture: aParticles[LastQuadOffset - FirstParticleOffset]); |
300 | Graphics()->RenderQuadContainerAsSpriteMultiple(ContainerIndex: ParticleQuadContainerIndex, QuadOffset: LastQuadOffset - FirstParticleOffset, DrawCount: CurParticleRenderCount, pRenderInfo: s_aParticleRenderInfo); |
301 | } |
302 | else |
303 | { |
304 | int i = m_aFirstPart[Group]; |
305 | |
306 | Graphics()->BlendNormal(); |
307 | Graphics()->WrapClamp(); |
308 | |
309 | while(i != -1) |
310 | { |
311 | float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan; |
312 | vec2 p = m_aParticles[i].m_Pos; |
313 | float Size = mix(a: m_aParticles[i].m_StartSize, b: m_aParticles[i].m_EndSize, amount: a); |
314 | float Alpha = m_aParticles[i].m_Color.a; |
315 | if(m_aParticles[i].m_UseAlphaFading) |
316 | { |
317 | Alpha = mix(a: m_aParticles[i].m_StartAlpha, b: m_aParticles[i].m_EndAlpha, amount: a); |
318 | } |
319 | |
320 | // the current position, respecting the size, is inside the viewport, render it, else ignore |
321 | if(ParticleIsVisibleOnScreen(CurPos: p, CurSize: Size)) |
322 | { |
323 | Graphics()->TextureSet(Texture: aParticles[m_aParticles[i].m_Spr - FirstParticleOffset]); |
324 | Graphics()->QuadsBegin(); |
325 | |
326 | Graphics()->QuadsSetRotation(Angle: m_aParticles[i].m_Rot); |
327 | |
328 | Graphics()->SetColor( |
329 | r: m_aParticles[i].m_Color.r, |
330 | g: m_aParticles[i].m_Color.g, |
331 | b: m_aParticles[i].m_Color.b, |
332 | a: Alpha); |
333 | |
334 | IGraphics::CQuadItem QuadItem(p.x, p.y, Size, Size); |
335 | Graphics()->QuadsDraw(pArray: &QuadItem, Num: 1); |
336 | Graphics()->QuadsEnd(); |
337 | } |
338 | |
339 | i = m_aParticles[i].m_NextPart; |
340 | } |
341 | Graphics()->WrapNormal(); |
342 | Graphics()->BlendNormal(); |
343 | } |
344 | } |
345 | |