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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../idlib/precompiled.h"
- #include "tr_local.h"
- #include "Model_local.h"
- static const char *parametricParticle_SnapshotName = "_ParametricParticle_Snapshot_";
- /*
- ====================
- idRenderModelPrt::idRenderModelPrt
- ====================
- */
- idRenderModelPrt::idRenderModelPrt() {
- particleSystem = NULL;
- }
- /*
- ====================
- idRenderModelPrt::InitFromFile
- ====================
- */
- void idRenderModelPrt::InitFromFile( const char *fileName ) {
- name = fileName;
- particleSystem = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, fileName ) );
- }
- /*
- =================
- idRenderModelPrt::TouchData
- =================
- */
- void idRenderModelPrt::TouchData() {
- // Ensure our particle system is added to the list of referenced decls
- particleSystem = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, name ) );
- }
- /*
- ====================
- idRenderModelPrt::InstantiateDynamicModel
- ====================
- */
- idRenderModel *idRenderModelPrt::InstantiateDynamicModel( const struct renderEntity_s *renderEntity, const viewDef_t *viewDef, idRenderModel *cachedModel ) {
- idRenderModelStatic *staticModel;
- if ( cachedModel && !r_useCachedDynamicModels.GetBool() ) {
- delete cachedModel;
- cachedModel = NULL;
- }
- // this may be triggered by a model trace or other non-view related source, to which we should look like an empty model
- if ( renderEntity == NULL || viewDef == NULL ) {
- delete cachedModel;
- return NULL;
- }
- if ( r_skipParticles.GetBool() ) {
- delete cachedModel;
- return NULL;
- }
- /*
- // if the entire system has faded out
- if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] && viewDef->renderView.time * 0.001f >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] ) {
- delete cachedModel;
- return NULL;
- }
- */
- if ( cachedModel != NULL ) {
- assert( dynamic_cast<idRenderModelStatic *>(cachedModel) != NULL );
- assert( idStr::Icmp( cachedModel->Name(), parametricParticle_SnapshotName ) == 0 );
- staticModel = static_cast<idRenderModelStatic *>(cachedModel);
- } else {
- staticModel = new (TAG_MODEL) idRenderModelStatic;
- staticModel->InitEmpty( parametricParticle_SnapshotName );
- }
- particleGen_t g;
- g.renderEnt = renderEntity;
- g.renderView = &viewDef->renderView;
- g.origin.Zero();
- g.axis.Identity();
- for ( int stageNum = 0; stageNum < particleSystem->stages.Num(); stageNum++ ) {
- idParticleStage *stage = particleSystem->stages[stageNum];
- if ( !stage->material ) {
- continue;
- }
- if ( !stage->cycleMsec ) {
- continue;
- }
- if ( stage->hidden ) { // just for gui particle editor use
- staticModel->DeleteSurfaceWithId( stageNum );
- continue;
- }
- idRandom steppingRandom, steppingRandom2;
- int stageAge = g.renderView->time[renderEntity->timeGroup] + renderEntity->shaderParms[SHADERPARM_TIMEOFFSET] * 1000 - stage->timeOffset * 1000;
- int stageCycle = stageAge / stage->cycleMsec;
- // some particles will be in this cycle, some will be in the previous cycle
- steppingRandom.SetSeed( (( stageCycle << 10 ) & idRandom::MAX_RAND) ^ (int)( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
- steppingRandom2.SetSeed( (( (stageCycle-1) << 10 ) & idRandom::MAX_RAND) ^ (int)( renderEntity->shaderParms[SHADERPARM_DIVERSITY] * idRandom::MAX_RAND ) );
- int count = stage->totalParticles * stage->NumQuadsPerParticle();
- int surfaceNum;
- modelSurface_t *surf;
- if ( staticModel->FindSurfaceWithId( stageNum, surfaceNum ) ) {
- surf = &staticModel->surfaces[surfaceNum];
- R_FreeStaticTriSurfVertexCaches( surf->geometry );
- } else {
- surf = &staticModel->surfaces.Alloc();
- surf->id = stageNum;
- surf->shader = stage->material;
- surf->geometry = R_AllocStaticTriSurf();
- R_AllocStaticTriSurfVerts( surf->geometry, 4 * count );
- R_AllocStaticTriSurfIndexes( surf->geometry, 6 * count );
- }
- int numVerts = 0;
- idDrawVert *verts = surf->geometry->verts;
- for ( int index = 0; index < stage->totalParticles; index++ ) {
- g.index = index;
- // bump the random
- steppingRandom.RandomInt();
- steppingRandom2.RandomInt();
- // calculate local age for this index
- int bunchOffset = stage->particleLife * 1000 * stage->spawnBunching * index / stage->totalParticles;
- int particleAge = stageAge - bunchOffset;
- int particleCycle = particleAge / stage->cycleMsec;
- if ( particleCycle < 0 ) {
- // before the particleSystem spawned
- continue;
- }
- if ( stage->cycles && particleCycle >= stage->cycles ) {
- // cycled systems will only run cycle times
- continue;
- }
- if ( particleCycle == stageCycle ) {
- g.random = steppingRandom;
- } else {
- g.random = steppingRandom2;
- }
- int inCycleTime = particleAge - particleCycle * stage->cycleMsec;
- if ( renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME] &&
- g.renderView->time[renderEntity->timeGroup] - inCycleTime >= renderEntity->shaderParms[SHADERPARM_PARTICLE_STOPTIME]*1000 ) {
- // don't fire any more particles
- continue;
- }
- // supress particles before or after the age clamp
- g.frac = (float)inCycleTime / ( stage->particleLife * 1000 );
- if ( g.frac < 0.0f ) {
- // yet to be spawned
- continue;
- }
- if ( g.frac > 1.0f ) {
- // this particle is in the deadTime band
- continue;
- }
- // this is needed so aimed particles can calculate origins at different times
- g.originalRandom = g.random;
- g.age = g.frac * stage->particleLife;
- // if the particle doesn't get drawn because it is faded out or beyond a kill region, don't increment the verts
- numVerts += stage->CreateParticle( &g, verts + numVerts );
- }
- // numVerts must be a multiple of 4
- assert( ( numVerts & 3 ) == 0 && numVerts <= 4 * count );
- // build the indexes
- int numIndexes = 0;
- triIndex_t *indexes = surf->geometry->indexes;
- for ( int i = 0; i < numVerts; i += 4 ) {
- indexes[numIndexes+0] = i+0;
- indexes[numIndexes+1] = i+2;
- indexes[numIndexes+2] = i+3;
- indexes[numIndexes+3] = i+0;
- indexes[numIndexes+4] = i+3;
- indexes[numIndexes+5] = i+1;
- numIndexes += 6;
- }
- surf->geometry->tangentsCalculated = false;
- surf->geometry->numVerts = numVerts;
- surf->geometry->numIndexes = numIndexes;
- surf->geometry->bounds = stage->bounds; // just always draw the particles
- }
- return staticModel;
- }
- /*
- ====================
- idRenderModelPrt::IsDynamicModel
- ====================
- */
- dynamicModel_t idRenderModelPrt::IsDynamicModel() const {
- return DM_CONTINUOUS;
- }
- /*
- ====================
- idRenderModelPrt::Bounds
- ====================
- */
- idBounds idRenderModelPrt::Bounds( const struct renderEntity_s *ent ) const {
- return particleSystem->bounds;
- }
- /*
- ====================
- idRenderModelPrt::DepthHack
- ====================
- */
- float idRenderModelPrt::DepthHack() const {
- return particleSystem->depthHack;
- }
- /*
- ====================
- idRenderModelPrt::Memory
- ====================
- */
- int idRenderModelPrt::Memory() const {
- int total = 0;
- total += idRenderModelStatic::Memory();
- if ( particleSystem ) {
- total += sizeof( *particleSystem );
- for ( int i = 0; i < particleSystem->stages.Num(); i++ ) {
- total += sizeof( particleSystem->stages[i] );
- }
- }
- return total;
- }
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