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forked from 0ad/0ad
0ad/source/renderer/ParticleRenderer.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

194 lines
6.2 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ParticleRenderer.h"
#include "graphics/ParticleEmitter.h"
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderManager.h"
#include "graphics/TextureManager.h"
#include "ps/CStrInternStatic.h"
#include "ps/Profile.h"
#include "renderer/DebugRenderer.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
struct ParticleRendererInternals
{
int frameNumber;
CShaderTechniquePtr techAdd;
CShaderTechniquePtr techSubtract;
CShaderTechniquePtr techOverlay;
CShaderTechniquePtr techMultiply;
CShaderTechniquePtr techWireframe;
std::vector<CParticleEmitter*> emitters[CSceneRenderer::CULL_MAX];
};
ParticleRenderer::ParticleRenderer()
{
m = new ParticleRendererInternals();
m->frameNumber = 0;
}
ParticleRenderer::~ParticleRenderer()
{
delete m;
}
void ParticleRenderer::Submit(int cullGroup, CParticleEmitter* emitter)
{
m->emitters[cullGroup].push_back(emitter);
}
void ParticleRenderer::EndFrame()
{
for (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
cullGroupEmitters.clear();
// this should leave the capacity unchanged, which is okay since it
// won't be very large or very variable
}
struct SortEmitterDistance
{
SortEmitterDistance(const CMatrix3D& m) : worldToCam(m) { }
// TODO: if this is slow, we should pre-compute the distance for each emitter
bool operator()(CParticleEmitter* const& a, CParticleEmitter* const& b)
{
CVector3D posa = a->GetPosition();
CVector3D posb = b->GetPosition();
if (posa == posb)
return false;
float dista = worldToCam.Transform(posa).LengthSquared();
float distb = worldToCam.Transform(posb).LengthSquared();
return distb < dista;
}
CMatrix3D worldToCam;
};
void ParticleRenderer::PrepareForRendering(const CShaderDefines& context)
{
PROFILE3("prepare particles");
// Can't load the shader in the constructor because it's called before the
// renderer initialisation is complete, so load it the first time through here
if (!m->techWireframe)
{
m->techAdd = g_Renderer.GetShaderManager().LoadEffect(str_particle_add, context);
m->techSubtract = g_Renderer.GetShaderManager().LoadEffect(str_particle_subtract, context);
m->techOverlay = g_Renderer.GetShaderManager().LoadEffect(str_particle_overlay, context);
m->techMultiply = g_Renderer.GetShaderManager().LoadEffect(str_particle_multiply, context);
CShaderDefines contextWithWireframe = context;
contextWithWireframe.Add(str_MODE_WIREFRAME, str_1);
m->techWireframe = g_Renderer.GetShaderManager().LoadEffect(str_particle_solid, contextWithWireframe);
}
++m->frameNumber;
for (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
{
PROFILE("update emitters");
for (CParticleEmitter* emitter : cullGroupEmitters)
{
emitter->UpdateArrayData(m->frameNumber);
emitter->PrepareForRendering();
}
}
CMatrix3D worldToCamera;
g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetInverse(worldToCamera);
for (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
{
// Sort back-to-front by distance from camera
PROFILE("sort emitters");
std::stable_sort(cullGroupEmitters.begin(), cullGroupEmitters.end(), SortEmitterDistance(worldToCamera));
}
// TODO: should batch by texture here when possible, maybe
}
void ParticleRenderer::Upload(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
{
for (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
for (CParticleEmitter* emitter : cullGroupEmitters)
emitter->UploadData(deviceCommandContext);
}
void ParticleRenderer::RenderParticles(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
int cullGroup, bool wireframe)
{
CShaderTechnique* lastTech = nullptr;
for (CParticleEmitter* emitter : m->emitters[cullGroup])
{
CShaderTechnique* currentTech = nullptr;
if (wireframe)
{
currentTech = m->techWireframe.get();
}
else
{
switch (emitter->m_Type->m_BlendMode)
{
case CParticleEmitterType::BlendMode::ADD: currentTech = m->techAdd.get(); break;
case CParticleEmitterType::BlendMode::SUBTRACT: currentTech = m->techSubtract.get(); break;
case CParticleEmitterType::BlendMode::OVERLAY: currentTech = m->techOverlay.get(); break;
case CParticleEmitterType::BlendMode::MULTIPLY: currentTech = m->techMultiply.get(); break;
}
}
ENSURE(currentTech);
if (lastTech != currentTech)
{
if (lastTech)
deviceCommandContext->EndPass();
lastTech = currentTech;
deviceCommandContext->SetGraphicsPipelineState(lastTech->GetGraphicsPipelineState());
deviceCommandContext->BeginPass();
Renderer::Backend::IShaderProgram* shader = lastTech->GetShader();
const CMatrix3D transform =
g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
const CMatrix3D modelViewMatrix =
g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetInverse();
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_transform), transform.AsFloatArray());
deviceCommandContext->SetUniform(
shader->GetBindingSlot(str_modelViewMatrix), modelViewMatrix.AsFloatArray());
}
emitter->Bind(deviceCommandContext, lastTech->GetShader());
emitter->RenderArray(deviceCommandContext);
}
if (lastTech)
deviceCommandContext->EndPass();
}
void ParticleRenderer::RenderBounds(int cullGroup)
{
for (const CParticleEmitter* emitter : m->emitters[cullGroup])
{
const CBoundingBoxAligned bounds =
emitter->m_Type->CalculateBounds(emitter->GetPosition(), emitter->GetParticleBounds());
g_Renderer.GetDebugRenderer().DrawBoundingBox(bounds, CColor(0.0f, 1.0f, 0.0f, 1.0f), true);
}
}