155 lines
4.1 KiB
C++
155 lines
4.1 KiB
C++
/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ParticleRenderer.h"
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#include "graphics/ParticleEmitter.h"
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#include "graphics/ShaderManager.h"
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#include "graphics/TextureManager.h"
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#include "ps/Profile.h"
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#include "renderer/Renderer.h"
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struct ParticleRendererInternals
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{
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CShaderTechniquePtr shader;
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CShaderTechniquePtr shaderSolid;
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std::vector<CParticleEmitter*> emitters;
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};
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ParticleRenderer::ParticleRenderer()
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{
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m = new ParticleRendererInternals();
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}
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ParticleRenderer::~ParticleRenderer()
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{
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delete m;
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}
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void ParticleRenderer::Submit(CParticleEmitter* emitter)
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{
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m->emitters.push_back(emitter);
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}
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void ParticleRenderer::EndFrame()
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{
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m->emitters.clear();
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// this should leave the capacity unchanged, which is okay since it
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// won't be very large or very variable
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}
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struct SortEmitterDistance
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{
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SortEmitterDistance(const CMatrix3D& m) : worldToCam(m) { }
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// TODO: if this is slow, we should pre-compute the distance for each emitter
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bool operator()(CParticleEmitter* const& a, CParticleEmitter* const& b)
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{
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CVector3D posa = a->GetPosition();
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CVector3D posb = b->GetPosition();
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if (posa == posb)
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return false;
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float dista = worldToCam.Transform(posa).LengthSquared();
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float distb = worldToCam.Transform(posb).LengthSquared();
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return distb < dista;
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}
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CMatrix3D worldToCam;
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};
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void ParticleRenderer::PrepareForRendering(const CShaderDefines& context)
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{
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PROFILE3("prepare particles");
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// Can't load the shader in the constructor because it's called before the
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// renderer initialisation is complete, so load it the first time through here
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if (!m->shader)
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{
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// Only construct the shaders when shaders are supported and enabled; otherwise
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// RenderParticles will never be called so it's safe to leave the shaders as null
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if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
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{
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m->shader = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("particle"), context, CShaderDefines());
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m->shaderSolid = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("particle_solid"), context, CShaderDefines());
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}
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}
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{
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PROFILE("update emitters");
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for (size_t i = 0; i < m->emitters.size(); ++i)
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{
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CParticleEmitter* emitter = m->emitters[i];
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emitter->UpdateArrayData();
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}
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}
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{
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// Sort back-to-front by distance from camera
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PROFILE("sort emitters");
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CMatrix3D worldToCam;
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g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
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std::stable_sort(m->emitters.begin(), m->emitters.end(), SortEmitterDistance(worldToCam));
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}
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// TODO: should batch by texture here when possible, maybe
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}
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void ParticleRenderer::RenderParticles(bool solidColor)
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{
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CShaderTechniquePtr shader = solidColor ? m->shaderSolid : m->shader;
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shader->BeginPass();
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shader->GetShader()->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection());
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if (!solidColor)
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glEnable(GL_BLEND);
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glDepthMask(0);
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for (size_t i = 0; i < m->emitters.size(); ++i)
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{
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CParticleEmitter* emitter = m->emitters[i];
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emitter->Bind(shader->GetShader());
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emitter->RenderArray(shader->GetShader());
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}
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CVertexBuffer::Unbind();
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pglBlendEquationEXT(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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glDepthMask(1);
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shader->EndPass();
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}
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void ParticleRenderer::RenderBounds(CShaderProgramPtr& shader)
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{
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for (size_t i = 0; i < m->emitters.size(); ++i)
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{
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CParticleEmitter* emitter = m->emitters[i];
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CBoundingBoxAligned bounds = emitter->m_Type->CalculateBounds(emitter->GetPosition(), emitter->GetParticleBounds());
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bounds.Render(shader);
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}
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}
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