1 | /* Copyright (C) 2021 Wildfire Games.
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2 | * This file is part of 0 A.D.
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3 | *
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4 | * 0 A.D. is free software: you can redistribute it and/or modify
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5 | * it under the terms of the GNU General Public License as published by
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6 | * the Free Software Foundation, either version 2 of the License, or
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7 | * (at your option) any later version.
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8 | *
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9 | * 0 A.D. is distributed in the hope that it will be useful,
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10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 | * GNU General Public License for more details.
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13 | *
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14 | * You should have received a copy of the GNU General Public License
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15 | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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16 | */
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17 |
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18 | #include "precompiled.h"
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19 |
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20 | #include "ParticleRenderer.h"
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21 |
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22 | #include "graphics/ParticleEmitter.h"
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23 | #include "graphics/ShaderDefines.h"
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24 | #include "graphics/ShaderManager.h"
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25 | #include "graphics/TextureManager.h"
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26 | #include "ps/Profile.h"
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27 | #include "renderer/Renderer.h"
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28 |
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29 | struct ParticleRendererInternals
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30 | {
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31 | int frameNumber;
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32 | CShaderTechniquePtr shader;
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33 | CShaderTechniquePtr shaderSolid;
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34 | std::vector<CParticleEmitter*> emitters[CRenderer::CULL_MAX];
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35 | };
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36 |
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37 | ParticleRenderer::ParticleRenderer()
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38 | {
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39 | m = new ParticleRendererInternals();
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40 | m->frameNumber = 0;
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41 | }
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42 |
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43 | ParticleRenderer::~ParticleRenderer()
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44 | {
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45 | delete m;
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46 | }
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47 |
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48 | void ParticleRenderer::Submit(int cullGroup, CParticleEmitter* emitter)
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49 | {
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50 | m->emitters[cullGroup].push_back(emitter);
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51 | }
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52 |
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53 | void ParticleRenderer::EndFrame()
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54 | {
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55 | for (int cullGroup = 0; cullGroup < CRenderer::CULL_MAX; ++cullGroup)
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56 | m->emitters[cullGroup].clear();
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57 | // this should leave the capacity unchanged, which is okay since it
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58 | // won't be very large or very variable
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59 | }
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60 |
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61 | struct SortEmitterDistance
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62 | {
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63 | SortEmitterDistance(const CMatrix3D& m) : worldToCam(m) { }
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64 |
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65 | // TODO: if this is slow, we should pre-compute the distance for each emitter
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66 |
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67 | bool operator()(CParticleEmitter* const& a, CParticleEmitter* const& b)
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68 | {
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69 | CVector3D posa = a->GetPosition();
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70 | CVector3D posb = b->GetPosition();
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71 | if (posa == posb)
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72 | return false;
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73 | float dista = worldToCam.Transform(posa).LengthSquared();
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74 | float distb = worldToCam.Transform(posb).LengthSquared();
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75 | return distb < dista;
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76 | }
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77 |
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78 | CMatrix3D worldToCam;
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79 | };
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80 |
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81 | void ParticleRenderer::PrepareForRendering(const CShaderDefines& context)
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82 | {
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83 | PROFILE3("prepare particles");
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84 |
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85 | // Can't load the shader in the constructor because it's called before the
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86 | // renderer initialisation is complete, so load it the first time through here
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87 | if (!m->shader)
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88 | {
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89 | m->shader = g_Renderer.GetShaderManager().LoadEffect(str_particle, context, CShaderDefines());
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90 | m->shaderSolid = g_Renderer.GetShaderManager().LoadEffect(str_particle_solid, context, CShaderDefines());
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91 | }
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92 |
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93 | ++m->frameNumber;
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94 |
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95 | for (int cullGroup = 0; cullGroup < CRenderer::CULL_MAX; ++cullGroup)
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96 | {
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97 | PROFILE("update emitters");
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98 | for (size_t i = 0; i < m->emitters[cullGroup].size(); ++i)
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99 | {
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100 | CParticleEmitter* emitter = m->emitters[cullGroup][i];
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101 | emitter->UpdateArrayData(m->frameNumber);
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102 | emitter->PrepareForRendering();
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103 | }
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104 | }
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105 |
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106 | for (int cullGroup = 0; cullGroup < CRenderer::CULL_MAX; ++cullGroup)
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107 | {
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108 | // Sort back-to-front by distance from camera
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109 | PROFILE("sort emitters");
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110 | CMatrix3D worldToCam;
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111 | g_Renderer.GetViewCamera().GetOrientation().GetInverse(worldToCam);
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112 | std::stable_sort(m->emitters[cullGroup].begin(), m->emitters[cullGroup].end(), SortEmitterDistance(worldToCam));
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113 | }
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114 |
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115 | // TODO: should batch by texture here when possible, maybe
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116 | }
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117 |
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118 | void ParticleRenderer::RenderParticles(int cullGroup, bool solidColor)
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119 | {
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120 | CShaderTechniquePtr shader = solidColor ? m->shaderSolid : m->shader;
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121 |
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122 | std::vector<CParticleEmitter*>& emitters = m->emitters[cullGroup];
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123 |
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124 | shader->BeginPass();
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125 |
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126 | shader->GetShader()->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
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127 | shader->GetShader()->Uniform(str_modelViewMatrix, g_Renderer.GetViewCamera().GetOrientation().GetInverse());
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128 |
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129 | if (!solidColor)
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130 | glEnable(GL_BLEND);
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131 | glDepthMask(0);
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132 |
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133 | for (size_t i = 0; i < emitters.size(); ++i)
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134 | {
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135 | CParticleEmitter* emitter = emitters[i];
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136 |
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137 | emitter->Bind(shader->GetShader());
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138 | emitter->RenderArray(shader->GetShader());
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139 | }
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140 |
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141 | CVertexBuffer::Unbind();
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142 |
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143 | pglBlendEquationEXT(GL_FUNC_ADD);
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144 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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145 |
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146 | glDisable(GL_BLEND);
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147 | glDepthMask(1);
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148 |
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149 | shader->EndPass();
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150 | }
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151 |
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152 | void ParticleRenderer::RenderBounds(int cullGroup, CShaderProgramPtr& shader)
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153 | {
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154 | std::vector<CParticleEmitter*>& emitters = m->emitters[cullGroup];
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155 |
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156 | for (size_t i = 0; i < emitters.size(); ++i)
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157 | {
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158 | CParticleEmitter* emitter = emitters[i];
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159 |
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160 | CBoundingBoxAligned bounds = emitter->m_Type->CalculateBounds(emitter->GetPosition(), emitter->GetParticleBounds());
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161 | bounds.Render(shader);
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162 | }
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163 | }
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