Line data Source code
1 : /* Copyright (C) 2022 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #include "precompiled.h"
19 :
20 : #include "ParticleRenderer.h"
21 :
22 : #include "graphics/ParticleEmitter.h"
23 : #include "graphics/ShaderDefines.h"
24 : #include "graphics/ShaderManager.h"
25 : #include "graphics/TextureManager.h"
26 : #include "ps/CStrInternStatic.h"
27 : #include "ps/Profile.h"
28 : #include "renderer/DebugRenderer.h"
29 : #include "renderer/Renderer.h"
30 : #include "renderer/SceneRenderer.h"
31 :
32 0 : struct ParticleRendererInternals
33 : {
34 : int frameNumber;
35 : CShaderTechniquePtr techAdd;
36 : CShaderTechniquePtr techSubtract;
37 : CShaderTechniquePtr techOverlay;
38 : CShaderTechniquePtr techMultiply;
39 : CShaderTechniquePtr techWireframe;
40 : std::vector<CParticleEmitter*> emitters[CSceneRenderer::CULL_MAX];
41 : };
42 :
43 0 : ParticleRenderer::ParticleRenderer()
44 : {
45 0 : m = new ParticleRendererInternals();
46 0 : m->frameNumber = 0;
47 0 : }
48 :
49 0 : ParticleRenderer::~ParticleRenderer()
50 : {
51 0 : delete m;
52 0 : }
53 :
54 0 : void ParticleRenderer::Submit(int cullGroup, CParticleEmitter* emitter)
55 : {
56 0 : m->emitters[cullGroup].push_back(emitter);
57 0 : }
58 :
59 0 : void ParticleRenderer::EndFrame()
60 : {
61 0 : for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
62 0 : m->emitters[cullGroup].clear();
63 : // this should leave the capacity unchanged, which is okay since it
64 : // won't be very large or very variable
65 0 : }
66 :
67 : struct SortEmitterDistance
68 : {
69 0 : SortEmitterDistance(const CMatrix3D& m) : worldToCam(m) { }
70 :
71 : // TODO: if this is slow, we should pre-compute the distance for each emitter
72 :
73 0 : bool operator()(CParticleEmitter* const& a, CParticleEmitter* const& b)
74 : {
75 0 : CVector3D posa = a->GetPosition();
76 0 : CVector3D posb = b->GetPosition();
77 0 : if (posa == posb)
78 : return false;
79 0 : float dista = worldToCam.Transform(posa).LengthSquared();
80 0 : float distb = worldToCam.Transform(posb).LengthSquared();
81 0 : return distb < dista;
82 : }
83 :
84 : CMatrix3D worldToCam;
85 : };
86 :
87 0 : void ParticleRenderer::PrepareForRendering(const CShaderDefines& context)
88 : {
89 0 : PROFILE3("prepare particles");
90 :
91 : // Can't load the shader in the constructor because it's called before the
92 : // renderer initialisation is complete, so load it the first time through here
93 0 : if (!m->techWireframe)
94 : {
95 0 : m->techAdd = g_Renderer.GetShaderManager().LoadEffect(str_particle_add, context);
96 0 : m->techSubtract = g_Renderer.GetShaderManager().LoadEffect(str_particle_subtract, context);
97 0 : m->techOverlay = g_Renderer.GetShaderManager().LoadEffect(str_particle_overlay, context);
98 0 : m->techMultiply = g_Renderer.GetShaderManager().LoadEffect(str_particle_multiply, context);
99 0 : CShaderDefines contextWithWireframe = context;
100 0 : contextWithWireframe.Add(str_MODE_WIREFRAME, str_1);
101 0 : m->techWireframe = g_Renderer.GetShaderManager().LoadEffect(str_particle_solid, contextWithWireframe);
102 : }
103 :
104 0 : ++m->frameNumber;
105 :
106 0 : for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
107 : {
108 0 : PROFILE("update emitters");
109 0 : for (size_t i = 0; i < m->emitters[cullGroup].size(); ++i)
110 : {
111 0 : CParticleEmitter* emitter = m->emitters[cullGroup][i];
112 0 : emitter->UpdateArrayData(m->frameNumber);
113 0 : emitter->PrepareForRendering();
114 : }
115 : }
116 :
117 0 : for (int cullGroup = 0; cullGroup < CSceneRenderer::CULL_MAX; ++cullGroup)
118 : {
119 : // Sort back-to-front by distance from camera
120 0 : PROFILE("sort emitters");
121 0 : CMatrix3D worldToCam;
122 0 : g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetInverse(worldToCam);
123 0 : std::stable_sort(m->emitters[cullGroup].begin(), m->emitters[cullGroup].end(), SortEmitterDistance(worldToCam));
124 : }
125 :
126 : // TODO: should batch by texture here when possible, maybe
127 0 : }
128 :
129 0 : void ParticleRenderer::RenderParticles(
130 : Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
131 : int cullGroup, bool wireframe)
132 : {
133 0 : CShaderTechnique* lastTech = nullptr;
134 0 : for (CParticleEmitter* emitter : m->emitters[cullGroup])
135 : {
136 0 : CShaderTechnique* currentTech = nullptr;
137 0 : if (wireframe)
138 : {
139 0 : currentTech = m->techWireframe.get();
140 : }
141 : else
142 : {
143 0 : switch (emitter->m_Type->m_BlendMode)
144 : {
145 0 : case CParticleEmitterType::BlendMode::ADD: currentTech = m->techAdd.get(); break;
146 0 : case CParticleEmitterType::BlendMode::SUBTRACT: currentTech = m->techSubtract.get(); break;
147 0 : case CParticleEmitterType::BlendMode::OVERLAY: currentTech = m->techOverlay.get(); break;
148 0 : case CParticleEmitterType::BlendMode::MULTIPLY: currentTech = m->techMultiply.get(); break;
149 : }
150 : }
151 0 : ENSURE(currentTech);
152 0 : if (lastTech != currentTech)
153 : {
154 0 : lastTech = currentTech;
155 0 : lastTech->BeginPass();
156 0 : deviceCommandContext->SetGraphicsPipelineState(lastTech->GetGraphicsPipelineStateDesc());
157 :
158 0 : const CShaderProgramPtr& shader = lastTech->GetShader();
159 0 : shader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
160 0 : shader->Uniform(str_modelViewMatrix, g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetInverse());
161 : }
162 0 : emitter->Bind(deviceCommandContext, lastTech->GetShader());
163 0 : emitter->RenderArray(deviceCommandContext, lastTech->GetShader());
164 : }
165 :
166 0 : if (lastTech)
167 0 : lastTech->EndPass();
168 :
169 0 : CVertexBuffer::Unbind(deviceCommandContext);
170 0 : }
171 :
172 0 : void ParticleRenderer::RenderBounds(int cullGroup)
173 : {
174 0 : for (const CParticleEmitter* emitter : m->emitters[cullGroup])
175 : {
176 0 : const CBoundingBoxAligned bounds =
177 0 : emitter->m_Type->CalculateBounds(emitter->GetPosition(), emitter->GetParticleBounds());
178 0 : g_Renderer.GetDebugRenderer().DrawBoundingBox(bounds, CColor(0.0f, 1.0f, 0.0f, 1.0f), true);
179 : }
180 0 : }
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