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 12 : 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 6 : ParticleRenderer::ParticleRenderer()
44 : {
45 6 : m = new ParticleRendererInternals();
46 6 : m->frameNumber = 0;
47 6 : }
48 :
49 12 : ParticleRenderer::~ParticleRenderer()
50 : {
51 6 : delete m;
52 6 : }
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 (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
62 0 : cullGroupEmitters.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 0 : 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 (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
107 : {
108 0 : PROFILE("update emitters");
109 0 : for (CParticleEmitter* emitter : cullGroupEmitters)
110 : {
111 0 : emitter->UpdateArrayData(m->frameNumber);
112 0 : emitter->PrepareForRendering();
113 : }
114 : }
115 :
116 0 : CMatrix3D worldToCamera;
117 0 : g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetInverse(worldToCamera);
118 0 : for (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
119 : {
120 : // Sort back-to-front by distance from camera
121 0 : PROFILE("sort emitters");
122 0 : std::stable_sort(cullGroupEmitters.begin(), cullGroupEmitters.end(), SortEmitterDistance(worldToCamera));
123 : }
124 :
125 : // TODO: should batch by texture here when possible, maybe
126 0 : }
127 :
128 0 : void ParticleRenderer::Upload(
129 : Renderer::Backend::IDeviceCommandContext* deviceCommandContext)
130 : {
131 0 : for (std::vector<CParticleEmitter*>& cullGroupEmitters : m->emitters)
132 0 : for (CParticleEmitter* emitter : cullGroupEmitters)
133 0 : emitter->UploadData(deviceCommandContext);
134 0 : }
135 :
136 0 : void ParticleRenderer::RenderParticles(
137 : Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
138 : int cullGroup, bool wireframe)
139 : {
140 0 : CShaderTechnique* lastTech = nullptr;
141 0 : for (CParticleEmitter* emitter : m->emitters[cullGroup])
142 : {
143 0 : CShaderTechnique* currentTech = nullptr;
144 0 : if (wireframe)
145 : {
146 0 : currentTech = m->techWireframe.get();
147 : }
148 : else
149 : {
150 0 : switch (emitter->m_Type->m_BlendMode)
151 : {
152 0 : case CParticleEmitterType::BlendMode::ADD: currentTech = m->techAdd.get(); break;
153 0 : case CParticleEmitterType::BlendMode::SUBTRACT: currentTech = m->techSubtract.get(); break;
154 0 : case CParticleEmitterType::BlendMode::OVERLAY: currentTech = m->techOverlay.get(); break;
155 0 : case CParticleEmitterType::BlendMode::MULTIPLY: currentTech = m->techMultiply.get(); break;
156 : }
157 : }
158 0 : ENSURE(currentTech);
159 0 : if (lastTech != currentTech)
160 : {
161 0 : if (lastTech)
162 0 : deviceCommandContext->EndPass();
163 0 : lastTech = currentTech;
164 0 : deviceCommandContext->SetGraphicsPipelineState(lastTech->GetGraphicsPipelineState());
165 0 : deviceCommandContext->BeginPass();
166 :
167 0 : Renderer::Backend::IShaderProgram* shader = lastTech->GetShader();
168 : const CMatrix3D transform =
169 0 : g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection();
170 : const CMatrix3D modelViewMatrix =
171 0 : g_Renderer.GetSceneRenderer().GetViewCamera().GetOrientation().GetInverse();
172 0 : deviceCommandContext->SetUniform(
173 0 : shader->GetBindingSlot(str_transform), transform.AsFloatArray());
174 0 : deviceCommandContext->SetUniform(
175 0 : shader->GetBindingSlot(str_modelViewMatrix), modelViewMatrix.AsFloatArray());
176 : }
177 0 : emitter->Bind(deviceCommandContext, lastTech->GetShader());
178 0 : emitter->RenderArray(deviceCommandContext);
179 : }
180 :
181 0 : if (lastTech)
182 0 : deviceCommandContext->EndPass();
183 0 : }
184 :
185 0 : void ParticleRenderer::RenderBounds(int cullGroup)
186 : {
187 0 : for (const CParticleEmitter* emitter : m->emitters[cullGroup])
188 : {
189 : const CBoundingBoxAligned bounds =
190 0 : emitter->m_Type->CalculateBounds(emitter->GetPosition(), emitter->GetParticleBounds());
191 0 : g_Renderer.GetDebugRenderer().DrawBoundingBox(bounds, CColor(0.0f, 1.0f, 0.0f, 1.0f), true);
192 : }
193 3 : }
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