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Diffstat (limited to 'game/client/particle_iterators.h')
| -rw-r--r-- | game/client/particle_iterators.h | 270 |
1 files changed, 270 insertions, 0 deletions
diff --git a/game/client/particle_iterators.h b/game/client/particle_iterators.h new file mode 100644 index 0000000..f38e4c4 --- /dev/null +++ b/game/client/particle_iterators.h @@ -0,0 +1,270 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Client side CTFTeam class +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef PARTICLE_ITERATORS_H +#define PARTICLE_ITERATORS_H +#ifdef _WIN32 +#pragma once +#endif + + +#include "materialsystem/imesh.h" +#include "particledraw.h" + + +#define NUM_PARTICLES_PER_BATCH 200 +#ifndef _XBOX +#define MAX_TOTAL_PARTICLES 2048 // Max particles in the world +#else +#define MAX_TOTAL_PARTICLES 1024 +#endif + + +// +// Iterate the particles like this: +// +// Particle *pCur = pIterator->GetFirst(); +// while ( pCur ) +// { +// ... render the particle here and figure out the sort key and position +// pCur = pIterator->GetNext( sortKey, pCur->m_Pos ); +// } +// +class CParticleRenderIterator +{ +friend class CParticleMgr; +friend class CParticleEffectBinding; +public: + CParticleRenderIterator(); + + // The sort key is used to sort the particles incrementally as they're rendered. + // They only get sorted in the main rendered view (ie: not in reflections or monitors). + // These return const because you should only modify particles during their simulation. + const Particle* GetFirst(); + const Particle* GetNext( float sortKey ); + + // Use this to render. This can return NULL, in which case you shouldn't render. + // This being NULL is a carryover from when particles rendered and simulated together and + // it should GO AWAY SOON! + ParticleDraw* GetParticleDraw() const; + + +private: + + void TestFlushBatch(); + + +private: + // Set by CParticleMgr. + CParticleEffectBinding *m_pEffectBinding; + CEffectMaterial *m_pMaterial; + ParticleDraw *m_pParticleDraw; + CMeshBuilder *m_pMeshBuilder; + IMesh *m_pMesh; + bool m_bBucketSort; + + // Output after rendering. + float m_MinZ; + float m_MaxZ; + float m_zCoords[MAX_TOTAL_PARTICLES]; + int m_nZCoords; + + Particle *m_pCur; + bool m_bGotFirst; + float m_flPrevZ; + int m_nParticlesInCurrentBatch; +}; + + +// +// Iterate the particles like this: +// +// Particle *pCur = pIterator->GetFirst(); +// while ( pCur ) +// { +// ... simulate here.. call pIterator->RemoveParticle if you want the particle to go away +// pCur = pIterator->GetNext(); +// } +// +class CParticleSimulateIterator +{ +friend class CParticleMgr; +friend class CParticleEffectBinding; +public: + CParticleSimulateIterator(); + + // Iterate through the particles, simulate them, and remove them if necessary. + Particle* GetFirst(); + Particle* GetNext(); + float GetTimeDelta() const; + + void RemoveParticle( Particle *pParticle ); + void RemoveAllParticles(); + +private: + CParticleEffectBinding *m_pEffectBinding; + CEffectMaterial *m_pMaterial; + float m_flTimeDelta; + + bool m_bGotFirst; + Particle *m_pNextParticle; +}; + + +// -------------------------------------------------------------------------------------------------------- // +// CParticleRenderIterator inlines +// -------------------------------------------------------------------------------------------------------- // + +inline CParticleRenderIterator::CParticleRenderIterator() +{ + m_pCur = NULL; + m_bGotFirst = false; + m_flPrevZ = 0; + m_nParticlesInCurrentBatch = 0; + m_MinZ = 1e24; + m_MaxZ = -1e24; + m_nZCoords = 0; +} + +inline const Particle* CParticleRenderIterator::GetFirst() +{ + Assert( !m_bGotFirst ); + m_bGotFirst = true; + + m_pCur = m_pMaterial->m_Particles.m_pNext; + if ( m_pCur == &m_pMaterial->m_Particles ) + return NULL; + + m_pParticleDraw->m_pSubTexture = m_pCur->m_pSubTexture; + return m_pCur; +} + +inline void CParticleRenderIterator::TestFlushBatch() +{ + ++m_nParticlesInCurrentBatch; + if( m_nParticlesInCurrentBatch >= NUM_PARTICLES_PER_BATCH ) + { + m_pMeshBuilder->End( false, true ); + m_pMeshBuilder->Begin( m_pMesh, MATERIAL_QUADS, NUM_PARTICLES_PER_BATCH * 4 ); + + m_nParticlesInCurrentBatch = 0; + } +} + +inline const Particle* CParticleRenderIterator::GetNext( float sortKey ) +{ + Assert( m_bGotFirst ); + Assert( m_pCur ); + + TestFlushBatch(); + + Particle *pNext = m_pCur->m_pNext; + + // Update the incremental sort. + if( m_bBucketSort ) + { + m_MinZ = MIN( sortKey, m_MinZ ); + m_MaxZ = MAX( sortKey, m_MaxZ ); + + m_zCoords[m_nZCoords] = sortKey; + ++m_nZCoords; + } + else + { + // Swap with the previous particle (incremental sort)? + if( m_pCur != m_pMaterial->m_Particles.m_pNext && m_flPrevZ > sortKey ) + { + SwapParticles( m_pCur->m_pPrev, m_pCur ); + } + else + { + m_flPrevZ = sortKey; + } + } + + m_pCur = pNext; + if ( m_pCur == &m_pMaterial->m_Particles ) + return NULL; + + m_pParticleDraw->m_pSubTexture = m_pCur->m_pSubTexture; + return m_pCur; +} + +inline ParticleDraw* CParticleRenderIterator::GetParticleDraw() const +{ + return m_pParticleDraw; +} + + +// -------------------------------------------------------------------------------------------------------- // +// CParticleSimulateIterator inlines +// -------------------------------------------------------------------------------------------------------- // + +inline CParticleSimulateIterator::CParticleSimulateIterator() +{ + m_pNextParticle = NULL; +#ifdef _DEBUG + m_bGotFirst = false; +#endif +} + +inline Particle* CParticleSimulateIterator::GetFirst() +{ +#ifdef _DEBUG + // Make sure they're either starting out fresh or that the previous guy iterated through all the particles. + if ( m_bGotFirst ) + { + Assert( m_pNextParticle == &m_pMaterial->m_Particles ); + } +#endif + + Particle *pRet = m_pMaterial->m_Particles.m_pNext; + if ( pRet == &m_pMaterial->m_Particles ) + return NULL; + +#ifdef _DEBUG + m_bGotFirst = true; +#endif + + m_pNextParticle = pRet->m_pNext; + return pRet; +} + +inline Particle* CParticleSimulateIterator::GetNext() +{ + Particle *pRet = m_pNextParticle; + + if ( pRet == &m_pMaterial->m_Particles ) + return NULL; + + m_pNextParticle = pRet->m_pNext; + return pRet; +} + +inline void CParticleSimulateIterator::RemoveParticle( Particle *pParticle ) +{ + m_pEffectBinding->RemoveParticle( pParticle ); +} + +inline void CParticleSimulateIterator::RemoveAllParticles() +{ + Particle *pParticle = GetFirst(); + while ( pParticle ) + { + RemoveParticle( pParticle ); + pParticle = GetNext(); + } +} + +inline float CParticleSimulateIterator::GetTimeDelta() const +{ + return m_flTimeDelta; +} + + +#endif // PARTICLE_ITERATORS_H + |