diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/particlemgr.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/particlemgr.h')
| -rw-r--r-- | mp/src/game/client/particlemgr.h | 1822 |
1 files changed, 911 insertions, 911 deletions
diff --git a/mp/src/game/client/particlemgr.h b/mp/src/game/client/particlemgr.h index f0f09029..3214a55f 100644 --- a/mp/src/game/client/particlemgr.h +++ b/mp/src/game/client/particlemgr.h @@ -1,911 +1,911 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//===========================================================================//
-
-//
-// This module implements the particle manager for the client DLL.
-// In a nutshell, to create your own effect, implement the ParticleEffect
-// interface and call CParticleMgr::AddEffect to add your effect. Then you can
-// add particles and simulate and render them.
-
-/*
-
-Particle manager documentation
------------------------------------------------------------------------------
-
-All particle effects are managed by a class called CParticleMgr. It tracks
-the list of particles, manages their materials, sorts the particles, and
-has callbacks to render them.
-
-Conceptually, CParticleMgr is NOT part of VEngine's entity system. It does
-not care about entities, only particle effects. Usually, the two are implemented
-together, but you should be aware the CParticleMgr talks to you through its
-own interfaces and does not talk to entities. Thus, it is possible to have
-particle effects that are not entities.
-
-To make a particle effect, you need two things:
-
-1. An implementation of the IParticleEffect interface. This is how CParticleMgr
- talks to you for things like rendering and updating your effect.
-
-2. A (member) variable of type CParticleEffectBinding. This allows CParticleMgr to
- store its internal data associated with your effect.
-
-Once you have those two things, you call CParticleMgr::AddEffect and pass them
-both in. You will then get updates through IParticleEffect::Update, and you will
-be asked to render your particles with IParticleEffect::SimulateAndRender.
-
-When you want to remove the effect, call CParticleEffectBinding::SetRemoveFlag(), which
-tells CParticleMgr to remove the effect next chance it gets.
-
-Example class:
-
- class CMyEffect : public IParticleEffect
- {
- public:
- // Call this to start the effect by adding it to the particle manager.
- void Start()
- {
- ParticleMgr()->AddEffect( &m_ParticleEffect, this );
- }
-
- // implementation of IParticleEffect functions go here...
-
- public:
- CParticleEffectBinding m_ParticleEffect;
- };
-
-
-
-How the particle effects are integrated with the entity system
------------------------------------------------------------------------------
-
-There are two helper classes that you can use to create particles for your
-entities. Each one is useful under different conditions.
-
-1. CSimpleEmitter is a class that does some of the dirty work of using particles.
- If you want, you can just instantiate one of these with CSimpleEmitter::Create
- and call its AddParticle functions to add particles. When you are done and
- want to 'free' it, call its Release function rather than deleting it, and it
- will wait until all of its particles have gone away before removing itself
- (so you don't have to write code to wait for all of the particles to go away).
-
- In most cases, it is the easiest and most clear to use CSimpleEmitter or
- derive a class from it, then use that class from inside an entity that wants
- to make particles.
-
- CSimpleEmitter and derived classes handle adding themselves to the particle
- manager, tracking how many particles in the effect are active, and
- rendering the particles.
-
- CSimpleEmitter has code to simulate and render particles in a generic fashion,
- but if you derive a class from it, you can override some of its behavior
- with virtuals like UpdateAlpha, UpdateScale, UpdateColor, etc..
-
- Example code:
- CSimpleEmitter *pEmitter = CSimpleEmitter::Create();
-
- CEffectMaterialHandle hMaterial = pEmitter->GetCEffectMaterial( "mymaterial" );
-
- for( int i=0; i < 100; i++ )
- pEmitter->AddParticle( hMaterial, RandomVector(0,10), 4 );
-
- pEmitter->Release();
-
-2. Some older effects derive from C_BaseParticleEffect and implement an entity
- and a particle system at the same time. This gets nasty and is not encouraged anymore.
-
-*/
-
-
-#ifndef PARTICLEMGR_H
-#define PARTICLEMGR_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "materialsystem/imaterial.h"
-#include "materialsystem/imaterialsystem.h"
-#include "mathlib/vector.h"
-#include "mathlib/vmatrix.h"
-#include "mathlib/mathlib.h"
-#include "iclientrenderable.h"
-#include "clientleafsystem.h"
-#include "tier0/fasttimer.h"
-#include "utllinkedlist.h"
-#include "utldict.h"
-#ifdef WIN32
-#include <typeinfo.h>
-#else
-#include <typeinfo>
-#endif
-#include "tier1/utlintrusivelist.h"
-#include "tier1/utlstring.h"
-
-
-//-----------------------------------------------------------------------------
-// forward declarations
-//-----------------------------------------------------------------------------
-
-class IParticleEffect;
-class IClientParticleListener;
-struct Particle;
-class ParticleDraw;
-class CMeshBuilder;
-class CUtlMemoryPool;
-class CEffectMaterial;
-class CParticleSimulateIterator;
-class CParticleRenderIterator;
-class IThreadPool;
-class CParticleSystemDefinition;
-class CParticleMgr;
-class CNewParticleEffect;
-class CParticleCollection;
-
-#define INVALID_MATERIAL_HANDLE NULL
-
-
-// Various stats, disabled
-// extern int g_nParticlesDrawn;
-// extern CCycleCount g_ParticleTimer;
-
-
-class CParticleSubTexture;
-class CParticleSubTextureGroup;
-
-
-//-----------------------------------------------------------------------------
-// The basic particle description; all particles need to inherit from this.
-//-----------------------------------------------------------------------------
-
-struct Particle
-{
- Particle *m_pPrev, *m_pNext;
-
- // Which sub texture this particle uses (so we can get at the tcoord mins and maxs).
- CParticleSubTexture *m_pSubTexture;
-
- // If m_Pos isn't used to store the world position, then implement IParticleEffect::GetParticlePosition()
- Vector m_Pos; // Position of the particle in world space
-};
-
-
-//-----------------------------------------------------------------------------
-// This is the CParticleMgr's reference to a material in the material system.
-// Particles are sorted by material.
-//-----------------------------------------------------------------------------
-
-// This indexes CParticleMgr::m_SubTextures.
-typedef CParticleSubTexture* PMaterialHandle;
-
-// Each effect stores a list of particles associated with each material. The list is
-// hashed on the IMaterial pointer.
-class CEffectMaterial
-{
-public:
- CEffectMaterial();
-
-public:
- // This provides the material that gets bound for this material in this effect.
- // There can be multiple subtextures all within the same CEffectMaterial.
- CParticleSubTextureGroup *m_pGroup;
-
- Particle m_Particles;
- CEffectMaterial *m_pHashedNext;
-};
-
-
-class CParticleSubTextureGroup
-{
-public:
- CParticleSubTextureGroup();
- ~CParticleSubTextureGroup();
-
- // Even though each of the subtextures has its own material, they should all basically be
- // the same exact material and just use different texture coordinates, so this is the
- // material of the first subtexture that is bound.
- //
- // This is gotten from GetMaterialPage().
- IMaterial *m_pPageMaterial;
-};
-
-// Precalculated data for each material used for particles.
-// This allows us to put multiple subtextures into one VTF and sort them against each other.
-class CParticleSubTexture
-{
-public:
- CParticleSubTexture();
-
- float m_tCoordMins[2]; // bbox in texel space that this particle material uses.
- float m_tCoordMaxs[2]; // Specified in the SubTextureMins/SubTextureMaxs parameter in the materials.
-
- // Which group does this subtexture belong to?
- CParticleSubTextureGroup *m_pGroup;
- CParticleSubTextureGroup m_DefaultGroup; // This is used as the group if a particle's material
- // isn't using a group.
-
-#ifdef _DEBUG
- char *m_szDebugName;
-#endif
-
- IMaterial *m_pMaterial;
-};
-
-
-//-----------------------------------------------------------------------------
-// interface IParticleEffect:
-//
-// This is the interface that particles effects must implement. The effect is
-// responsible for starting itself and calling CParticleMgr::AddEffect, then it
-// will get the callbacks it needs to simulate and render the particles.
-//-----------------------------------------------------------------------------
-
-abstract_class IParticleEffect
-{
-// Overridables.
-public:
-
- virtual ~IParticleEffect() {}
-
- // Called at the beginning of a frame to precalculate data for rendering
- // the particles. If you manage your own list of particles and want to
- // simulate them all at once, you can do that here and just render them in
- // the SimulateAndRender call.
- virtual void Update( float fTimeDelta ) {}
-
- // Called once for the entire effect before the batch of SimulateAndRender() calls.
- // For particle systems using FLAGS_CAMERASPACE (the default), effectMatrix transforms the particles from
- // world space into camera space. You can change this matrix if you want your particles relative to something
- // else like an attachment's space.
- virtual void StartRender( VMatrix &effectMatrix ) {}
-
- // Simulate the particles.
- virtual bool ShouldSimulate() const = 0;
- virtual void SetShouldSimulate( bool bSim ) = 0;
- virtual void SimulateParticles( CParticleSimulateIterator *pIterator ) = 0;
-
- // Render the particles.
- virtual void RenderParticles( CParticleRenderIterator *pIterator ) = 0;
-
- // Implementing this is optional. It is called when an effect is removed. It is useful if
- // you hold onto pointers to the particles you created (so when this is called, you should
- // clean up your data so you don't reference the particles again).
- // NOTE: after calling this, the particle manager won't touch the IParticleEffect
- // or its associated CParticleEffectBinding anymore.
- virtual void NotifyRemove() {}
-
- // This method notifies the effect a particle is about to be deallocated.
- // Implementations should *not* actually deallocate it.
- // NOTE: The particle effect's GetNumActiveParticles is updated BEFORE this is called
- // so if GetNumActiveParticles returns 0, then you know this is the last particle
- // in the system being removed.
- virtual void NotifyDestroyParticle( Particle* pParticle ) {}
-
- // Fill in the origin used to sort this entity.
- // This is a world space position.
- virtual const Vector &GetSortOrigin() = 0;
-
- // Fill in the origin used to sort this entity.
-// TODO: REMOVE THIS. ALL PARTICLE SYSTEMS SHOULD EITHER SET m_Pos IN CONJUNCTION WITH THE
-// PARTICLE_LOCALSPACE FLAG, OR DO SETBBOX THEMSELVES.
- virtual const Vector *GetParticlePosition( Particle *pParticle ) { return &pParticle->m_Pos; }
-
- virtual const char *GetEffectName() { return "???"; }
-};
-
-#define REGISTER_EFFECT( effect ) \
- IParticleEffect* effect##_Factory() \
- { \
- return new effect; \
- } \
- struct effect##_RegistrationHelper \
- { \
- effect##_RegistrationHelper() \
- { \
- ParticleMgr()->RegisterEffect( typeid( effect ).name(), effect##_Factory ); \
- } \
- }; \
- static effect##_RegistrationHelper g_##effect##_RegistrationHelper
-
-#define REGISTER_EFFECT_USING_CREATE( effect ) \
- IParticleEffect* effect##_Factory() \
- { \
- return effect::Create( #effect ).GetObject(); \
- } \
- struct effect##_RegistrationHelper \
- { \
- effect##_RegistrationHelper() \
- { \
- ParticleMgr()->RegisterEffect( typeid( effect ).name(), effect##_Factory ); \
- } \
- }; \
- static effect##_RegistrationHelper g_##effect##_RegistrationHelper
-
-
-// In order to create a particle effect, you must have one of these around and
-// implement IParticleEffect. Pass them both into CParticleMgr::AddEffect and you
-// are good to go.
-class CParticleEffectBinding : public CDefaultClientRenderable
-{
- friend class CParticleMgr;
- friend class CParticleSimulateIterator;
- friend class CNewParticleEffect;
-
-public:
- CParticleEffectBinding();
- ~CParticleEffectBinding();
-
-
-// Helper functions to setup, add particles, etc..
-public:
-
- // Simulate all the particles.
- void SimulateParticles( float flTimeDelta );
-
- // Use this to specify materials when adding particles.
- // Returns the index of the material it found or added.
- // Returns INVALID_MATERIAL_HANDLE if it couldn't find or add a material.
- PMaterialHandle FindOrAddMaterial( const char *pMaterialName );
-
- // Allocate particles. The Particle manager will automagically
- // deallocate them when the IParticleEffect SimulateAndRender() method
- // returns false. The first argument is the size of the particle
- // structure in bytes
- Particle* AddParticle( int sizeInBytes, PMaterialHandle pMaterial );
-
- // This is an optional call you can make if you want to manually manage the effect's
- // bounding box. Normally, the bounding box is managed automatically, but in certain
- // cases it is more efficient to set it manually.
- //
- // Note: this is a WORLD SPACE bounding box, even if you've used SetLocalSpaceTransform.
- //
- // After you make this call, the particle manager will no longer update the bounding
- // box automatically if bDisableAutoUpdate is true.
- void SetBBox( const Vector &bbMin, const Vector &bbMax, bool bDisableAutoUpdate = true );
- // gets a copy of the current bbox mins/maxs in worldspace
- void GetWorldspaceBounds( Vector *pMins, Vector *pMaxs );
-
- // This tells the particle manager that your particles are transformed by the specified matrix.
- // That way, it can transform the bbox defined by Particle::m_Pos into world space correctly.
- //
- // It also sets up the matrix returned by CParticleMgr::GetModelView() to include this matrix, so you
- // can do TransformParticle with it like any other particle system.
- const matrix3x4_t& GetLocalSpaceTransform() const;
- void SetLocalSpaceTransform( const matrix3x4_t &transform );
-
- // This expands the bbox to contain the specified point. Returns true if bbox changed
- bool EnlargeBBoxToContain( const Vector &pt );
-
- // The EZ particle singletons use this - they don't want to be added to all the leaves and drawn through the
- // leaf system - they are specifically told to draw each frame at a certain point.
- void SetDrawThruLeafSystem( int bDraw );
-
- // Some view model particle effects want to be drawn right before the view model (after everything else is
- // drawn).
- void SetDrawBeforeViewModel( int bDraw );
-
- // Call this to have the effect removed whenever it safe to do so.
- // This is a lot safer than calling CParticleMgr::RemoveEffect.
- int GetRemoveFlag() { return GetFlag( FLAGS_REMOVE ); }
- void SetRemoveFlag() { SetFlag( FLAGS_REMOVE, 1 ); }
-
- // Set this flag to tell the particle manager to simulate your particles even
- // if the particle system isn't visible. Tempents and fast effects can always use
- // this if they want since they want to simulate their particles until they go away.
- // This flag is ON by default.
- int GetAlwaysSimulate() { return GetFlag( FLAGS_ALWAYSSIMULATE ); }
- void SetAlwaysSimulate( int bAlwaysSimulate ) { SetFlag( FLAGS_ALWAYSSIMULATE, bAlwaysSimulate ); }
-
- void SetIsNewParticleSystem( void ) { SetFlag( FLAGS_NEW_PARTICLE_SYSTEM, 1 ); }
- // Set if the effect was drawn the previous frame.
- // This can be used by particle effect classes
- // to decide whether or not they want to spawn
- // new particles - if they weren't drawn, then
- // they can 'freeze' the particle system to avoid
- // overhead.
- int WasDrawnPrevFrame() { return GetFlag( FLAGS_DRAWN_PREVFRAME ); }
- void SetWasDrawnPrevFrame( int bWasDrawnPrevFrame ) { SetFlag( FLAGS_DRAWN_PREVFRAME, bWasDrawnPrevFrame ); }
-
- // When the effect is in camera space mode, then the transforms are setup such that
- // the particle vertices are specified in camera space (in CParticleDraw) rather than world space.
- //
- // This makes it faster to specify the particles - you only have to transform the center
- // by CParticleMgr::GetModelView then add to X and Y to build the quad.
- //
- // Effects that want to specify verts (in CParticleDraw) in world space should set this to false and
- // ignore CParticleMgr::GetModelView.
- //
- // Camera space mode is ON by default.
- int IsEffectCameraSpace() { return GetFlag( FLAGS_CAMERASPACE ); }
- void SetEffectCameraSpace( int bCameraSpace ) { SetFlag( FLAGS_CAMERASPACE, bCameraSpace ); }
-
- // This tells it whether or not to apply the local transform to the matrix returned by CParticleMgr::GetModelView().
- // Usually, you'll want this, so you can just say TransformParticle( pMgr->GetModelView(), vPos ), but you may want
- // to manually apply your local transform before saying TransformParticle.
- //
- // This is ON by default.
- int GetAutoApplyLocalTransform() const { return GetFlag( FLAGS_AUTOAPPLYLOCALTRANSFORM ); }
- void SetAutoApplyLocalTransform( int b ) { SetFlag( FLAGS_AUTOAPPLYLOCALTRANSFORM, b ); }
-
- // If this is true, then the bbox is calculated from particle positions. This works
- // fine if you always simulate (SetAlwaysSimulateFlag) so the system can become visible
- // if it moves into the PVS. If you don't use this, then you should call SetBBox at
- // least once to tell the particle manager where your entity is.
- int GetAutoUpdateBBox() { return GetFlag( FLAGS_AUTOUPDATEBBOX ); }
- void SetAutoUpdateBBox( int bAutoUpdate ) { SetFlag( FLAGS_AUTOUPDATEBBOX, bAutoUpdate ); }
-
- // Get the current number of particles in the effect.
- int GetNumActiveParticles();
-
- // The is the max size of the particles for use in bounding computation
- void SetParticleCullRadius( float flMaxParticleRadius );
-
- // Build a list of all active particles, returns actual count filled in
- int GetActiveParticleList( int nCount, Particle **ppParticleList );
-
- // detect origin/bbox changes and update leaf system if necessary
- void DetectChanges();
-
-private:
- // Change flags..
- void SetFlag( int flag, int bOn ) { if( bOn ) m_Flags |= flag; else m_Flags &= ~flag; }
- int GetFlag( int flag ) const { return m_Flags & flag; }
-
- void Init( CParticleMgr *pMgr, IParticleEffect *pSim );
- void Term();
-
- // Get rid of the specified particle.
- void RemoveParticle( Particle *pParticle );
-
- void StartDrawMaterialParticles(
- CEffectMaterial *pMaterial,
- float flTimeDelta,
- IMesh* &pMesh,
- CMeshBuilder &builder,
- ParticleDraw &particleDraw,
- bool bWireframe );
-
- int DrawMaterialParticles(
- bool bBucketSort,
- CEffectMaterial *pMaterial,
- float flTimeDelta,
- bool bWireframe
- );
-
- void GrowBBoxFromParticlePositions( CEffectMaterial *pMaterial, bool &bboxSet, Vector &bbMin, Vector &bbMax );
-
- void RenderStart( VMatrix &mTempModel, VMatrix &mTempView );
- void RenderEnd( VMatrix &mModel, VMatrix &mView );
-
- void BBoxCalcStart( Vector &bbMin, Vector &bbMax );
- void BBoxCalcEnd( bool bboxSet, Vector &bbMin, Vector &bbMax );
-
- void DoBucketSort(
- CEffectMaterial *pMaterial,
- float *zCoords,
- int nZCoords,
- float minZ,
- float maxZ );
-
- int GetRemovalInProgressFlag() { return GetFlag( FLAGS_REMOVALINPROGRESS ); }
- void SetRemovalInProgressFlag() { SetFlag( FLAGS_REMOVALINPROGRESS, 1 ); }
-
- // BBox is recalculated before it's put into the tree for the first time.
- int GetNeedsBBoxUpdate() { return GetFlag( FLAGS_NEEDS_BBOX_UPDATE ); }
- void SetNeedsBBoxUpdate( int bFirstUpdate ) { SetFlag( FLAGS_NEEDS_BBOX_UPDATE, bFirstUpdate ); }
-
- // Set on creation and cleared after the first PostRender (whether or not the system was rendered).
- int GetFirstFrameFlag() { return GetFlag( FLAGS_FIRST_FRAME ); }
- void SetFirstFrameFlag( int bFirstUpdate ) { SetFlag( FLAGS_FIRST_FRAME, bFirstUpdate ); }
-
- int WasDrawn() { return GetFlag( FLAGS_DRAWN ); }
- void SetDrawn( int bDrawn ) { SetFlag( FLAGS_DRAWN, bDrawn ); }
-
- // Update m_Min/m_Max. Returns false and sets the bbox to the sort origin if there are no particles.
- bool RecalculateBoundingBox();
-
- CEffectMaterial* GetEffectMaterial( CParticleSubTexture *pSubTexture );
-
-// IClientRenderable overrides.
-public:
-
- virtual const Vector& GetRenderOrigin( void );
- virtual const QAngle& GetRenderAngles( void );
- virtual const matrix3x4_t & RenderableToWorldTransform();
- virtual void GetRenderBounds( Vector& mins, Vector& maxs );
- virtual bool ShouldDraw( void );
- virtual bool IsTransparent( void );
- virtual int DrawModel( int flags );
-
-
-private:
-
- enum
- {
- FLAGS_REMOVE = (1<<0), // Set in SetRemoveFlag
- FLAGS_REMOVALINPROGRESS = (1<<1), // Set while the effect is being removed to prevent
- // infinite recursion.
- FLAGS_NEEDS_BBOX_UPDATE = (1<<2), // This is set until the effect's bbox has been updated once.
- FLAGS_AUTOUPDATEBBOX = (1<<3), // Update bbox automatically? Cleared in SetBBox.
- FLAGS_ALWAYSSIMULATE = (1<<4), // See SetAlwaysSimulate.
- FLAGS_DRAWN = (1<<5), // Set if the effect is drawn through the leaf system.
- FLAGS_DRAWN_PREVFRAME = (1<<6), // Set if the effect was drawn the previous frame.
- // This can be used by particle effect classes
- // to decide whether or not they want to spawn
- // new particles - if they weren't drawn, then
- // they can 'freeze' the particle system to avoid
- // overhead.
- FLAGS_CAMERASPACE = (1<<7), // See SetEffectCameraSpace.
- FLAGS_DRAW_THRU_LEAF_SYSTEM=(1<<8), // This is the default - do the effect's visibility through the leaf system.
- FLAGS_DRAW_BEFORE_VIEW_MODEL=(1<<9),// Draw before the view model? If this is set, it assumes FLAGS_DRAW_THRU_LEAF_SYSTEM goes off.
- FLAGS_AUTOAPPLYLOCALTRANSFORM=(1<<10), // Automatically apply the local transform to CParticleMgr::GetModelView()'s matrix.
- FLAGS_FIRST_FRAME = (1<<11), // Cleared after the first frame that this system exists (so it can simulate after rendering once).
- FLAGS_NEW_PARTICLE_SYSTEM= (1<<12) // uses new particle system
- };
-
-
- VMatrix m_LocalSpaceTransform;
- bool m_bLocalSpaceTransformIdentity; // If this is true, then m_LocalSpaceTransform is assumed to be identity.
-
- // Bounding box. Stored in WORLD space.
- Vector m_Min;
- Vector m_Max;
-
- // paramter copies to detect changes
- Vector m_LastMin;
- Vector m_LastMax;
-
- // The particle cull size
- float m_flParticleCullRadius;
-
- // Number of active particles.
- unsigned short m_nActiveParticles;
-
- // See CParticleMgr::m_FrameCode.
- unsigned short m_FrameCode;
-
- // For CParticleMgr's list index.
- unsigned short m_ListIndex;
-
- IParticleEffect *m_pSim;
- CParticleMgr *m_pParticleMgr;
-
- // Combination of the CParticleEffectBinding::FLAGS_ flags.
- int m_Flags;
-
- // Materials this effect is using.
- enum { EFFECT_MATERIAL_HASH_SIZE = 8 };
- CEffectMaterial *m_EffectMaterialHash[EFFECT_MATERIAL_HASH_SIZE];
-
- // For faster iteration.
- CUtlLinkedList<CEffectMaterial*, unsigned short> m_Materials;
-
- // auto updates the bbox after N frames
- unsigned short m_UpdateBBoxCounter;
-};
-
-
-class CParticleLightInfo
-{
-public:
- Vector m_vPos;
- Vector m_vColor; // 0-1
- float m_flIntensity;
-};
-
-typedef IParticleEffect* (*CreateParticleEffectFN)();
-
-enum
-{
- TOOLPARTICLESYSTEMID_INVALID = -1,
-};
-
-
-class CParticleMgr
-{
- friend class CParticleEffectBinding;
- friend class CParticleCollection;
-
-public:
-
- CParticleMgr();
- virtual ~CParticleMgr();
-
- // Call at init time to preallocate the bucket of particles.
- bool Init(unsigned long nPreallocatedParticles, IMaterialSystem *pMaterial);
-
- // Shutdown - free everything.
- void Term();
-
- void LevelInit();
-
- void RegisterEffect( const char *pEffectType, CreateParticleEffectFN func );
- IParticleEffect *CreateEffect( const char *pEffectType );
-
- // Add and remove effects from the active list.
- // Note: once you call AddEffect, CParticleEffectBinding will automatically call
- // RemoveEffect in its destructor.
- // Note: it's much safer to call CParticleEffectBinding::SetRemoveFlag instead of
- // CParticleMgr::RemoveEffect.
- bool AddEffect( CParticleEffectBinding *pEffect, IParticleEffect *pSim );
- void RemoveEffect( CParticleEffectBinding *pEffect );
-
- void AddEffect( CNewParticleEffect *pEffect );
- void RemoveEffect( CNewParticleEffect *pEffect );
-
- // Called at level shutdown to free all the lingering particle effects (usually
- // CParticleEffect-derived effects that can linger with noone holding onto them).
- void RemoveAllEffects();
-
- // This should be called at the start of the frame.
- void IncrementFrameCode();
-
- // This updates all the particle effects and inserts them into the leaves.
- void Simulate( float fTimeDelta );
-
- // This just marks effects that were drawn so during their next simulation they can know
- // if they were drawn in the previous frame.
- void PostRender();
-
- // Draw the effects marked with SetDrawBeforeViewModel.
- void DrawBeforeViewModelEffects();
-
- // Returns the modelview matrix
- VMatrix& GetModelView();
-
- Particle *AllocParticle( int size );
- void FreeParticle( Particle * );
-
- PMaterialHandle GetPMaterial( const char *pMaterialName );
- IMaterial* PMaterialToIMaterial( PMaterialHandle hMaterial );
-
- //HACKHACK: quick fix that compensates for the fact that this system was designed to never release materials EVER.
- void RepairPMaterial( PMaterialHandle hMaterial );
-
- // Particles drawn with the ParticleSphere material will use this info.
- // This should be set in IParticleEffect.
- void GetDirectionalLightInfo( CParticleLightInfo &info ) const;
- void SetDirectionalLightInfo( const CParticleLightInfo &info );
-
- // add a class that gets notified of entity events
- void AddEffectListener( IClientParticleListener *pListener );
- void RemoveEffectListener( IClientParticleListener *pListener );
-
- // Tool effect ids
- int AllocateToolParticleEffectId();
-
- // Remove all new effects
- void RemoveAllNewEffects();
-
- // Should particle effects be rendered?
- void RenderParticleSystems( bool bEnable );
- bool ShouldRenderParticleSystems() const;
-
- // Quick profiling (counts only, not clock cycles).
- bool m_bStatsRunning;
- int m_nStatsFramesSinceLastAlert;
-
- void StatsAccumulateActiveParticleSystems();
- void StatsReset();
- void StatsSpewResults();
- void StatsNewParticleEffectDrawn ( CNewParticleEffect *pParticles );
- void StatsOldParticleEffectDrawn ( CParticleEffectBinding *pParticles );
-
-private:
- struct RetireInfo_t
- {
- CParticleCollection *m_pCollection;
- float m_flScreenArea;
- bool m_bFirstFrame;
- };
-
- // Call Update() on all the effects.
- void UpdateAllEffects( float flTimeDelta );
-
- void UpdateNewEffects( float flTimeDelta ); // update new particle effects
-
- CParticleSubTextureGroup* FindOrAddSubTextureGroup( IMaterial *pPageMaterial );
-
- int ComputeParticleDefScreenArea( int nInfoCount, RetireInfo_t *pInfo, float *pTotalArea, CParticleSystemDefinition* pDef,
- const CViewSetup& view, const VMatrix &worldToPixels, float flFocalDist );
-
- bool RetireParticleCollections( CParticleSystemDefinition* pDef, int nCount, RetireInfo_t *pInfo, float flScreenArea, float flMaxTotalArea );
- void BuildParticleSimList( CUtlVector< CNewParticleEffect* > &list );
- bool EarlyRetireParticleSystems( int nCount, CNewParticleEffect **ppEffects );
- static int RetireSort( const void *p1, const void *p2 );
-
-private:
-
- int m_nCurrentParticlesAllocated;
-
- // Directional lighting info.
- CParticleLightInfo m_DirectionalLight;
-
- // Frame code, used to prevent CParticleEffects from simulating multiple times per frame.
- // Their DrawModel can be called multiple times per frame because of water reflections,
- // but we only want to simulate the particles once.
- unsigned short m_FrameCode;
-
- bool m_bUpdatingEffects;
- bool m_bRenderParticleEffects;
-
- // All the active effects.
- CUtlLinkedList<CParticleEffectBinding*, unsigned short> m_Effects;
-
- // all the active effects using the new particle interface
- CUtlIntrusiveDList< CNewParticleEffect > m_NewEffects;
-
-
- CUtlVector< IClientParticleListener *> m_effectListeners;
-
- IMaterialSystem *m_pMaterialSystem;
-
- // Store the concatenated modelview matrix
- VMatrix m_mModelView;
-
- CUtlVector<CParticleSubTextureGroup*> m_SubTextureGroups; // lookup by group name
- CUtlDict<CParticleSubTexture*,unsigned short> m_SubTextures; // lookup by material name
- CParticleSubTexture m_DefaultInvalidSubTexture; // Used when they specify an invalid material name.
-
- CUtlMap< const char*, CreateParticleEffectFN > m_effectFactories;
-
- int m_nToolParticleEffectId;
-
- IThreadPool *m_pThreadPool[2];
-};
-
-inline int CParticleMgr::AllocateToolParticleEffectId()
-{
- return m_nToolParticleEffectId++;
-}
-
-// Implement this class and register with CParticleMgr to receive particle effect add/remove notification
-class IClientParticleListener
-{
-public:
- virtual void OnParticleEffectAdded( IParticleEffect *pEffect ) = 0;
- virtual void OnParticleEffectRemoved( IParticleEffect *pEffect ) = 0;
-};
-
-
-
-// Helper functions to abstract out the particle testbed app.
-float Helper_GetTime();
-float Helper_GetFrameTime();
-float Helper_RandomFloat( float minVal, float maxVal );
-int Helper_RandomInt( int minVal, int maxVal );
-
-
-
-// ------------------------------------------------------------------------ //
-// CParticleMgr inlines
-// ------------------------------------------------------------------------ //
-
-inline VMatrix& CParticleMgr::GetModelView()
-{
- return m_mModelView;
-}
-
-
-
-// ------------------------------------------------------------------------ //
-// CParticleEffectBinding inlines.
-// ------------------------------------------------------------------------ //
-
-inline const matrix3x4_t& CParticleEffectBinding::GetLocalSpaceTransform() const
-{
- return m_LocalSpaceTransform.As3x4();
-}
-
-
-
-// ------------------------------------------------------------------------ //
-// GLOBALS
-// ------------------------------------------------------------------------ //
-
-CParticleMgr *ParticleMgr();
-
-
-
-
-//-----------------------------------------------------------------------------
-// StandardParticle_t; this is just one type of particle
-// effects may implement their own particle data structures
-//-----------------------------------------------------------------------------
-
-struct StandardParticle_t : public Particle
-{
- // Color and alpha values are 0 - 1
- void SetColor(float r, float g, float b);
- void SetAlpha(float a);
-
- Vector m_Velocity;
-
- // How this is used is up to the effect's discretion. Some use it for how long it has been alive
- // and others use it to count down until the particle disappears.
- float m_Lifetime;
-
- unsigned char m_EffectData; // Data specific to the IParticleEffect. This can be used to distinguish between
- // different types of particles the effect is simulating.
- unsigned short m_EffectDataWord;
-
- unsigned char m_Color[4]; // RGBA - not all effects need to use this.
-};
-
-
-// ------------------------------------------------------------------------ //
-// Transform a particle.
-// ------------------------------------------------------------------------ //
-
-inline void TransformParticle(const VMatrix &vMat, const Vector &vIn, Vector &vOut)
-{
- //vOut = vMat.VMul4x3(vIn);
- vOut.x = vMat.m[0][0]*vIn.x + vMat.m[0][1]*vIn.y + vMat.m[0][2]*vIn.z + vMat.m[0][3];
- vOut.y = vMat.m[1][0]*vIn.x + vMat.m[1][1]*vIn.y + vMat.m[1][2]*vIn.z + vMat.m[1][3];
- vOut.z = vMat.m[2][0]*vIn.x + vMat.m[2][1]*vIn.y + vMat.m[2][2]*vIn.z + vMat.m[2][3];
-}
-
-
-// ------------------------------------------------------------------------ //
-// CEffectMaterial inlines
-// ------------------------------------------------------------------------ //
-
-inline void StandardParticle_t::SetColor(float r, float g, float b)
-{
- m_Color[0] = (unsigned char)(r * 255.9f);
- m_Color[1] = (unsigned char)(g * 255.9f);
- m_Color[2] = (unsigned char)(b * 255.9f);
-}
-
-inline void StandardParticle_t::SetAlpha(float a)
-{
- m_Color[3] = (unsigned char)(a * 255.9f);
-}
-
-
-
-//-----------------------------------------------------------------------------
-// List functions.
-//-----------------------------------------------------------------------------
-
-inline void UnlinkParticle( Particle *pParticle )
-{
- pParticle->m_pPrev->m_pNext = pParticle->m_pNext;
- pParticle->m_pNext->m_pPrev = pParticle->m_pPrev;
-}
-
-inline void InsertParticleBefore( Particle *pInsert, Particle *pNext )
-{
- // link pCur before pPrev
- pInsert->m_pNext = pNext;
- pInsert->m_pPrev = pNext->m_pPrev;
- pInsert->m_pNext->m_pPrev = pInsert->m_pPrev->m_pNext = pInsert;
-}
-
-inline void InsertParticleAfter( Particle *pInsert, Particle *pPrev )
-{
- pInsert->m_pPrev = pPrev;
- pInsert->m_pNext = pPrev->m_pNext;
-
- pInsert->m_pNext->m_pPrev = pInsert->m_pPrev->m_pNext = pInsert;
-}
-
-inline void SwapParticles( Particle *pPrev, Particle *pCur )
-{
- // unlink pCur
- UnlinkParticle( pCur );
- InsertParticleBefore( pCur, pPrev );
-}
-
-
-#include "particle_iterators.h"
-
-
-#endif
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//===========================================================================// + +// +// This module implements the particle manager for the client DLL. +// In a nutshell, to create your own effect, implement the ParticleEffect +// interface and call CParticleMgr::AddEffect to add your effect. Then you can +// add particles and simulate and render them. + +/* + +Particle manager documentation +----------------------------------------------------------------------------- + +All particle effects are managed by a class called CParticleMgr. It tracks +the list of particles, manages their materials, sorts the particles, and +has callbacks to render them. + +Conceptually, CParticleMgr is NOT part of VEngine's entity system. It does +not care about entities, only particle effects. Usually, the two are implemented +together, but you should be aware the CParticleMgr talks to you through its +own interfaces and does not talk to entities. Thus, it is possible to have +particle effects that are not entities. + +To make a particle effect, you need two things: + +1. An implementation of the IParticleEffect interface. This is how CParticleMgr + talks to you for things like rendering and updating your effect. + +2. A (member) variable of type CParticleEffectBinding. This allows CParticleMgr to + store its internal data associated with your effect. + +Once you have those two things, you call CParticleMgr::AddEffect and pass them +both in. You will then get updates through IParticleEffect::Update, and you will +be asked to render your particles with IParticleEffect::SimulateAndRender. + +When you want to remove the effect, call CParticleEffectBinding::SetRemoveFlag(), which +tells CParticleMgr to remove the effect next chance it gets. + +Example class: + + class CMyEffect : public IParticleEffect + { + public: + // Call this to start the effect by adding it to the particle manager. + void Start() + { + ParticleMgr()->AddEffect( &m_ParticleEffect, this ); + } + + // implementation of IParticleEffect functions go here... + + public: + CParticleEffectBinding m_ParticleEffect; + }; + + + +How the particle effects are integrated with the entity system +----------------------------------------------------------------------------- + +There are two helper classes that you can use to create particles for your +entities. Each one is useful under different conditions. + +1. CSimpleEmitter is a class that does some of the dirty work of using particles. + If you want, you can just instantiate one of these with CSimpleEmitter::Create + and call its AddParticle functions to add particles. When you are done and + want to 'free' it, call its Release function rather than deleting it, and it + will wait until all of its particles have gone away before removing itself + (so you don't have to write code to wait for all of the particles to go away). + + In most cases, it is the easiest and most clear to use CSimpleEmitter or + derive a class from it, then use that class from inside an entity that wants + to make particles. + + CSimpleEmitter and derived classes handle adding themselves to the particle + manager, tracking how many particles in the effect are active, and + rendering the particles. + + CSimpleEmitter has code to simulate and render particles in a generic fashion, + but if you derive a class from it, you can override some of its behavior + with virtuals like UpdateAlpha, UpdateScale, UpdateColor, etc.. + + Example code: + CSimpleEmitter *pEmitter = CSimpleEmitter::Create(); + + CEffectMaterialHandle hMaterial = pEmitter->GetCEffectMaterial( "mymaterial" ); + + for( int i=0; i < 100; i++ ) + pEmitter->AddParticle( hMaterial, RandomVector(0,10), 4 ); + + pEmitter->Release(); + +2. Some older effects derive from C_BaseParticleEffect and implement an entity + and a particle system at the same time. This gets nasty and is not encouraged anymore. + +*/ + + +#ifndef PARTICLEMGR_H +#define PARTICLEMGR_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "materialsystem/imaterial.h" +#include "materialsystem/imaterialsystem.h" +#include "mathlib/vector.h" +#include "mathlib/vmatrix.h" +#include "mathlib/mathlib.h" +#include "iclientrenderable.h" +#include "clientleafsystem.h" +#include "tier0/fasttimer.h" +#include "utllinkedlist.h" +#include "utldict.h" +#ifdef WIN32 +#include <typeinfo.h> +#else +#include <typeinfo> +#endif +#include "tier1/utlintrusivelist.h" +#include "tier1/utlstring.h" + + +//----------------------------------------------------------------------------- +// forward declarations +//----------------------------------------------------------------------------- + +class IParticleEffect; +class IClientParticleListener; +struct Particle; +class ParticleDraw; +class CMeshBuilder; +class CUtlMemoryPool; +class CEffectMaterial; +class CParticleSimulateIterator; +class CParticleRenderIterator; +class IThreadPool; +class CParticleSystemDefinition; +class CParticleMgr; +class CNewParticleEffect; +class CParticleCollection; + +#define INVALID_MATERIAL_HANDLE NULL + + +// Various stats, disabled +// extern int g_nParticlesDrawn; +// extern CCycleCount g_ParticleTimer; + + +class CParticleSubTexture; +class CParticleSubTextureGroup; + + +//----------------------------------------------------------------------------- +// The basic particle description; all particles need to inherit from this. +//----------------------------------------------------------------------------- + +struct Particle +{ + Particle *m_pPrev, *m_pNext; + + // Which sub texture this particle uses (so we can get at the tcoord mins and maxs). + CParticleSubTexture *m_pSubTexture; + + // If m_Pos isn't used to store the world position, then implement IParticleEffect::GetParticlePosition() + Vector m_Pos; // Position of the particle in world space +}; + + +//----------------------------------------------------------------------------- +// This is the CParticleMgr's reference to a material in the material system. +// Particles are sorted by material. +//----------------------------------------------------------------------------- + +// This indexes CParticleMgr::m_SubTextures. +typedef CParticleSubTexture* PMaterialHandle; + +// Each effect stores a list of particles associated with each material. The list is +// hashed on the IMaterial pointer. +class CEffectMaterial +{ +public: + CEffectMaterial(); + +public: + // This provides the material that gets bound for this material in this effect. + // There can be multiple subtextures all within the same CEffectMaterial. + CParticleSubTextureGroup *m_pGroup; + + Particle m_Particles; + CEffectMaterial *m_pHashedNext; +}; + + +class CParticleSubTextureGroup +{ +public: + CParticleSubTextureGroup(); + ~CParticleSubTextureGroup(); + + // Even though each of the subtextures has its own material, they should all basically be + // the same exact material and just use different texture coordinates, so this is the + // material of the first subtexture that is bound. + // + // This is gotten from GetMaterialPage(). + IMaterial *m_pPageMaterial; +}; + +// Precalculated data for each material used for particles. +// This allows us to put multiple subtextures into one VTF and sort them against each other. +class CParticleSubTexture +{ +public: + CParticleSubTexture(); + + float m_tCoordMins[2]; // bbox in texel space that this particle material uses. + float m_tCoordMaxs[2]; // Specified in the SubTextureMins/SubTextureMaxs parameter in the materials. + + // Which group does this subtexture belong to? + CParticleSubTextureGroup *m_pGroup; + CParticleSubTextureGroup m_DefaultGroup; // This is used as the group if a particle's material + // isn't using a group. + +#ifdef _DEBUG + char *m_szDebugName; +#endif + + IMaterial *m_pMaterial; +}; + + +//----------------------------------------------------------------------------- +// interface IParticleEffect: +// +// This is the interface that particles effects must implement. The effect is +// responsible for starting itself and calling CParticleMgr::AddEffect, then it +// will get the callbacks it needs to simulate and render the particles. +//----------------------------------------------------------------------------- + +abstract_class IParticleEffect +{ +// Overridables. +public: + + virtual ~IParticleEffect() {} + + // Called at the beginning of a frame to precalculate data for rendering + // the particles. If you manage your own list of particles and want to + // simulate them all at once, you can do that here and just render them in + // the SimulateAndRender call. + virtual void Update( float fTimeDelta ) {} + + // Called once for the entire effect before the batch of SimulateAndRender() calls. + // For particle systems using FLAGS_CAMERASPACE (the default), effectMatrix transforms the particles from + // world space into camera space. You can change this matrix if you want your particles relative to something + // else like an attachment's space. + virtual void StartRender( VMatrix &effectMatrix ) {} + + // Simulate the particles. + virtual bool ShouldSimulate() const = 0; + virtual void SetShouldSimulate( bool bSim ) = 0; + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ) = 0; + + // Render the particles. + virtual void RenderParticles( CParticleRenderIterator *pIterator ) = 0; + + // Implementing this is optional. It is called when an effect is removed. It is useful if + // you hold onto pointers to the particles you created (so when this is called, you should + // clean up your data so you don't reference the particles again). + // NOTE: after calling this, the particle manager won't touch the IParticleEffect + // or its associated CParticleEffectBinding anymore. + virtual void NotifyRemove() {} + + // This method notifies the effect a particle is about to be deallocated. + // Implementations should *not* actually deallocate it. + // NOTE: The particle effect's GetNumActiveParticles is updated BEFORE this is called + // so if GetNumActiveParticles returns 0, then you know this is the last particle + // in the system being removed. + virtual void NotifyDestroyParticle( Particle* pParticle ) {} + + // Fill in the origin used to sort this entity. + // This is a world space position. + virtual const Vector &GetSortOrigin() = 0; + + // Fill in the origin used to sort this entity. +// TODO: REMOVE THIS. ALL PARTICLE SYSTEMS SHOULD EITHER SET m_Pos IN CONJUNCTION WITH THE +// PARTICLE_LOCALSPACE FLAG, OR DO SETBBOX THEMSELVES. + virtual const Vector *GetParticlePosition( Particle *pParticle ) { return &pParticle->m_Pos; } + + virtual const char *GetEffectName() { return "???"; } +}; + +#define REGISTER_EFFECT( effect ) \ + IParticleEffect* effect##_Factory() \ + { \ + return new effect; \ + } \ + struct effect##_RegistrationHelper \ + { \ + effect##_RegistrationHelper() \ + { \ + ParticleMgr()->RegisterEffect( typeid( effect ).name(), effect##_Factory ); \ + } \ + }; \ + static effect##_RegistrationHelper g_##effect##_RegistrationHelper + +#define REGISTER_EFFECT_USING_CREATE( effect ) \ + IParticleEffect* effect##_Factory() \ + { \ + return effect::Create( #effect ).GetObject(); \ + } \ + struct effect##_RegistrationHelper \ + { \ + effect##_RegistrationHelper() \ + { \ + ParticleMgr()->RegisterEffect( typeid( effect ).name(), effect##_Factory ); \ + } \ + }; \ + static effect##_RegistrationHelper g_##effect##_RegistrationHelper + + +// In order to create a particle effect, you must have one of these around and +// implement IParticleEffect. Pass them both into CParticleMgr::AddEffect and you +// are good to go. +class CParticleEffectBinding : public CDefaultClientRenderable +{ + friend class CParticleMgr; + friend class CParticleSimulateIterator; + friend class CNewParticleEffect; + +public: + CParticleEffectBinding(); + ~CParticleEffectBinding(); + + +// Helper functions to setup, add particles, etc.. +public: + + // Simulate all the particles. + void SimulateParticles( float flTimeDelta ); + + // Use this to specify materials when adding particles. + // Returns the index of the material it found or added. + // Returns INVALID_MATERIAL_HANDLE if it couldn't find or add a material. + PMaterialHandle FindOrAddMaterial( const char *pMaterialName ); + + // Allocate particles. The Particle manager will automagically + // deallocate them when the IParticleEffect SimulateAndRender() method + // returns false. The first argument is the size of the particle + // structure in bytes + Particle* AddParticle( int sizeInBytes, PMaterialHandle pMaterial ); + + // This is an optional call you can make if you want to manually manage the effect's + // bounding box. Normally, the bounding box is managed automatically, but in certain + // cases it is more efficient to set it manually. + // + // Note: this is a WORLD SPACE bounding box, even if you've used SetLocalSpaceTransform. + // + // After you make this call, the particle manager will no longer update the bounding + // box automatically if bDisableAutoUpdate is true. + void SetBBox( const Vector &bbMin, const Vector &bbMax, bool bDisableAutoUpdate = true ); + // gets a copy of the current bbox mins/maxs in worldspace + void GetWorldspaceBounds( Vector *pMins, Vector *pMaxs ); + + // This tells the particle manager that your particles are transformed by the specified matrix. + // That way, it can transform the bbox defined by Particle::m_Pos into world space correctly. + // + // It also sets up the matrix returned by CParticleMgr::GetModelView() to include this matrix, so you + // can do TransformParticle with it like any other particle system. + const matrix3x4_t& GetLocalSpaceTransform() const; + void SetLocalSpaceTransform( const matrix3x4_t &transform ); + + // This expands the bbox to contain the specified point. Returns true if bbox changed + bool EnlargeBBoxToContain( const Vector &pt ); + + // The EZ particle singletons use this - they don't want to be added to all the leaves and drawn through the + // leaf system - they are specifically told to draw each frame at a certain point. + void SetDrawThruLeafSystem( int bDraw ); + + // Some view model particle effects want to be drawn right before the view model (after everything else is + // drawn). + void SetDrawBeforeViewModel( int bDraw ); + + // Call this to have the effect removed whenever it safe to do so. + // This is a lot safer than calling CParticleMgr::RemoveEffect. + int GetRemoveFlag() { return GetFlag( FLAGS_REMOVE ); } + void SetRemoveFlag() { SetFlag( FLAGS_REMOVE, 1 ); } + + // Set this flag to tell the particle manager to simulate your particles even + // if the particle system isn't visible. Tempents and fast effects can always use + // this if they want since they want to simulate their particles until they go away. + // This flag is ON by default. + int GetAlwaysSimulate() { return GetFlag( FLAGS_ALWAYSSIMULATE ); } + void SetAlwaysSimulate( int bAlwaysSimulate ) { SetFlag( FLAGS_ALWAYSSIMULATE, bAlwaysSimulate ); } + + void SetIsNewParticleSystem( void ) { SetFlag( FLAGS_NEW_PARTICLE_SYSTEM, 1 ); } + // Set if the effect was drawn the previous frame. + // This can be used by particle effect classes + // to decide whether or not they want to spawn + // new particles - if they weren't drawn, then + // they can 'freeze' the particle system to avoid + // overhead. + int WasDrawnPrevFrame() { return GetFlag( FLAGS_DRAWN_PREVFRAME ); } + void SetWasDrawnPrevFrame( int bWasDrawnPrevFrame ) { SetFlag( FLAGS_DRAWN_PREVFRAME, bWasDrawnPrevFrame ); } + + // When the effect is in camera space mode, then the transforms are setup such that + // the particle vertices are specified in camera space (in CParticleDraw) rather than world space. + // + // This makes it faster to specify the particles - you only have to transform the center + // by CParticleMgr::GetModelView then add to X and Y to build the quad. + // + // Effects that want to specify verts (in CParticleDraw) in world space should set this to false and + // ignore CParticleMgr::GetModelView. + // + // Camera space mode is ON by default. + int IsEffectCameraSpace() { return GetFlag( FLAGS_CAMERASPACE ); } + void SetEffectCameraSpace( int bCameraSpace ) { SetFlag( FLAGS_CAMERASPACE, bCameraSpace ); } + + // This tells it whether or not to apply the local transform to the matrix returned by CParticleMgr::GetModelView(). + // Usually, you'll want this, so you can just say TransformParticle( pMgr->GetModelView(), vPos ), but you may want + // to manually apply your local transform before saying TransformParticle. + // + // This is ON by default. + int GetAutoApplyLocalTransform() const { return GetFlag( FLAGS_AUTOAPPLYLOCALTRANSFORM ); } + void SetAutoApplyLocalTransform( int b ) { SetFlag( FLAGS_AUTOAPPLYLOCALTRANSFORM, b ); } + + // If this is true, then the bbox is calculated from particle positions. This works + // fine if you always simulate (SetAlwaysSimulateFlag) so the system can become visible + // if it moves into the PVS. If you don't use this, then you should call SetBBox at + // least once to tell the particle manager where your entity is. + int GetAutoUpdateBBox() { return GetFlag( FLAGS_AUTOUPDATEBBOX ); } + void SetAutoUpdateBBox( int bAutoUpdate ) { SetFlag( FLAGS_AUTOUPDATEBBOX, bAutoUpdate ); } + + // Get the current number of particles in the effect. + int GetNumActiveParticles(); + + // The is the max size of the particles for use in bounding computation + void SetParticleCullRadius( float flMaxParticleRadius ); + + // Build a list of all active particles, returns actual count filled in + int GetActiveParticleList( int nCount, Particle **ppParticleList ); + + // detect origin/bbox changes and update leaf system if necessary + void DetectChanges(); + +private: + // Change flags.. + void SetFlag( int flag, int bOn ) { if( bOn ) m_Flags |= flag; else m_Flags &= ~flag; } + int GetFlag( int flag ) const { return m_Flags & flag; } + + void Init( CParticleMgr *pMgr, IParticleEffect *pSim ); + void Term(); + + // Get rid of the specified particle. + void RemoveParticle( Particle *pParticle ); + + void StartDrawMaterialParticles( + CEffectMaterial *pMaterial, + float flTimeDelta, + IMesh* &pMesh, + CMeshBuilder &builder, + ParticleDraw &particleDraw, + bool bWireframe ); + + int DrawMaterialParticles( + bool bBucketSort, + CEffectMaterial *pMaterial, + float flTimeDelta, + bool bWireframe + ); + + void GrowBBoxFromParticlePositions( CEffectMaterial *pMaterial, bool &bboxSet, Vector &bbMin, Vector &bbMax ); + + void RenderStart( VMatrix &mTempModel, VMatrix &mTempView ); + void RenderEnd( VMatrix &mModel, VMatrix &mView ); + + void BBoxCalcStart( Vector &bbMin, Vector &bbMax ); + void BBoxCalcEnd( bool bboxSet, Vector &bbMin, Vector &bbMax ); + + void DoBucketSort( + CEffectMaterial *pMaterial, + float *zCoords, + int nZCoords, + float minZ, + float maxZ ); + + int GetRemovalInProgressFlag() { return GetFlag( FLAGS_REMOVALINPROGRESS ); } + void SetRemovalInProgressFlag() { SetFlag( FLAGS_REMOVALINPROGRESS, 1 ); } + + // BBox is recalculated before it's put into the tree for the first time. + int GetNeedsBBoxUpdate() { return GetFlag( FLAGS_NEEDS_BBOX_UPDATE ); } + void SetNeedsBBoxUpdate( int bFirstUpdate ) { SetFlag( FLAGS_NEEDS_BBOX_UPDATE, bFirstUpdate ); } + + // Set on creation and cleared after the first PostRender (whether or not the system was rendered). + int GetFirstFrameFlag() { return GetFlag( FLAGS_FIRST_FRAME ); } + void SetFirstFrameFlag( int bFirstUpdate ) { SetFlag( FLAGS_FIRST_FRAME, bFirstUpdate ); } + + int WasDrawn() { return GetFlag( FLAGS_DRAWN ); } + void SetDrawn( int bDrawn ) { SetFlag( FLAGS_DRAWN, bDrawn ); } + + // Update m_Min/m_Max. Returns false and sets the bbox to the sort origin if there are no particles. + bool RecalculateBoundingBox(); + + CEffectMaterial* GetEffectMaterial( CParticleSubTexture *pSubTexture ); + +// IClientRenderable overrides. +public: + + virtual const Vector& GetRenderOrigin( void ); + virtual const QAngle& GetRenderAngles( void ); + virtual const matrix3x4_t & RenderableToWorldTransform(); + virtual void GetRenderBounds( Vector& mins, Vector& maxs ); + virtual bool ShouldDraw( void ); + virtual bool IsTransparent( void ); + virtual int DrawModel( int flags ); + + +private: + + enum + { + FLAGS_REMOVE = (1<<0), // Set in SetRemoveFlag + FLAGS_REMOVALINPROGRESS = (1<<1), // Set while the effect is being removed to prevent + // infinite recursion. + FLAGS_NEEDS_BBOX_UPDATE = (1<<2), // This is set until the effect's bbox has been updated once. + FLAGS_AUTOUPDATEBBOX = (1<<3), // Update bbox automatically? Cleared in SetBBox. + FLAGS_ALWAYSSIMULATE = (1<<4), // See SetAlwaysSimulate. + FLAGS_DRAWN = (1<<5), // Set if the effect is drawn through the leaf system. + FLAGS_DRAWN_PREVFRAME = (1<<6), // Set if the effect was drawn the previous frame. + // This can be used by particle effect classes + // to decide whether or not they want to spawn + // new particles - if they weren't drawn, then + // they can 'freeze' the particle system to avoid + // overhead. + FLAGS_CAMERASPACE = (1<<7), // See SetEffectCameraSpace. + FLAGS_DRAW_THRU_LEAF_SYSTEM=(1<<8), // This is the default - do the effect's visibility through the leaf system. + FLAGS_DRAW_BEFORE_VIEW_MODEL=(1<<9),// Draw before the view model? If this is set, it assumes FLAGS_DRAW_THRU_LEAF_SYSTEM goes off. + FLAGS_AUTOAPPLYLOCALTRANSFORM=(1<<10), // Automatically apply the local transform to CParticleMgr::GetModelView()'s matrix. + FLAGS_FIRST_FRAME = (1<<11), // Cleared after the first frame that this system exists (so it can simulate after rendering once). + FLAGS_NEW_PARTICLE_SYSTEM= (1<<12) // uses new particle system + }; + + + VMatrix m_LocalSpaceTransform; + bool m_bLocalSpaceTransformIdentity; // If this is true, then m_LocalSpaceTransform is assumed to be identity. + + // Bounding box. Stored in WORLD space. + Vector m_Min; + Vector m_Max; + + // paramter copies to detect changes + Vector m_LastMin; + Vector m_LastMax; + + // The particle cull size + float m_flParticleCullRadius; + + // Number of active particles. + unsigned short m_nActiveParticles; + + // See CParticleMgr::m_FrameCode. + unsigned short m_FrameCode; + + // For CParticleMgr's list index. + unsigned short m_ListIndex; + + IParticleEffect *m_pSim; + CParticleMgr *m_pParticleMgr; + + // Combination of the CParticleEffectBinding::FLAGS_ flags. + int m_Flags; + + // Materials this effect is using. + enum { EFFECT_MATERIAL_HASH_SIZE = 8 }; + CEffectMaterial *m_EffectMaterialHash[EFFECT_MATERIAL_HASH_SIZE]; + + // For faster iteration. + CUtlLinkedList<CEffectMaterial*, unsigned short> m_Materials; + + // auto updates the bbox after N frames + unsigned short m_UpdateBBoxCounter; +}; + + +class CParticleLightInfo +{ +public: + Vector m_vPos; + Vector m_vColor; // 0-1 + float m_flIntensity; +}; + +typedef IParticleEffect* (*CreateParticleEffectFN)(); + +enum +{ + TOOLPARTICLESYSTEMID_INVALID = -1, +}; + + +class CParticleMgr +{ + friend class CParticleEffectBinding; + friend class CParticleCollection; + +public: + + CParticleMgr(); + virtual ~CParticleMgr(); + + // Call at init time to preallocate the bucket of particles. + bool Init(unsigned long nPreallocatedParticles, IMaterialSystem *pMaterial); + + // Shutdown - free everything. + void Term(); + + void LevelInit(); + + void RegisterEffect( const char *pEffectType, CreateParticleEffectFN func ); + IParticleEffect *CreateEffect( const char *pEffectType ); + + // Add and remove effects from the active list. + // Note: once you call AddEffect, CParticleEffectBinding will automatically call + // RemoveEffect in its destructor. + // Note: it's much safer to call CParticleEffectBinding::SetRemoveFlag instead of + // CParticleMgr::RemoveEffect. + bool AddEffect( CParticleEffectBinding *pEffect, IParticleEffect *pSim ); + void RemoveEffect( CParticleEffectBinding *pEffect ); + + void AddEffect( CNewParticleEffect *pEffect ); + void RemoveEffect( CNewParticleEffect *pEffect ); + + // Called at level shutdown to free all the lingering particle effects (usually + // CParticleEffect-derived effects that can linger with noone holding onto them). + void RemoveAllEffects(); + + // This should be called at the start of the frame. + void IncrementFrameCode(); + + // This updates all the particle effects and inserts them into the leaves. + void Simulate( float fTimeDelta ); + + // This just marks effects that were drawn so during their next simulation they can know + // if they were drawn in the previous frame. + void PostRender(); + + // Draw the effects marked with SetDrawBeforeViewModel. + void DrawBeforeViewModelEffects(); + + // Returns the modelview matrix + VMatrix& GetModelView(); + + Particle *AllocParticle( int size ); + void FreeParticle( Particle * ); + + PMaterialHandle GetPMaterial( const char *pMaterialName ); + IMaterial* PMaterialToIMaterial( PMaterialHandle hMaterial ); + + //HACKHACK: quick fix that compensates for the fact that this system was designed to never release materials EVER. + void RepairPMaterial( PMaterialHandle hMaterial ); + + // Particles drawn with the ParticleSphere material will use this info. + // This should be set in IParticleEffect. + void GetDirectionalLightInfo( CParticleLightInfo &info ) const; + void SetDirectionalLightInfo( const CParticleLightInfo &info ); + + // add a class that gets notified of entity events + void AddEffectListener( IClientParticleListener *pListener ); + void RemoveEffectListener( IClientParticleListener *pListener ); + + // Tool effect ids + int AllocateToolParticleEffectId(); + + // Remove all new effects + void RemoveAllNewEffects(); + + // Should particle effects be rendered? + void RenderParticleSystems( bool bEnable ); + bool ShouldRenderParticleSystems() const; + + // Quick profiling (counts only, not clock cycles). + bool m_bStatsRunning; + int m_nStatsFramesSinceLastAlert; + + void StatsAccumulateActiveParticleSystems(); + void StatsReset(); + void StatsSpewResults(); + void StatsNewParticleEffectDrawn ( CNewParticleEffect *pParticles ); + void StatsOldParticleEffectDrawn ( CParticleEffectBinding *pParticles ); + +private: + struct RetireInfo_t + { + CParticleCollection *m_pCollection; + float m_flScreenArea; + bool m_bFirstFrame; + }; + + // Call Update() on all the effects. + void UpdateAllEffects( float flTimeDelta ); + + void UpdateNewEffects( float flTimeDelta ); // update new particle effects + + CParticleSubTextureGroup* FindOrAddSubTextureGroup( IMaterial *pPageMaterial ); + + int ComputeParticleDefScreenArea( int nInfoCount, RetireInfo_t *pInfo, float *pTotalArea, CParticleSystemDefinition* pDef, + const CViewSetup& view, const VMatrix &worldToPixels, float flFocalDist ); + + bool RetireParticleCollections( CParticleSystemDefinition* pDef, int nCount, RetireInfo_t *pInfo, float flScreenArea, float flMaxTotalArea ); + void BuildParticleSimList( CUtlVector< CNewParticleEffect* > &list ); + bool EarlyRetireParticleSystems( int nCount, CNewParticleEffect **ppEffects ); + static int RetireSort( const void *p1, const void *p2 ); + +private: + + int m_nCurrentParticlesAllocated; + + // Directional lighting info. + CParticleLightInfo m_DirectionalLight; + + // Frame code, used to prevent CParticleEffects from simulating multiple times per frame. + // Their DrawModel can be called multiple times per frame because of water reflections, + // but we only want to simulate the particles once. + unsigned short m_FrameCode; + + bool m_bUpdatingEffects; + bool m_bRenderParticleEffects; + + // All the active effects. + CUtlLinkedList<CParticleEffectBinding*, unsigned short> m_Effects; + + // all the active effects using the new particle interface + CUtlIntrusiveDList< CNewParticleEffect > m_NewEffects; + + + CUtlVector< IClientParticleListener *> m_effectListeners; + + IMaterialSystem *m_pMaterialSystem; + + // Store the concatenated modelview matrix + VMatrix m_mModelView; + + CUtlVector<CParticleSubTextureGroup*> m_SubTextureGroups; // lookup by group name + CUtlDict<CParticleSubTexture*,unsigned short> m_SubTextures; // lookup by material name + CParticleSubTexture m_DefaultInvalidSubTexture; // Used when they specify an invalid material name. + + CUtlMap< const char*, CreateParticleEffectFN > m_effectFactories; + + int m_nToolParticleEffectId; + + IThreadPool *m_pThreadPool[2]; +}; + +inline int CParticleMgr::AllocateToolParticleEffectId() +{ + return m_nToolParticleEffectId++; +} + +// Implement this class and register with CParticleMgr to receive particle effect add/remove notification +class IClientParticleListener +{ +public: + virtual void OnParticleEffectAdded( IParticleEffect *pEffect ) = 0; + virtual void OnParticleEffectRemoved( IParticleEffect *pEffect ) = 0; +}; + + + +// Helper functions to abstract out the particle testbed app. +float Helper_GetTime(); +float Helper_GetFrameTime(); +float Helper_RandomFloat( float minVal, float maxVal ); +int Helper_RandomInt( int minVal, int maxVal ); + + + +// ------------------------------------------------------------------------ // +// CParticleMgr inlines +// ------------------------------------------------------------------------ // + +inline VMatrix& CParticleMgr::GetModelView() +{ + return m_mModelView; +} + + + +// ------------------------------------------------------------------------ // +// CParticleEffectBinding inlines. +// ------------------------------------------------------------------------ // + +inline const matrix3x4_t& CParticleEffectBinding::GetLocalSpaceTransform() const +{ + return m_LocalSpaceTransform.As3x4(); +} + + + +// ------------------------------------------------------------------------ // +// GLOBALS +// ------------------------------------------------------------------------ // + +CParticleMgr *ParticleMgr(); + + + + +//----------------------------------------------------------------------------- +// StandardParticle_t; this is just one type of particle +// effects may implement their own particle data structures +//----------------------------------------------------------------------------- + +struct StandardParticle_t : public Particle +{ + // Color and alpha values are 0 - 1 + void SetColor(float r, float g, float b); + void SetAlpha(float a); + + Vector m_Velocity; + + // How this is used is up to the effect's discretion. Some use it for how long it has been alive + // and others use it to count down until the particle disappears. + float m_Lifetime; + + unsigned char m_EffectData; // Data specific to the IParticleEffect. This can be used to distinguish between + // different types of particles the effect is simulating. + unsigned short m_EffectDataWord; + + unsigned char m_Color[4]; // RGBA - not all effects need to use this. +}; + + +// ------------------------------------------------------------------------ // +// Transform a particle. +// ------------------------------------------------------------------------ // + +inline void TransformParticle(const VMatrix &vMat, const Vector &vIn, Vector &vOut) +{ + //vOut = vMat.VMul4x3(vIn); + vOut.x = vMat.m[0][0]*vIn.x + vMat.m[0][1]*vIn.y + vMat.m[0][2]*vIn.z + vMat.m[0][3]; + vOut.y = vMat.m[1][0]*vIn.x + vMat.m[1][1]*vIn.y + vMat.m[1][2]*vIn.z + vMat.m[1][3]; + vOut.z = vMat.m[2][0]*vIn.x + vMat.m[2][1]*vIn.y + vMat.m[2][2]*vIn.z + vMat.m[2][3]; +} + + +// ------------------------------------------------------------------------ // +// CEffectMaterial inlines +// ------------------------------------------------------------------------ // + +inline void StandardParticle_t::SetColor(float r, float g, float b) +{ + m_Color[0] = (unsigned char)(r * 255.9f); + m_Color[1] = (unsigned char)(g * 255.9f); + m_Color[2] = (unsigned char)(b * 255.9f); +} + +inline void StandardParticle_t::SetAlpha(float a) +{ + m_Color[3] = (unsigned char)(a * 255.9f); +} + + + +//----------------------------------------------------------------------------- +// List functions. +//----------------------------------------------------------------------------- + +inline void UnlinkParticle( Particle *pParticle ) +{ + pParticle->m_pPrev->m_pNext = pParticle->m_pNext; + pParticle->m_pNext->m_pPrev = pParticle->m_pPrev; +} + +inline void InsertParticleBefore( Particle *pInsert, Particle *pNext ) +{ + // link pCur before pPrev + pInsert->m_pNext = pNext; + pInsert->m_pPrev = pNext->m_pPrev; + pInsert->m_pNext->m_pPrev = pInsert->m_pPrev->m_pNext = pInsert; +} + +inline void InsertParticleAfter( Particle *pInsert, Particle *pPrev ) +{ + pInsert->m_pPrev = pPrev; + pInsert->m_pNext = pPrev->m_pNext; + + pInsert->m_pNext->m_pPrev = pInsert->m_pPrev->m_pNext = pInsert; +} + +inline void SwapParticles( Particle *pPrev, Particle *pCur ) +{ + // unlink pCur + UnlinkParticle( pCur ); + InsertParticleBefore( pCur, pPrev ); +} + + +#include "particle_iterators.h" + + +#endif + + |