Files
korenkonder_ReDIVA/src/CRE/Glitter/render_scene.cpp
T
2022-04-30 02:55:15 +03:00

2249 lines
82 KiB
C++

/*
by korenkonder
GitHub/GitLab: korenkonder
*/
#include "glitter.hpp"
#include "../draw_task.h"
#include "../gl_state.h"
#include "../render_context.h"
#include "../shader.h"
#include "../shader_ft.h"
#include "../static_var.h"
namespace Glitter {
RenderScene::RenderScene() : ctrl_quad(), ctrl_line(), ctrl_locus(),
ctrl_mesh(), disp_quad(), disp_line(), disp_locus(), disp_mesh() {
}
RenderScene::~RenderScene() {
}
size_t RenderScene::GetCtrlCount(ParticleType type) {
switch (type) {
case PARTICLE_QUAD:
return ctrl_quad;
case PARTICLE_LINE:
return ctrl_line;
case PARTICLE_LOCUS:
return ctrl_locus;
case PARTICLE_MESH:
return ctrl_mesh;
default:
return 0;
}
}
size_t RenderScene::GetDispCount(ParticleType type) {
switch (type) {
case PARTICLE_QUAD:
return disp_quad;
case PARTICLE_LINE:
return disp_line;
case PARTICLE_LOCUS:
return disp_locus;
case PARTICLE_MESH:
return disp_mesh;
default:
return 0;
}
}
void RenderScene::CalcDispLocusSetPivot(Pivot pivot,
float_t w, float_t* v00, float_t* v01) {
switch (pivot) {
case PIVOT_TOP_LEFT:
case PIVOT_MIDDLE_LEFT:
case PIVOT_BOTTOM_LEFT:
*v00 = 0.0f;
*v01 = w;
break;
case PIVOT_TOP_CENTER:
case PIVOT_MIDDLE_CENTER:
case PIVOT_BOTTOM_CENTER:
default:
*v00 = w * -0.5f;
*v01 = w * 0.5f;
break;
case PIVOT_TOP_RIGHT:
case PIVOT_MIDDLE_RIGHT:
case PIVOT_BOTTOM_RIGHT:
*v00 = -w;
*v01 = 0.0f;
break;
}
}
void RenderScene::CalcDispQuadSetPivot(Pivot pivot,
float_t w, float_t h, float_t* v00, float_t* v01, float_t* v10, float_t* v11) {
switch (pivot) {
case PIVOT_TOP_LEFT:
*v00 = 0.0f;
*v01 = w;
*v10 = -h;
*v11 = 0.0f;
break;
case PIVOT_TOP_CENTER:
*v00 = w * -0.5f;
*v01 = w * 0.5f;
*v10 = -h;
*v11 = 0.0f;
break;
case PIVOT_TOP_RIGHT:
*v00 = -w;
*v01 = 0.0f;
*v10 = -h;
*v11 = 0.0f;
break;
case PIVOT_MIDDLE_LEFT:
*v00 = 0.0f;
*v01 = w;
*v10 = h * -0.5f;
*v11 = h * 0.5f;
break;
case PIVOT_MIDDLE_CENTER:
default:
*v00 = w * -0.5f;
*v01 = w * 0.5f;
*v10 = h * -0.5f;
*v11 = h * 0.5f;
break;
case PIVOT_MIDDLE_RIGHT:
*v00 = -w;
*v01 = 0.0f;
*v10 = h * -0.5f;
*v11 = h * 0.5f;
break;
case PIVOT_BOTTOM_LEFT:
*v00 = 0.0f;
*v01 = w;
*v10 = 0.0f;
*v11 = h;
break;
case PIVOT_BOTTOM_CENTER:
*v00 = w * -0.5f;
*v01 = w * 0.5f;
*v10 = 0.0f;
*v11 = h;
break;
case PIVOT_BOTTOM_RIGHT:
*v00 = -w;
*v01 = 0.0f;
*v10 = 0.0f;
*v11 = h;
break;
}
}
F2RenderScene::F2RenderScene() {
groups.reserve(0x40);
}
F2RenderScene::~F2RenderScene() {
for (F2RenderGroup*& i : groups)
delete i;
}
void F2RenderScene::Append(F2RenderGroup* rend_group) {
groups.push_back(rend_group);
}
void F2RenderScene::CalcDispLine(F2RenderGroup* rend_group) {
if (!rend_group->elements || !rend_group->vbo || rend_group->ctrl < 1)
return;
size_t count = 0;
RenderElement* elem = rend_group->elements;
for (size_t i = rend_group->ctrl; i > 0; i--, elem++) {
if (!elem->alive)
continue;
if (elem->locus_history) {
size_t length = elem->locus_history->data.size();
if (length > 1)
count += length;
}
}
if (!count || count > rend_group->max_count)
return;
bool has_scale = false;
vec3 scale = vec3_null;
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
mat4_get_scale(&rend_group->mat, &scale);
vec3_sub(scale, vec3_identity, scale);
if (!(has_scale |= fabsf(scale.x) > 0.000001f ? true : false))
scale.x = 0.0f;
if (!(has_scale |= fabsf(scale.y) > 0.000001f ? true : false))
scale.y = 0.0f;
if (!(has_scale |= fabsf(scale.z) > 0.000001f ? true : false))
scale.z = 0.0f;
mat4_normalize_rotation(&rend_group->mat, &rend_group->mat_draw);
}
else
rend_group->mat_draw = mat4_identity;
gl_state_bind_array_buffer(rend_group->vbo);
Buffer* buf = (Buffer*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
elem = rend_group->elements;
size_t disp = 0;
rend_group->draw_list.clear();
for (size_t i = rend_group->ctrl, index = 0; i > 0; elem++) {
if (!elem->alive)
continue;
i--;
LocusHistory* hist = elem->locus_history;
if (!elem->disp || !hist || hist->data.size() < 2)
continue;
size_t j = 0;
if (has_scale)
for (LocusHistory::Data& hist_data : hist->data) {
vec3 pos = hist_data.translation;
vec3 pos_diff;
vec3_sub(pos, elem->base_translation, pos_diff);
vec3_mult(pos_diff, scale, pos_diff);
vec3_add(pos, pos_diff, buf->position);
buf->uv = vec2_null;
buf->color = hist_data.color;
j++;
buf++;
}
else
for (LocusHistory::Data& hist_data : hist->data) {
buf->position = hist_data.translation;
buf->uv = vec2_null;
buf->color = hist_data.color;
j++;
buf++;
}
if (j > 0) {
disp += j;
rend_group->draw_list.push_back({ (GLint)index, (GLsizei)j });
index += j;
}
}
rend_group->disp = disp;
glUnmapBuffer(GL_ARRAY_BUFFER);
gl_state_bind_array_buffer(0);
}
void F2RenderScene::Ctrl(GLT, float_t delta_frame) {
ctrl_quad = 0;
ctrl_line = 0;
ctrl_locus = 0;
ctrl_mesh = 0;
for (F2RenderGroup*& i : groups)
if (i) {
switch (i->type) {
case PARTICLE_QUAD:
ctrl_quad += i->ctrl;
break;
case PARTICLE_LINE:
ctrl_line += i->ctrl;
break;
case PARTICLE_LOCUS:
ctrl_locus += i->ctrl;
break;
}
i->Ctrl(GLT_VAL, delta_frame, true);
}
}
void F2RenderScene::CalcDispLocus(GPM, F2RenderGroup* rend_group) {
if (!rend_group->elements || !rend_group->vbo || rend_group->ctrl < 1)
return;
size_t count = 0;
RenderElement* elem = rend_group->elements;
for (size_t i = rend_group->ctrl; i > 0; i--, elem++) {
if (!elem->alive)
continue;
if (elem->locus_history) {
LocusHistory* hist = elem->locus_history;
size_t length = elem->locus_history->data.size();
if (length > 1)
count += 2 * length;
}
}
if (!count || count > rend_group->max_count)
return;
vec3 x_vec = { 1.0f, 0.0f, 0.0f };
if (rend_group->flags & PARTICLE_LOCAL) {
mat4 mat;
mat4_mult(&GPM_VAL->cam_inv_view, &rend_group->mat, &mat);
mat4_mult(&GPM_VAL->cam_view, &mat, &mat);
mat4_mult(&mat, &GPM_VAL->cam_inv_view, &rend_group->mat_draw);
}
else
rend_group->mat_draw = mat4_identity;
bool has_scale = false;
vec3 scale = vec3_null;
mat3 model_mat;
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
mat4_get_scale(&rend_group->mat, &scale);
if (rend_group->flags & PARTICLE_SCALE)
x_vec.x = scale.x;
vec3_sub(scale, vec3_identity, scale);
if (!(has_scale |= fabsf(scale.x) > 0.000001f ? true : false))
scale.x = 0.0f;
if (!(has_scale |= fabsf(scale.y) > 0.000001f ? true : false))
scale.y = 0.0f;
if (!(has_scale |= fabsf(scale.z) > 0.000001f ? true : false))
scale.z = 0.0f;
mat4_mult_vec3(&rend_group->mat_rot, &scale, &scale);
mat4 mat;
mat4_normalize_rotation(&rend_group->mat, &mat);
mat3_from_mat4(&mat, &model_mat);
}
else
model_mat = mat3_identity;
mat3_mult_vec(&GPM_VAL->cam_inv_view_mat3, &x_vec, &x_vec);
gl_state_bind_array_buffer(rend_group->vbo);
Buffer* buf = (Buffer*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
elem = rend_group->elements;
size_t disp = 0;
rend_group->draw_list.clear();
for (size_t i = rend_group->ctrl, index = 0; i > 0; elem++) {
if (!elem->alive)
continue;
i--;
LocusHistory* hist = elem->locus_history;
if (!elem->disp || !hist || hist->data.size() < 2)
continue;
float_t uv_u = elem->uv.x + elem->uv_scroll.x;
float_t uv_u_2nd = elem->uv.x + elem->uv_scroll.x + rend_group->split_uv.x;
float_t uv_v_2nd = elem->uv.y + elem->uv_scroll.y + rend_group->split_uv.y;
float_t uv_v_scale = rend_group->split_uv.y / (float_t)(hist->data.size() - 1);
uv_v_2nd = 1.0f - uv_v_2nd;
size_t len = elem->locus_history->data.size();
size_t j = 0;
if (has_scale)
for (LocusHistory::Data& hist_data : hist->data) {
vec3 pos = hist_data.translation;
vec3 pos_diff;
vec3_sub(pos, elem->base_translation, pos_diff);
vec3_mult(pos_diff, scale, pos_diff);
mat3_mult_vec(&model_mat, &pos_diff, &pos_diff);
vec3_add(pos, pos_diff, pos);
float_t v00;
float_t v01;
CalcDispLocusSetPivot(rend_group->pivot,
hist_data.scale * elem->scale.x * elem->scale_all,
&v00, &v01);
vec3_mult_scalar(x_vec, v00, buf[0].position);
vec3_add(buf[0].position, pos, buf[0].position);
buf[0].uv.x = uv_u;
buf[0].uv.y = uv_v_2nd + (float_t)j * uv_v_scale;
buf[0].color = hist_data.color;
vec3_mult_scalar(x_vec, v01, buf[1].position);
vec3_add(buf[1].position, pos, buf[1].position);
buf[1].uv.x = uv_u_2nd;
buf[1].uv.y = uv_v_2nd + (float_t)j * uv_v_scale;
buf[1].color = hist_data.color;
j++;
buf += 2;
}
else
for (LocusHistory::Data& hist_data : hist->data) {
vec3 pos = hist_data.translation;
float_t v00;
float_t v01;
CalcDispLocusSetPivot(rend_group->pivot,
hist_data.scale * elem->scale.x * elem->scale_all,
&v00, &v01);
vec3_mult_scalar(x_vec, v00, buf[0].position);
vec3_add(buf[0].position, pos, buf[0].position);
buf[0].uv.x = uv_u;
buf[0].uv.y = uv_v_2nd + (float_t)j * uv_v_scale;
buf[0].color = hist_data.color;
vec3_mult_scalar(x_vec, v01, buf[1].position);
vec3_add(buf[1].position, pos, buf[1].position);
buf[1].uv.x = uv_u_2nd;
buf[1].uv.y = uv_v_2nd + (float_t)j * uv_v_scale;
buf[1].color = hist_data.color;
j++;
buf += 2;
}
if (j > 0) {
disp += j;
rend_group->draw_list.push_back({ (GLint)index, (GLsizei)(j * 2) });
index += j * 2;
}
}
rend_group->disp = disp;
glUnmapBuffer(GL_ARRAY_BUFFER);
gl_state_bind_array_buffer(0);
}
void F2RenderScene::CalcDispQuad(GPM, F2RenderGroup* rend_group) {
if (!rend_group->elements || !rend_group->vbo || rend_group->ctrl < 1)
return;
mat4 model_mat;
mat4 view_mat;
mat4 inv_view_mat;
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
model_mat = rend_group->mat;
mat4_normalize_rotation(&model_mat, &view_mat);
mat4_mult(&view_mat, &GPM_VAL->cam_view, &view_mat);
mat4_inverse(&view_mat, &inv_view_mat);
}
else {
model_mat = mat4_identity;
view_mat = GPM_VAL->cam_view;
inv_view_mat = GPM_VAL->cam_inv_view;
}
if (rend_group->flags & PARTICLE_LOCAL) {
mat4_mult(&inv_view_mat, &rend_group->mat, &inv_view_mat);
mat4_mult(&view_mat, &inv_view_mat, &view_mat);
mat4_inverse(&view_mat, &inv_view_mat);
}
mat4_mult(&view_mat, &GPM_VAL->cam_inv_view, &rend_group->mat_draw);
mat4 dir_mat;
switch (rend_group->draw_type) {
case DIRECTION_BILLBOARD:
mat4_clear_trans(&model_mat, &dir_mat);
mat4_mult(&dir_mat, &inv_view_mat, &dir_mat);
mat4_clear_trans(&dir_mat, &dir_mat);
break;
case DIRECTION_EMITTER_DIRECTION:
mat4_clear_trans(&rend_group->mat_rot, &dir_mat);
break;
case DIRECTION_PREV_POSITION:
case DIRECTION_EMIT_POSITION:
case DIRECTION_PREV_POSITION_DUP:
if (rend_group->flags & PARTICLE_EMITTER_LOCAL)
mat4_clear_trans(&rend_group->mat_rot, &dir_mat);
else
dir_mat = mat4_identity;
break;
case DIRECTION_Y_AXIS:
mat4_rotate_y((float_t)-M_PI_2, &dir_mat);
break;
case DIRECTION_X_AXIS:
mat4_rotate_x((float_t)-M_PI_2, &dir_mat);
break;
case DIRECTION_Z_AXIS:
mat4_rotate_z((float_t)-M_PI_2, &dir_mat);
break;
case DIRECTION_BILLBOARD_Y_AXIS:
mat4_rotate_y(GPM_VAL->cam_rotation_y, &dir_mat);
break;
default:
dir_mat = mat4_identity;
break;
}
switch (rend_group->draw_type) {
case DIRECTION_PREV_POSITION:
case DIRECTION_EMIT_POSITION:
case DIRECTION_PREV_POSITION_DUP:
CalcDispQuadDirectionRotation(rend_group, &model_mat, &dir_mat);
break;
default:
CalcDispQuadNormal(GPM_VAL, rend_group, &model_mat, &dir_mat);
break;
}
}
void F2RenderScene::CalcDispQuadDirectionRotation(
F2RenderGroup* rend_group, mat4* model_mat, mat4* dir_mat) {
mat4 inv_model_mat;
mat4_inverse(model_mat, &inv_model_mat);
mat4_clear_trans(&inv_model_mat, &inv_model_mat);
vec3 x_vec_base = { 1.0f, 0.0f, 0.0f };
vec3 y_vec_base = { 0.0f, 1.0f, 0.0f };
mat4_mult_vec3(&inv_model_mat, &x_vec_base, &x_vec_base);
mat4_mult_vec3(&inv_model_mat, &y_vec_base, &y_vec_base);
vec3 up_vec;
mat4(*rotate_func)(F2RenderGroup*, RenderElement*, vec3*);
if (rend_group->draw_type == DIRECTION_EMIT_POSITION) {
up_vec = { 0.0f, 0.0f, 1.0f };
rotate_func = F2RenderGroup::RotateToEmitPosition;
}
else {
up_vec = { 0.0f, 1.0f, 0.0f };
rotate_func = F2RenderGroup::RotateToPrevPosition;
}
vec3 scale;
mat4_get_scale(model_mat, &scale);
gl_state_bind_array_buffer(rend_group->vbo);
Buffer* buf = (Buffer*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
bool use_scale = rend_group->flags & PARTICLE_SCALE ? true : false;
RenderElement* elem = rend_group->elements;
size_t disp = 0;
for (size_t i = rend_group->ctrl, j_max = 1024; i > 0; i -= j_max) {
j_max = min(i, j_max);
for (size_t j = j_max; j > 0; elem++) {
if (!elem->alive)
continue;
j--;
if (!elem->disp)
continue;
vec2 scale_particle;
vec2_mult(*(vec2*)&elem->scale, elem->scale_particle, scale_particle);
vec2_mult_scalar(scale_particle, elem->scale_all, scale_particle);
if (fabsf(scale_particle.x) < 0.000001f || fabsf(scale_particle.y) < 0.000001f)
continue;
vec3 pos = elem->translation;
float_t v00;
float_t v01;
float_t v10;
float_t v11;
CalcDispQuadSetPivot(rend_group->pivot,
scale_particle.x, scale_particle.y,
&v00, &v01, &v10, &v11);
vec2 pos_add[4];
vec2 uv_add[4];
pos_add[0].x = v00;
pos_add[0].y = v11;
uv_add[0].x = 0.0f;
uv_add[0].y = 0.0f;
pos_add[1].x = v00;
pos_add[1].y = v10;
uv_add[1].x = 0.0f;
uv_add[1].y = rend_group->split_uv.y;
pos_add[2].x = v01;
pos_add[2].y = v10;
uv_add[2].x = rend_group->split_uv.x;
uv_add[2].y = rend_group->split_uv.y;
pos_add[3].x = v01;
pos_add[3].y = v11;
uv_add[3].x = rend_group->split_uv.x;
uv_add[3].y = 0.0f;
vec2 base_uv;
vec2_add(elem->uv_scroll, elem->uv, base_uv);
mat4 mat = rotate_func(rend_group, elem, &up_vec);
mat4_clear_trans(&mat, &mat);
mat4_mult(dir_mat, &mat, &mat);
mat4_clear_trans(&mat, &mat);
vec3 x_vec;
mat4_mult_vec3(&mat, &x_vec_base, &x_vec);
vec3 y_vec;
mat4_mult_vec3(&mat, &y_vec_base, &y_vec);
if (use_scale) {
vec3_mult(x_vec, scale, x_vec);
vec3_mult(y_vec, scale, y_vec);
}
float_t rot_z_cos = cosf(elem->rotation.z);
float_t rot_z_sin = sinf(elem->rotation.z);
for (int32_t k = 0; k < 4; k++, buf++) {
vec3 x_vec_rot;
vec3_mult_scalar(x_vec, pos_add[k].x * rot_z_cos - pos_add[k].y * rot_z_sin, x_vec_rot);
vec3 y_vec_rot;
vec3_mult_scalar(y_vec, pos_add[k].x * rot_z_sin + pos_add[k].y * rot_z_cos, y_vec_rot);
vec3 pos_add_rot;
vec3_add(x_vec_rot, y_vec_rot, pos_add_rot);
vec3_add(pos, pos_add_rot, buf->position);
vec2_add(base_uv, uv_add[k], buf->uv);
buf->color = elem->color;
}
disp++;
}
}
rend_group->disp = disp;
glUnmapBuffer(GL_ARRAY_BUFFER);
gl_state_bind_array_buffer(0);
}
void F2RenderScene::CalcDispQuadNormal(GPM,
F2RenderGroup* rend_group, mat4* model_mat, mat4* dir_mat) {
mat4 inv_model_mat;
mat4_inverse(model_mat, &inv_model_mat);
mat4_clear_trans(&inv_model_mat, &inv_model_mat);
vec3 x_vec = { 1.0f, 0.0f, 0.0f };
vec3 y_vec = { 0.0f, 1.0f, 0.0f };
bool use_z_offset = false;
vec3 dist_to_cam = vec3_null;
mat4 z_offset_inv_mat = mat4_identity;
if (fabsf(rend_group->z_offset) > 0.000001f) {
use_z_offset = true;
mat4_get_translation(model_mat, &dist_to_cam);
vec3_sub(GPM_VAL->cam_view_point, dist_to_cam, dist_to_cam);
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
mat4_normalize_rotation(model_mat, &z_offset_inv_mat);
mat4_inverse(&z_offset_inv_mat, &z_offset_inv_mat);
}
}
bool has_scale = false;
bool emitter_local = false;
vec3 scale = vec3_null;
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
mat4_get_scale(model_mat, &scale);
if (rend_group->flags & PARTICLE_SCALE) {
x_vec.x = scale.x;
y_vec.y = scale.y;
}
vec3_sub(scale, vec3_identity, scale);
if (!(has_scale |= fabsf(scale.x) > 0.000001f ? true : false))
scale.x = 0.0f;
if (!(has_scale |= fabsf(scale.y) > 0.000001f ? true : false))
scale.y = 0.0f;
if (!(has_scale |= fabsf(scale.z) > 0.000001f ? true : false))
scale.z = 0.0f;
mat4_mult_vec3(&rend_group->mat_rot, &scale, &scale);
emitter_local = true;
}
vec3 ext_anim_scale;
if (rend_group->GetExtAnimScale(&ext_anim_scale)) {
vec2_add(*(vec2*)&ext_anim_scale, vec2_identity, *(vec2*)&ext_anim_scale);
x_vec.x *= ext_anim_scale.x;
y_vec.y *= ext_anim_scale.y;
}
if (rend_group->draw_type != DIRECTION_BILLBOARD) {
mat4_mult_vec3(dir_mat, &x_vec, &x_vec);
mat4_mult_vec3(dir_mat, &y_vec, &y_vec);
}
else
mat4_mult(&inv_model_mat, dir_mat, &inv_model_mat);
mat4_mult_vec3(&inv_model_mat, &x_vec, &x_vec);
mat4_mult_vec3(&inv_model_mat, &y_vec, &y_vec);
gl_state_bind_array_buffer(rend_group->vbo);
Buffer* buf = (Buffer*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
RenderElement* elem = rend_group->elements;
size_t disp = 0;
if (rend_group->draw_type == DIRECTION_PARTICLE_ROTATION)
for (size_t i = rend_group->ctrl, j_max = 1024; i > 0; i -= j_max) {
j_max = min(i, j_max);
for (size_t j = j_max; j > 0; elem++) {
if (!elem->alive)
continue;
j--;
if (!elem->disp)
continue;
vec2 scale_particle;
vec2_mult(*(vec2*)&elem->scale, elem->scale_particle, scale_particle);
vec2_mult_scalar(scale_particle, elem->scale_all, scale_particle);
if (fabsf(scale_particle.x) < 0.000001f || fabsf(scale_particle.y) < 0.000001f)
continue;
vec3 pos = elem->translation;
if (has_scale) {
vec3 pos_diff;
vec3_sub(pos, elem->base_translation, pos_diff);
vec3_mult(pos_diff, scale, pos_diff);
mat4_mult_vec3(&inv_model_mat, &pos_diff, &pos_diff);
vec3_add(pos, pos_diff, pos);
}
float_t v00;
float_t v01;
float_t v11;
float_t v10;
CalcDispQuadSetPivot(rend_group->pivot,
scale_particle.x, scale_particle.y,
&v00, &v01, &v10, &v11);
vec2 pos_add[4];
vec2 uv_add[4];
pos_add[0].x = v00;
pos_add[0].y = v11;
uv_add[0].x = 0.0f;
uv_add[0].y = 0.0f;
pos_add[1].x = v00;
pos_add[1].y = v10;
uv_add[1].x = 0.0f;
uv_add[1].y = rend_group->split_uv.y;
pos_add[2].x = v01;
pos_add[2].y = v10;
uv_add[2].x = rend_group->split_uv.x;
uv_add[2].y = rend_group->split_uv.y;
pos_add[3].x = v01;
pos_add[3].y = v11;
uv_add[3].x = rend_group->split_uv.x;
uv_add[3].y = 0.0f;
vec2 base_uv;
vec2_add(elem->uv_scroll, elem->uv, base_uv);
if (use_z_offset) {
vec3 z_offset_dir;
vec3_sub(dist_to_cam, pos, z_offset_dir);
vec3_normalize(z_offset_dir, z_offset_dir);
if (emitter_local)
mat4_mult_vec3(&z_offset_inv_mat, &z_offset_dir, &z_offset_dir);
vec3_mult_scalar(z_offset_dir, rend_group->z_offset, z_offset_dir);
vec3_add(pos, z_offset_dir, pos);
}
mat3 ptc_rot;
mat3_rotate(elem->rotation.x, elem->rotation.y, elem->rotation.z, &ptc_rot);
for (int32_t k = 0; k < 4; k++, buf++) {
vec3 x_vec_rot;
x_vec_rot.x = x_vec.x * pos_add[k].x;
x_vec_rot.y = y_vec.y * pos_add[k].y;
x_vec_rot.z = 0.0f;
mat3_mult_vec(&ptc_rot, &x_vec_rot, &x_vec_rot);
vec3_add(x_vec_rot, pos, buf->position);
vec2_add(base_uv, uv_add[k], buf->uv);
buf->color = elem->color;
}
disp++;
}
}
else
for (size_t i = rend_group->ctrl, j_max = 1024; i > 0; i -= j_max) {
j_max = min(i, j_max);
for (size_t j = j_max; j > 0; elem++) {
if (!elem->alive)
continue;
j--;
if (!elem->disp)
continue;
vec2 scale_particle;
vec2_mult(*(vec2*)&elem->scale, elem->scale_particle, scale_particle);
vec2_mult_scalar(scale_particle, elem->scale_all, scale_particle);
if (fabsf(scale_particle.x) < 0.000001f || fabsf(scale_particle.y) < 0.000001f)
continue;
vec3 pos = elem->translation;
if (has_scale) {
vec3 pos_diff;
vec3_sub(pos, elem->base_translation, pos_diff);
vec3_mult(pos_diff, scale, pos_diff);
mat4_mult_vec3(&inv_model_mat, &pos_diff, &pos_diff);
vec3_add(pos, pos_diff, pos);
}
float_t v00;
float_t v01;
float_t v11;
float_t v10;
CalcDispQuadSetPivot(rend_group->pivot,
scale_particle.x, scale_particle.y,
&v00, &v01, &v10, &v11);
vec2 pos_add[4];
vec2 uv_add[4];
pos_add[0].x = v00;
pos_add[0].y = v11;
uv_add[0].x = 0.0f;
uv_add[0].y = 0.0f;
pos_add[1].x = v00;
pos_add[1].y = v10;
uv_add[1].x = 0.0f;
uv_add[1].y = rend_group->split_uv.y;
pos_add[2].x = v01;
pos_add[2].y = v10;
uv_add[2].x = rend_group->split_uv.x;
uv_add[2].y = rend_group->split_uv.y;
pos_add[3].x = v01;
pos_add[3].y = v11;
uv_add[3].x = rend_group->split_uv.x;
uv_add[3].y = 0.0f;
vec2 base_uv;
vec2_add(elem->uv_scroll, elem->uv, base_uv);
if (use_z_offset) {
vec3 z_offset_dir;
vec3_sub(dist_to_cam, pos, z_offset_dir);
vec3_normalize(z_offset_dir, z_offset_dir);
if (emitter_local)
mat4_mult_vec3(&z_offset_inv_mat, &z_offset_dir, &z_offset_dir);
vec3_mult_scalar(z_offset_dir, rend_group->z_offset, z_offset_dir);
vec3_add(pos, z_offset_dir, pos);
}
float_t rot_z_cos = cosf(elem->rotation.z);
float_t rot_z_sin = sinf(elem->rotation.z);
for (int32_t k = 0; k < 4; k++, buf++) {
vec3 x_vec_rot;
vec3_mult_scalar(x_vec, rot_z_cos * pos_add[k].x - rot_z_sin * pos_add[k].y, x_vec_rot);
vec3 y_vec_rot;
vec3_mult_scalar(y_vec, rot_z_sin * pos_add[k].x + rot_z_cos * pos_add[k].y, y_vec_rot);
vec3_add(x_vec_rot, y_vec_rot, x_vec_rot);
vec3_add(x_vec_rot, pos, buf->position);
vec2_add(base_uv, uv_add[k], buf->uv);
buf->color = elem->color;
}
disp++;
}
}
rend_group->disp = disp;
glUnmapBuffer(GL_ARRAY_BUFFER);
gl_state_bind_array_buffer(0);
}
void F2RenderScene::Disp(GPM, draw_pass_3d_type alpha) {
disp_quad = 0;
disp_line = 0;
disp_locus = 0;
disp_mesh = 0;
F2EffectInst* eff = dynamic_cast<F2EffectInst*>(GPM_VAL->effect);
F2EmitterInst* emit = dynamic_cast<F2EmitterInst*>(GPM_VAL->emitter);
F2ParticleInst* ptcl = dynamic_cast<F2ParticleInst*>(GPM_VAL->particle);
for (F2RenderGroup*& i : groups) {
if (!i)
continue;
F2RenderGroup* rend_group = i;
if ((rend_group)->alpha != alpha
|| (rend_group->CannotDisp() && !GPM_VAL->draw_all))
continue;
#if !defined(CRE_DEV)
Disp(GPM_VAL, rend_group);
#else
if (!GPM_VAL->draw_selected || !eff) {
Disp(GPM_VAL, rend_group);
}
else if ((eff && ptcl) || (eff && !emit)) {
if (!ptcl || rend_group->particle == ptcl)
Disp(GPM_VAL, rend_group);
}
else if (emit)
for (F2ParticleInst*& i : emit->particles) {
if (!i)
continue;
F2ParticleInst* particle = i;
if (rend_group->particle == particle)
Disp(GPM_VAL, rend_group);
for (F2ParticleInst*& j : particle->data.children)
if (j && rend_group->particle == j)
Disp(GPM_VAL, rend_group);
}
#endif
}
}
void F2RenderScene::Disp(GPM, F2RenderGroup* rend_group) {
switch (rend_group->type) {
case PARTICLE_QUAD:
case PARTICLE_LINE:
case PARTICLE_LOCUS:
break;
default:
return;
}
rend_group->disp = 0;
switch (rend_group->type) {
case PARTICLE_QUAD:
CalcDispQuad(GPM_VAL, rend_group);
disp_quad += rend_group->disp;
break;
case PARTICLE_LINE:
CalcDispLine(rend_group);
disp_line += rend_group->disp;
break;
case PARTICLE_LOCUS:
CalcDispLocus(GPM_VAL, rend_group);
disp_locus += rend_group->disp;
break;
}
if (rend_group->disp < 1)
return;
gl_state_enable_blend();
switch (rend_group->blend_mode) {
case PARTICLE_BLEND_ADD:
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE);
break;
case PARTICLE_BLEND_MULTIPLY:
gl_state_set_blend_func(GL_ZERO, GL_SRC_COLOR);
break;
default:
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
}
gl_state_set_blend_equation(GL_FUNC_ADD);
if (rend_group->type != PARTICLE_LINE && rend_group->texture) {
gl_state_active_bind_texture_2d(0, rend_group->texture);
if (rend_group->mask_texture) {
gl_state_active_bind_texture_2d(1, rend_group->mask_texture);
uniform_value[U_TEXTURE_COUNT] = 2;
switch (rend_group->mask_blend_mode) {
default:
uniform_value[U_TEXTURE_BLEND] = 0;
break;
case PARTICLE_BLEND_MULTIPLY:
uniform_value[U_TEXTURE_BLEND] = 1;
break;
case PARTICLE_BLEND_ADD:
uniform_value[U_TEXTURE_BLEND] = 2;
break;
}
}
else {
gl_state_active_bind_texture_2d(1, 0);
uniform_value[U_TEXTURE_COUNT] = 1;
uniform_value[U_TEXTURE_BLEND] = 0;
}
}
else {
gl_state_active_bind_texture_2d(0, 0);
gl_state_active_bind_texture_2d(1, 0);
uniform_value[U_TEXTURE_COUNT] = 0;
uniform_value[U_TEXTURE_BLEND] = 0;
}
switch (rend_group->type) {
case PARTICLE_QUAD:
switch (rend_group->fog) {
default:
uniform_value[U_FOG_HEIGHT] = 0;
break;
case FOG_DEPTH:
uniform_value[U_FOG_HEIGHT] = 1;
break;
case FOG_HEIGHT:
uniform_value[U_FOG_HEIGHT] = 2;
break;
}
if (rend_group->blend_mode == PARTICLE_BLEND_PUNCH_THROUGH) {
uniform_value[U_ALPHA_BLEND] = 1;
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LESS);
gl_state_set_depth_mask(GL_TRUE);
}
else {
uniform_value[U_ALPHA_BLEND] = rend_group->alpha != DRAW_PASS_3D_OPAQUE ? 2 : 0;
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LESS);
gl_state_set_depth_mask(GL_FALSE);
}
if (rend_group->draw_type == DIRECTION_BILLBOARD) {
gl_state_enable_cull_face();
gl_state_set_cull_face_mode(GL_BACK);
}
else
gl_state_disable_cull_face();
break;
case PARTICLE_LINE:
uniform_value[U_FOG_HEIGHT] = 0;
uniform_value[U_ALPHA_BLEND] = 2;
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LESS);
gl_state_set_depth_mask(GL_FALSE);
gl_state_enable_cull_face();
gl_state_set_cull_face_mode(GL_BACK);
break;
case PARTICLE_LOCUS:
uniform_value[U_FOG_HEIGHT] = 0;
uniform_value[U_ALPHA_BLEND] = 2;
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LESS);
gl_state_set_depth_mask(GL_FALSE);
gl_state_disable_cull_face();
break;
}
float_t emission = 1.0f;
if (rend_group->flags & PARTICLE_EMISSION
|| rend_group->blend_mode == PARTICLE_BLEND_TYPICAL)
emission = rend_group->emission;
shader_state_material_set_emission(&shaders_ft, false, emission, emission, emission, 1.0f);
shader_state_matrix_set_mvp_separate(&shaders_ft,
&rend_group->mat_draw, &GPM_VAL->cam_view, &GPM_VAL->cam_projection);
shader_state_matrix_set_texture(&shaders_ft, 0, (mat4*)&mat4_identity);
shader_state_matrix_set_texture(&shaders_ft, 1, (mat4*)&mat4_identity);
shader_env_vert_set_ptr(&shaders_ft, 3, (vec4*)&vec4_identity);
shader_set(&shaders_ft, SHADER_FT_GLITTER_PT);
switch (rend_group->type) {
case PARTICLE_QUAD: {
static const GLsizei buffer_size = sizeof(Buffer);
gl_state_bind_array_buffer(rend_group->vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, position)); // Pos
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, color)); // Color
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, uv)); // TexCoord0
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 2, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, uv)); // TexCoord1
gl_state_bind_array_buffer(0);
gl_state_bind_element_array_buffer(rend_group->ebo);
shader_draw_elements(&shaders_ft,
GL_TRIANGLES, (GLsizei)(6 * rend_group->disp), GL_UNSIGNED_INT, 0);
gl_state_bind_element_array_buffer(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(3);
glDisableVertexAttribArray(8);
glDisableVertexAttribArray(9);
} break;
case PARTICLE_LINE:
case PARTICLE_LOCUS: {
static const GLsizei buffer_size = sizeof(Buffer);
gl_state_bind_array_buffer(rend_group->vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, position)); // Pos
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, color)); // Color
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, uv)); // TexCoord0
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 2, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, uv)); // TexCoord1
gl_state_bind_array_buffer(0);
const GLenum mode = rend_group->type == PARTICLE_LINE ? GL_LINE_STRIP : GL_TRIANGLE_STRIP;
for (std::pair<GLint, GLsizei>& i : rend_group->draw_list)
shader_draw_arrays(&shaders_ft, mode, i.first, i.second);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(3);
glDisableVertexAttribArray(8);
glDisableVertexAttribArray(9);
} break;
}
gl_state_disable_blend();
gl_state_enable_cull_face();
gl_state_disable_depth_test();
}
XRenderScene::XRenderScene() {
}
XRenderScene::~XRenderScene() {
for (XRenderGroup*& i : groups)
delete i;
}
void XRenderScene::Append(XRenderGroup* rend_group) {
groups.push_back(rend_group);
}
void XRenderScene::CalcDisp(GPM) {
XEffectInst* eff = dynamic_cast<XEffectInst*>(GPM_VAL->effect);
XEmitterInst* emit = dynamic_cast<XEmitterInst*>(GPM_VAL->emitter);
XParticleInst* ptcl = dynamic_cast<XParticleInst*>(GPM_VAL->particle);
for (XRenderGroup*& i : groups) {
if (!i)
continue;
XRenderGroup* rend_group = i;
if (rend_group->CannotDisp() && !GPM_VAL->draw_all)
continue;
#if !defined(CRE_DEV)
CalcDisp(GPM_VAL, rend_group);
#else
if (!GPM_VAL->draw_selected || !eff) {
CalcDisp(GPM_VAL, rend_group);
}
else if ((eff && ptcl) || (eff && !emit)) {
if (!ptcl || rend_group->particle == ptcl)
CalcDisp(GPM_VAL, rend_group);
}
else if (emit)
for (XParticleInst*& i : emit->particles) {
if (!i)
continue;
XParticleInst* particle = i;
if (rend_group->particle == particle)
CalcDisp(GPM_VAL, rend_group);
for (XParticleInst*& j : particle->data.children)
if (j && rend_group->particle == j)
CalcDisp(GPM_VAL, rend_group);
}
#endif
}
}
void XRenderScene::CalcDisp(GPM, XRenderGroup* rend_group) {
disp_mesh = 0;
switch (rend_group->type) {
case PARTICLE_MESH:
break;
default:
return;
}
rend_group->disp = 0;
switch (rend_group->type) {
case PARTICLE_MESH:
CalcDispMesh(GPM_VAL, rend_group);
disp_mesh += rend_group->disp;
break;
}
}
void XRenderScene::CalcDispLine(XRenderGroup* rend_group) {
if (!rend_group->elements || !rend_group->vbo || rend_group->ctrl < 1)
return;
size_t count = 0;
RenderElement* elem = rend_group->elements;
for (size_t i = rend_group->ctrl; i > 0; i--, elem++) {
if (!elem->alive)
continue;
if (elem->locus_history) {
size_t length = elem->locus_history->data.size();
if (length > 1)
count += length;
}
}
if (!count || count > rend_group->max_count)
return;
bool has_scale = false;
vec3 scale = vec3_null;
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
rend_group->GetEmitterScale(&scale);
if (!(has_scale |= fabsf(scale.x) > 0.000001f ? true : false))
scale.x = 0.0f;
if (!(has_scale |= fabsf(scale.y) > 0.000001f ? true : false))
scale.y = 0.0f;
if (!(has_scale |= fabsf(scale.z) > 0.000001f ? true : false))
scale.z = 0.0f;
mat4_normalize_rotation(&rend_group->mat, &rend_group->mat_draw);
}
else
rend_group->mat_draw = mat4_identity;
gl_state_bind_array_buffer(rend_group->vbo);
Buffer* buf = (Buffer*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
elem = rend_group->elements;
size_t disp = 0;
rend_group->draw_list.clear();
for (size_t i = rend_group->ctrl, index = 0; i > 0; elem++) {
if (!elem->alive)
continue;
i--;
LocusHistory* hist = elem->locus_history;
if (!elem->disp || !hist || hist->data.size() < 2)
continue;
size_t j = 0;
if (has_scale)
for (LocusHistory::Data& hist_data : hist->data) {
vec3 pos = hist_data.translation;
vec3 pos_diff;
vec3_sub(pos, elem->base_translation, pos_diff);
vec3_mult(pos_diff, scale, pos_diff);
vec3_add(pos, pos_diff, buf->position);
buf->uv = vec2_null;
buf->color = hist_data.color;
j++;
buf++;
}
else
for (LocusHistory::Data& hist_data : hist->data) {
buf->position = hist_data.translation;
buf->uv = vec2_null;
buf->color = hist_data.color;
j++;
buf++;
}
if (j > 0) {
disp += j;
rend_group->draw_list.push_back({ (GLint)index, (GLsizei)j });
index += j;
}
}
rend_group->disp = disp;
glUnmapBuffer(GL_ARRAY_BUFFER);
gl_state_bind_array_buffer(0);
}
void XRenderScene::CalcDispLocus(GPM, XRenderGroup* rend_group) {
if (!rend_group->elements || !rend_group->vbo || rend_group->ctrl < 1)
return;
size_t count = 0;
RenderElement* elem = rend_group->elements;
for (size_t i = rend_group->ctrl; i > 0; i--, elem++) {
if (!elem->alive)
continue;
if (elem->locus_history) {
size_t length = elem->locus_history->data.size();
if (length > 1)
count += 2 * length;
}
}
if (!count || count > rend_group->max_count)
return;
vec3 x_vec = { 1.0f, 0.0f, 0.0f };
if (rend_group->flags & PARTICLE_LOCAL) {
mat4 mat;
mat4_mult(&GPM_VAL->cam_inv_view, &rend_group->mat, &mat);
mat4_mult(&GPM_VAL->cam_view, &mat, &mat);
mat4_mult(&mat, &GPM_VAL->cam_inv_view, &rend_group->mat_draw);
}
else
rend_group->mat_draw = mat4_identity;
mat3 model_mat;
bool has_scale = false;
vec3 scale = vec3_null;
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
mat4_get_scale(&rend_group->mat, &scale);
if (rend_group->flags & PARTICLE_SCALE)
x_vec.x = scale.x;
vec3_sub(scale, vec3_identity, scale);
if (!(has_scale |= fabsf(scale.x) > 0.000001f ? true : false))
scale.x = 0.0f;
if (!(has_scale |= fabsf(scale.y) > 0.000001f ? true : false))
scale.y = 0.0f;
if (!(has_scale |= fabsf(scale.z) > 0.000001f ? true : false))
scale.z = 0.0f;
mat3_from_mat4(&rend_group->mat, &model_mat);
mat3_normalize_rotation(&model_mat, &model_mat);
}
else
model_mat = mat3_identity;
mat3_mult_vec(&GPM_VAL->cam_inv_view_mat3, &x_vec, &x_vec);
gl_state_bind_array_buffer(rend_group->vbo);
Buffer* buf = (Buffer*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
elem = rend_group->elements;
size_t disp = 0;
rend_group->draw_list.clear();
for (size_t i = rend_group->ctrl, index = 0; i > 0; elem++) {
if (!elem->alive)
continue;
i--;
LocusHistory* hist = elem->locus_history;
if (!elem->disp || !hist || hist->data.size() < 2)
continue;
float_t uv_u = elem->uv.x + elem->uv_scroll.x;
float_t uv_u_2nd = elem->uv.x + elem->uv_scroll.x + rend_group->split_uv.x;
float_t uv_v_2nd = elem->uv.y + elem->uv_scroll.y + rend_group->split_uv.y;
float_t uv_v_scale = rend_group->split_uv.y / (float_t)(hist->data.size() - 1);
uv_v_2nd = 1.0f - uv_v_2nd;
size_t j = 0;
if (has_scale)
for (LocusHistory::Data& hist_data : hist->data) {
vec3 pos = hist_data.translation;
vec3 pos_diff;
vec3_sub(pos, elem->base_translation, pos_diff);
vec3_mult(pos_diff, scale, pos_diff);
mat3_mult_vec(&model_mat, &pos_diff, &pos_diff);
vec3_add(pos, pos_diff, pos);
float_t v00;
float_t v01;
CalcDispLocusSetPivot(rend_group->pivot,
hist_data.scale * elem->scale.x * elem->scale_all,
&v00, &v01);
vec3_mult_scalar(x_vec, v00, buf[0].position);
vec3_add(buf[0].position, pos, buf[0].position);
buf[0].uv.x = uv_u;
buf[0].uv.y = uv_v_2nd + (float_t)j * uv_v_scale;
buf[0].color = hist_data.color;
vec3_mult_scalar(x_vec, v01, buf[1].position);
vec3_add(buf[1].position, pos, buf[1].position);
buf[1].uv.x = uv_u_2nd;
buf[1].uv.y = uv_v_2nd + (float_t)j * uv_v_scale;
buf[1].color = hist_data.color;
j++;
buf += 2;
}
else
for (LocusHistory::Data& hist_data : hist->data) {
vec3 pos = hist_data.translation;
float_t v00;
float_t v01;
CalcDispLocusSetPivot(rend_group->pivot,
hist_data.scale * elem->scale.x * elem->scale_all,
&v00, &v01);
vec3_mult_scalar(x_vec, v00, buf[0].position);
vec3_add(buf[0].position, pos, buf[0].position);
buf[0].uv.x = uv_u;
buf[0].uv.y = uv_v_2nd + (float_t)j * uv_v_scale;
buf[0].color = hist_data.color;
vec3_mult_scalar(x_vec, v01, buf[1].position);
vec3_add(buf[1].position, pos, buf[1].position);
buf[1].uv.x = uv_u_2nd;
buf[1].uv.y = uv_v_2nd + (float_t)j * uv_v_scale;
buf[1].color = hist_data.color;
j++;
buf += 2;
}
if (j > 0) {
disp += j;
rend_group->draw_list.push_back({ (GLint)index, (GLsizei)(j * 2) });
index += j * 2;
}
}
rend_group->disp = disp;
glUnmapBuffer(GL_ARRAY_BUFFER);
gl_state_bind_array_buffer(0);
}
void XRenderScene::CalcDispMesh(GPM, XRenderGroup* rend_group) {
if (rend_group->object_name_hash == hash_murmurhash_empty
|| rend_group->object_name_hash == 0xFFFFFFFF)
return;
bool has_scale = false;
bool emitter_local = false;
vec3 emit_scale = vec3_null;
mat4 model_mat;
mat4 view_mat;
mat4 inv_view_mat;
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
model_mat = rend_group->mat;
mat4_normalize_rotation(&model_mat, &view_mat);
mat4_mult(&view_mat, &GPM_VAL->cam_view, &view_mat);
mat4_inverse(&view_mat, &inv_view_mat);
emitter_local = true;
if (rend_group->flags & PARTICLE_SCALE) {
rend_group->GetEmitterScale(&emit_scale);
if (fabsf(emit_scale.x) > 0.000001f
|| fabsf(emit_scale.y) > 0.000001f || fabsf(emit_scale.z) > 0.000001f)
has_scale = true;
}
}
else {
model_mat = mat4_identity;
view_mat = GPM_VAL->cam_view;
inv_view_mat = GPM_VAL->cam_inv_view;
}
bool draw_local = false;
if (rend_group->flags & PARTICLE_LOCAL) {
mat4_mult(&inv_view_mat, &rend_group->mat, &inv_view_mat);
mat4_mult(&view_mat, &inv_view_mat, &view_mat);
mat4_inverse(&view_mat, &inv_view_mat);
draw_local = true;
}
mat4_mult(&view_mat, &GPM_VAL->cam_inv_view, &rend_group->mat_draw);
mat4 dir_mat = mat4_identity;
vec3 up_vec = { 0.0f, 0.0f, 1.0f };
bool billboard = false;
bool emitter_rotation = false;
mat4(*rotate_func)(XRenderGroup*, RenderElement*, vec3*, vec3*) = 0;
switch (rend_group->draw_type) {
case DIRECTION_BILLBOARD:
mat4_clear_trans(&model_mat, &dir_mat);
mat4_mult(&dir_mat, &inv_view_mat, &dir_mat);
mat4_clear_trans(&dir_mat, &dir_mat);
billboard = true;
break;
case DIRECTION_EMITTER_DIRECTION:
dir_mat = rend_group->mat_rot;
break;
case DIRECTION_PREV_POSITION:
case DIRECTION_PREV_POSITION_DUP:
rotate_func = XRenderGroup::RotateMeshToPrevPosition;
break;
case DIRECTION_EMIT_POSITION:
rotate_func = XRenderGroup::RotateMeshToEmitPosition;
break;
case DIRECTION_Y_AXIS:
mat4_rotate_y((float_t)M_PI_2, &dir_mat);
break;
case DIRECTION_X_AXIS:
mat4_rotate_x((float_t)-M_PI_2, &dir_mat);
break;
case DIRECTION_BILLBOARD_Y_AXIS:
mat4_rotate_y(GPM_VAL->cam_rotation_y, &dir_mat);
break;
case DIRECTION_EMITTER_ROTATION:
emitter_rotation = true;
break;
}
vec3 ext_anim_scale;
if (rend_group->GetExtAnimScale(&ext_anim_scale)) {
if (!has_scale) {
emit_scale = vec3_identity;
has_scale = true;
}
vec3_add(emit_scale, ext_anim_scale, emit_scale);
}
render_context* rctx = (render_context*)GPM_VAL->rctx;
object_data* object_data = &rctx->object_data;
RenderElement* elem = rend_group->elements;
size_t disp = 0;
for (size_t i = rend_group->ctrl, j_max = 1024; i > 0; i -= j_max) {
j_max = min(i, j_max);
for (size_t j = j_max; j > 0; elem++) {
if (!elem->alive)
continue;
j--;
if (!elem->disp)
continue;
vec3 trans = elem->translation;
vec3 rot = elem->rotation;
vec3 scale;
vec3_mult_scalar(elem->scale, elem->scale_all, scale);
if (has_scale)
vec3_mult(scale, emit_scale, scale);
if (emitter_local)
mat4_mult_vec3_trans(&model_mat, &trans, &trans);
mat4 mat;
if (billboard) {
if (draw_local)
mat = mat4_identity;
else
mat = dir_mat;
}
else if (rotate_func)
mat = rotate_func(rend_group, elem, &up_vec, &trans);
else if (emitter_rotation)
mat = elem->mat;
else
mat = dir_mat;
mat4_set_translation(&mat, &trans);
mat4_rot(&mat, rot.x, rot.y, rot.z, &mat);
mat4_scale_rot(&mat, scale.x, scale.y, scale.z, &mat);
mat4 uv_mat[2];
mat4_translate(elem->uv_scroll.x, -elem->uv_scroll.y, 0.0f, &uv_mat[0]);
mat4_translate(elem->uv_scroll_2nd.x, -elem->uv_scroll_2nd.y, 0.0f, &uv_mat[1]);
Particle* particle = rend_group->particle->data.particle;
object_info object_info;
object_info.set_id = (uint32_t)particle->data.mesh.object_set_name_hash;
object_info.id = (uint32_t)particle->data.mesh.object_name_hash;
obj* obj = object_storage_get_obj(object_info);
if (!obj)
continue;
object_data->texture_pattern_count = 0;
int32_t ttc = 0;
texture_transform_struct* tt = object_data->texture_transform_array;
for (int32_t i = 0; i < obj->meshes_count; i++) {
obj_mesh* mesh = &obj->meshes[i];
for (int32_t j = 0; j < mesh->sub_meshes_count; j++) {
obj_sub_mesh* sub_mesh = &mesh->sub_meshes[j];
obj_material* material = &obj->materials[sub_mesh->material_index].material;
for (int32_t k = 0, l = 0; k < 8; k++) {
obj_material_texture* texture = &material->textures[k];
if (texture->texture_flags.type != OBJ_MATERIAL_TEXTURE_COLOR)
continue;
tt->id = texture->texture_id;
tt->mat = uv_mat[l];
ttc++;
tt++;
if (++l == 2 || ttc == 24)
break;
}
if (ttc == 24)
break;
}
if (ttc == 24)
break;
}
object_data->texture_transform_count = ttc;
if (rend_group->flags & PARTICLE_LOCAL)
mat4_mult(&mat, &GPM_VAL->cam_inv_view, &mat);
vec4u color = elem->color;
if (draw_task_add_draw_object_by_object_info_color(rctx, &mat,
object_info, color.x, color.y, color.z, color.w))
disp++;
elem->mat_draw = mat;
object_data->texture_pattern_count = 0;
object_data->texture_transform_count = 0;
}
}
rend_group->disp = disp;
}
void XRenderScene::CalcDispQuad(GPM, XRenderGroup* rend_group) {
mat4 model_mat;
mat4 dir_mat;
mat4 view_mat;
mat4 inv_view_mat;
if (!rend_group->elements || !rend_group->vbo || rend_group->ctrl < 1)
return;
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
model_mat = rend_group->mat;
if (rend_group->draw_type == DIRECTION_EMITTER_ROTATION
|| rend_group->draw_type == DIRECTION_PARTICLE_ROTATION)
mat4_clear_rot(&rend_group->mat, &view_mat);
else
mat4_normalize_rotation(&rend_group->mat, &view_mat);
mat4_mult(&view_mat, &GPM_VAL->cam_view, &view_mat);
mat4_inverse(&view_mat, &inv_view_mat);
}
else {
model_mat = mat4_identity;
view_mat = GPM_VAL->cam_view;
inv_view_mat = GPM_VAL->cam_inv_view;
}
if (rend_group->flags & PARTICLE_LOCAL) {
mat4_mult(&inv_view_mat, &rend_group->mat, &inv_view_mat);
mat4_mult(&view_mat, &inv_view_mat, &view_mat);
mat4_inverse(&view_mat, &inv_view_mat);
}
mat4_mult(&view_mat, &GPM_VAL->cam_inv_view, &rend_group->mat_draw);
switch (rend_group->draw_type) {
case DIRECTION_BILLBOARD:
mat4_clear_trans(&model_mat, &dir_mat);
mat4_mult(&dir_mat, &inv_view_mat, &dir_mat);
mat4_clear_trans(&dir_mat, &dir_mat);
break;
case DIRECTION_EMITTER_DIRECTION:
dir_mat = rend_group->mat_rot;
break;
case DIRECTION_Y_AXIS:
mat4_rotate_y((float_t)M_PI_2, &dir_mat);
break;
case DIRECTION_X_AXIS:
mat4_rotate_x((float_t)-M_PI_2, &dir_mat);
break;
case DIRECTION_BILLBOARD_Y_AXIS:
mat4_rotate_y(GPM_VAL->cam_rotation_y, &dir_mat);
break;
default:
dir_mat = mat4_identity;
break;
}
switch (rend_group->draw_type) {
case DIRECTION_PREV_POSITION:
case DIRECTION_EMIT_POSITION:
case DIRECTION_PREV_POSITION_DUP:
CalcDispQuadDirectionRotation(rend_group, &model_mat);
break;
default:
CalcDispQuadNormal(GPM_VAL, rend_group, &model_mat, &dir_mat);
break;
}
}
void XRenderScene::CalcDispQuadDirectionRotation(
XRenderGroup* rend_group, mat4* model_mat) {
mat4 inv_model_mat;
mat4_inverse(model_mat, &inv_model_mat);
mat4_clear_trans(&inv_model_mat, &inv_model_mat);
vec3 x_vec_base = { 1.0f, 0.0f, 0.0f };
vec3 y_vec_base = { 0.0f, 1.0f, 0.0f };
mat4_mult_vec3(&inv_model_mat, &x_vec_base, &x_vec_base);
mat4_mult_vec3(&inv_model_mat, &y_vec_base, &y_vec_base);
vec3 up_vec;
mat4(*rotate_func)(XRenderGroup*, RenderElement*, vec3*);
if (rend_group->draw_type == DIRECTION_EMIT_POSITION) {
up_vec = { 0.0f, 0.0f, 1.0f };
rotate_func = XRenderGroup::RotateToEmitPosition;
}
else {
up_vec = { 0.0f, 1.0f, 0.0f };
rotate_func = XRenderGroup::RotateToPrevPosition;
}
bool use_scale = false;
vec3 scale = vec3_identity;
if (rend_group->flags & PARTICLE_EMITTER_LOCAL
&& rend_group->GetEmitterScale(&scale))
use_scale = rend_group->flags & PARTICLE_SCALE ? true : false;
gl_state_bind_array_buffer(rend_group->vbo);
Buffer* buf = (Buffer*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
RenderElement* elem = rend_group->elements;
size_t disp = 0;
for (size_t i = rend_group->ctrl, j_max = 1024; i > 0; i -= j_max) {
j_max = min(i, j_max);
for (size_t j = j_max; j > 0; elem++) {
if (!elem->alive)
continue;
j--;
if (!elem->disp)
continue;
vec2 scale_particle;
vec2_mult(*(vec2*)&elem->scale, elem->scale_particle, scale_particle);
vec2_mult_scalar(scale_particle, elem->scale_all, scale_particle);
if (fabsf(scale_particle.x) < 0.000001f || fabsf(scale_particle.y) < 0.000001f)
continue;
vec3 pos = elem->translation;
if (use_scale)
vec3_mult(pos, scale, pos);
float_t v00;
float_t v01;
float_t v10;
float_t v11;
CalcDispQuadSetPivot(rend_group->pivot,
scale_particle.x, scale_particle.y,
&v00, &v01, &v10, &v11);
vec2 pos_add[4];
vec2 uv_add[4];
pos_add[0].x = v00;
pos_add[0].y = v11;
uv_add[0].x = 0.0f;
uv_add[0].y = 0.0f;
pos_add[1].x = v00;
pos_add[1].y = v10;
uv_add[1].x = 0.0f;
uv_add[1].y = rend_group->split_uv.y;
pos_add[2].x = v01;
pos_add[2].y = v10;
uv_add[2].x = rend_group->split_uv.x;
uv_add[2].y = rend_group->split_uv.y;
pos_add[3].x = v01;
pos_add[3].y = v11;
uv_add[3].x = rend_group->split_uv.x;
uv_add[3].y = 0.0f;
vec2 base_uv;
vec2_add(elem->uv_scroll, elem->uv, base_uv);
mat4 mat = rotate_func(rend_group, elem, &up_vec);
vec3 x_vec;
mat4_mult_vec3(&mat, &x_vec_base, &x_vec);
vec3 y_vec;
mat4_mult_vec3(&mat, &y_vec_base, &y_vec);
if (use_scale) {
vec3_mult(x_vec, scale, x_vec);
vec3_mult(y_vec, scale, y_vec);
}
float_t rot_z_cos = cosf(elem->rotation.z);
float_t rot_z_sin = sinf(elem->rotation.z);
for (int32_t k = 0; k < 4; k++, buf++) {
vec3 x_vec_rot;
vec3_mult_scalar(x_vec, pos_add[k].x * rot_z_cos - pos_add[k].y * rot_z_sin, x_vec_rot);
vec3 y_vec_rot;
vec3_mult_scalar(y_vec, pos_add[k].x * rot_z_sin + pos_add[k].y * rot_z_cos, y_vec_rot);
vec3 pos_add_rot;
vec3_add(x_vec_rot, y_vec_rot, pos_add_rot);
vec3_add(pos, pos_add_rot, buf->position);
vec2_add(base_uv, uv_add[k], buf->uv);
buf->color = elem->color;
}
disp++;
}
}
rend_group->disp = disp;
glUnmapBuffer(GL_ARRAY_BUFFER);
gl_state_bind_array_buffer(0);
}
void XRenderScene::CalcDispQuadNormal(GPM,
XRenderGroup* rend_group, mat4* model_mat, mat4* dir_mat) {
mat4 inv_model_mat;
mat4_inverse(model_mat, &inv_model_mat);
mat4_clear_trans(&inv_model_mat, &inv_model_mat);
vec3 x_vec = { 1.0f, 0.0f, 0.0f };
vec3 y_vec = { 0.0f, 1.0f, 0.0f };
bool use_z_offset = false;
vec3 dist_to_cam = vec3_null;
mat4 z_offset_inv_mat = mat4_identity;
if (fabsf(rend_group->z_offset) > 0.000001f) {
use_z_offset = true;
mat4_get_translation(model_mat, &dist_to_cam);
vec3_sub(GPM_VAL->cam_view_point, dist_to_cam, dist_to_cam);
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
mat4_normalize_rotation(model_mat, &z_offset_inv_mat);
mat4_inverse(&z_offset_inv_mat, &z_offset_inv_mat);
}
}
bool has_scale = false;
bool emitter_local = false;
vec3 scale = vec3_null;
if (rend_group->flags & PARTICLE_EMITTER_LOCAL) {
rend_group->GetEmitterScale(&scale);
if (rend_group->flags & PARTICLE_SCALE) {
x_vec.x = scale.x;
y_vec.y = scale.y;
}
if (!(has_scale |= fabsf(scale.x) > 0.000001f ? true : false))
scale.x = 0.0f;
if (!(has_scale |= fabsf(scale.y) > 0.000001f ? true : false))
scale.y = 0.0f;
if (!(has_scale |= fabsf(scale.z) > 0.000001f ? true : false))
scale.z = 0.0f;
emitter_local = true;
}
vec3 ext_scale;
if (rend_group->GetExtAnimScale(&ext_scale)) {
vec2_add(*(vec2*)&ext_scale, vec2_identity, *(vec2*)&ext_scale);
x_vec.x *= ext_scale.x;
y_vec.y *= ext_scale.y;
}
if (rend_group->draw_type != DIRECTION_BILLBOARD) {
mat4_mult_vec3(dir_mat, &x_vec, &x_vec);
mat4_mult_vec3(dir_mat, &y_vec, &y_vec);
}
else
mat4_mult(&inv_model_mat, dir_mat, &inv_model_mat);
mat4_mult_vec3(&inv_model_mat, &x_vec, &x_vec);
mat4_mult_vec3(&inv_model_mat, &y_vec, &y_vec);
gl_state_bind_array_buffer(rend_group->vbo);
Buffer* buf = (Buffer*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
RenderElement* elem = rend_group->elements;
size_t disp = 0;
if (rend_group->draw_type == DIRECTION_PARTICLE_ROTATION)
for (size_t i = rend_group->ctrl, j_max = 1024; i > 0; i -= j_max) {
j_max = min(i, j_max);
for (size_t j = j_max; j > 0; elem++) {
if (!elem->alive)
continue;
j--;
if (!elem->disp)
continue;
vec2 scale_particle;
vec2_mult(*(vec2*)&elem->scale, elem->scale_particle, scale_particle);
vec2_mult_scalar(scale_particle, elem->scale_all, scale_particle);
if (fabsf(scale_particle.x) < 0.000001f || fabsf(scale_particle.y) < 0.000001f)
continue;
vec3 pos = elem->translation;
if (has_scale)
vec3_mult(pos, scale, pos);
float_t v00;
float_t v01;
float_t v11;
float_t v10;
CalcDispQuadSetPivot(rend_group->pivot,
scale_particle.x, scale_particle.y,
&v00, &v01, &v10, &v11);
vec2 pos_add[4];
vec2 uv_add[4];
pos_add[0].x = v00;
pos_add[0].y = v11;
uv_add[0].x = 0.0f;
uv_add[0].y = 0.0f;
pos_add[1].x = v00;
pos_add[1].y = v10;
uv_add[1].x = 0.0f;
uv_add[1].y = rend_group->split_uv.y;
pos_add[2].x = v01;
pos_add[2].y = v10;
uv_add[2].x = rend_group->split_uv.x;
uv_add[2].y = rend_group->split_uv.y;
pos_add[3].x = v01;
pos_add[3].y = v11;
uv_add[3].x = rend_group->split_uv.x;
uv_add[3].y = 0.0f;
vec2 base_uv;
vec2_add(elem->uv_scroll, elem->uv, base_uv);
if (use_z_offset) {
vec3 z_offset_dir;
vec3_sub(dist_to_cam, pos, z_offset_dir);
vec3_normalize(z_offset_dir, z_offset_dir);
if (emitter_local)
mat4_mult_vec3(&z_offset_inv_mat, &z_offset_dir, &z_offset_dir);
vec3_mult_scalar(z_offset_dir, rend_group->z_offset, z_offset_dir);
vec3_add(pos, z_offset_dir, pos);
}
mat3 ptc_rot;
mat3_rotate(elem->rotation.x, elem->rotation.y, elem->rotation.z, &ptc_rot);
for (int32_t k = 0; k < 4; k++, buf++) {
vec3 x_vec_rot;
x_vec_rot.x = x_vec.x * pos_add[k].x;
x_vec_rot.y = y_vec.y * pos_add[k].y;
x_vec_rot.z = 0.0f;
mat3_mult_vec(&ptc_rot, &x_vec_rot, &x_vec_rot);
vec3_add(x_vec_rot, pos, buf->position);
vec2_add(base_uv, uv_add[k], buf->uv);
buf->color = elem->color;
}
disp++;
}
}
else
for (size_t i = rend_group->ctrl, j_max = 1024; i > 0; i -= j_max) {
j_max = min(i, j_max);
for (size_t j = j_max; j > 0; elem++) {
if (!elem->alive)
continue;
j--;
if (!elem->disp)
continue;
vec2 scale_particle;
vec2_mult(*(vec2*)&elem->scale, elem->scale_particle, scale_particle);
vec2_mult_scalar(scale_particle, elem->scale_all, scale_particle);
if (fabsf(scale_particle.x) < 0.000001f || fabsf(scale_particle.y) < 0.000001f)
continue;
vec3 pos = elem->translation;
if (has_scale)
vec3_mult(pos, scale, pos);
float_t v00;
float_t v01;
float_t v11;
float_t v10;
CalcDispQuadSetPivot(rend_group->pivot,
scale_particle.x, scale_particle.y,
&v00, &v01, &v10, &v11);
vec2 pos_add[4];
vec2 uv_add[4];
pos_add[0].x = v00;
pos_add[0].y = v11;
uv_add[0].x = 0.0f;
uv_add[0].y = 0.0f;
pos_add[1].x = v00;
pos_add[1].y = v10;
uv_add[1].x = 0.0f;
uv_add[1].y = rend_group->split_uv.y;
pos_add[2].x = v01;
pos_add[2].y = v10;
uv_add[2].x = rend_group->split_uv.x;
uv_add[2].y = rend_group->split_uv.y;
pos_add[3].x = v01;
pos_add[3].y = v11;
uv_add[3].x = rend_group->split_uv.x;
uv_add[3].y = 0.0f;
vec2 base_uv;
vec2_add(elem->uv_scroll, elem->uv, base_uv);
if (use_z_offset) {
vec3 z_offset_dir;
vec3_sub(dist_to_cam, pos, z_offset_dir);
vec3_normalize(z_offset_dir, z_offset_dir);
if (emitter_local)
mat4_mult_vec3(&z_offset_inv_mat, &z_offset_dir, &z_offset_dir);
vec3_mult_scalar(z_offset_dir, rend_group->z_offset, z_offset_dir);
vec3_add(pos, z_offset_dir, pos);
}
float_t rot_z_cos = cosf(elem->rotation.z);
float_t rot_z_sin = sinf(elem->rotation.z);
for (int32_t k = 0; k < 4; k++, buf++) {
vec3 x_vec_rot;
vec3_mult_scalar(x_vec, rot_z_cos * pos_add[k].x - rot_z_sin * pos_add[k].y, x_vec_rot);
vec3 y_vec_rot;
vec3_mult_scalar(y_vec, rot_z_sin * pos_add[k].x + rot_z_cos * pos_add[k].y, y_vec_rot);
vec3_add(x_vec_rot, y_vec_rot, x_vec_rot);
vec3_add(x_vec_rot, pos, buf->position);
vec2_add(base_uv, uv_add[k], buf->uv);
buf->color = elem->color;
}
disp++;
}
}
rend_group->disp = disp;
glUnmapBuffer(GL_ARRAY_BUFFER);
gl_state_bind_array_buffer(0);
}
void XRenderScene::Ctrl(float_t delta_frame, bool copy_mats) {
ctrl_quad = 0;
ctrl_line = 0;
ctrl_locus = 0;
ctrl_mesh = 0;
for (XRenderGroup*& i : groups)
if (i) {
switch (i->type) {
case PARTICLE_QUAD:
ctrl_quad += i->ctrl;
break;
case PARTICLE_LINE:
ctrl_line += i->ctrl;
break;
case PARTICLE_LOCUS:
ctrl_locus += i->ctrl;
break;
case PARTICLE_MESH:
ctrl_mesh += i->ctrl;
break;
}
i->Ctrl(delta_frame, copy_mats);
}
}
void XRenderScene::Disp(GPM, draw_pass_3d_type alpha) {
disp_quad = 0;
disp_line = 0;
disp_locus = 0;
XEffectInst* eff = dynamic_cast<XEffectInst*>(GPM_VAL->effect);
XEmitterInst* emit = dynamic_cast<XEmitterInst*>(GPM_VAL->emitter);
XParticleInst* ptcl = dynamic_cast<XParticleInst*>(GPM_VAL->particle);
for (XRenderGroup* i : groups) {
if (!i)
continue;
XRenderGroup* rend_group = i;
if ((rend_group)->alpha != alpha || rend_group->CannotDisp() && !GPM_VAL->draw_all)
continue;
#if !defined(CRE_DEV)
Disp(GPM_VAL, rend_group);
#else
if (!GPM_VAL->draw_selected || !eff) {
Disp(GPM_VAL, rend_group);
}
else if ((eff && ptcl) || (eff && !emit)) {
if (!ptcl || rend_group->particle == ptcl)
Disp(GPM_VAL, rend_group);
}
else if (emit)
for (XParticleInst*& i : emit->particles) {
if (!i)
continue;
XParticleInst* particle = i;
if (rend_group->particle == particle)
Disp(GPM_VAL, rend_group);
for (XParticleInst*& j : particle->data.children)
if (j && rend_group->particle == j)
Disp(GPM_VAL, rend_group);
}
#endif
}
}
void XRenderScene::Disp(GPM, XRenderGroup* rend_group) {
switch (rend_group->type) {
case PARTICLE_QUAD:
case PARTICLE_LINE:
case PARTICLE_LOCUS:
break;
default:
return;
}
rend_group->disp = 0;
switch (rend_group->type) {
case PARTICLE_QUAD:
CalcDispQuad(GPM_VAL, rend_group);
disp_quad += rend_group->disp;
break;
case PARTICLE_LINE:
CalcDispLine(rend_group);
disp_line += rend_group->disp;
break;
case PARTICLE_LOCUS:
CalcDispLocus(GPM_VAL, rend_group);
disp_locus += rend_group->disp;
break;
}
if (rend_group->disp < 1)
return;
gl_state_enable_blend();
switch (rend_group->blend_mode) {
case PARTICLE_BLEND_ADD:
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE);
break;
case PARTICLE_BLEND_MULTIPLY:
gl_state_set_blend_func(GL_ZERO, GL_SRC_COLOR);
break;
default:
gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
}
gl_state_set_blend_equation(GL_FUNC_ADD);
if (rend_group->type != PARTICLE_LINE && rend_group->texture) {
gl_state_active_bind_texture_2d(0, rend_group->texture);
if (rend_group->mask_texture) {
gl_state_active_bind_texture_2d(1, rend_group->mask_texture);
uniform_value[U_TEXTURE_COUNT] = 2;
switch (rend_group->mask_blend_mode) {
default:
uniform_value[U_TEXTURE_BLEND] = 0;
break;
case PARTICLE_BLEND_MULTIPLY:
uniform_value[U_TEXTURE_BLEND] = 1;
break;
case PARTICLE_BLEND_ADD:
uniform_value[U_TEXTURE_BLEND] = 2;
break;
}
}
else {
gl_state_active_bind_texture_2d(1, 0);
uniform_value[U_TEXTURE_COUNT] = 1;
uniform_value[U_TEXTURE_BLEND] = 0;
}
}
else {
gl_state_active_bind_texture_2d(0, 0);
gl_state_active_bind_texture_2d(1, 0);
uniform_value[U_TEXTURE_COUNT] = 0;
uniform_value[U_TEXTURE_BLEND] = 0;
}
switch (rend_group->fog) {
default:
uniform_value[U_FOG_HEIGHT] = 0;
break;
case FOG_DEPTH:
uniform_value[U_FOG_HEIGHT] = 1;
break;
case FOG_HEIGHT:
uniform_value[U_FOG_HEIGHT] = 2;
break;
}
if (rend_group->blend_mode == PARTICLE_BLEND_PUNCH_THROUGH)
uniform_value[U_ALPHA_BLEND] = rend_group->alpha != DRAW_PASS_3D_OPAQUE ? 3 : 1;
else
uniform_value[U_ALPHA_BLEND] = rend_group->alpha != DRAW_PASS_3D_OPAQUE ? 2 : 0;
if (~rend_group->particle->data.flags & PARTICLE_DEPTH_TEST) {
gl_state_enable_depth_test();
gl_state_set_depth_func(GL_LESS);
}
else
gl_state_disable_depth_test();
if (rend_group->blend_mode == PARTICLE_BLEND_PUNCH_THROUGH)
gl_state_set_depth_mask(GL_TRUE);
else
gl_state_set_depth_mask(GL_FALSE);
if (rend_group->draw_type == DIRECTION_BILLBOARD && !rend_group->use_culling) {
gl_state_enable_cull_face();
gl_state_set_cull_face_mode(GL_BACK);
}
else
gl_state_disable_cull_face();
float_t emission = 1.0f;
if (rend_group->flags & PARTICLE_EMISSION || rend_group->blend_mode == PARTICLE_BLEND_TYPICAL)
emission = rend_group->emission;
shader_state_material_set_emission(&shaders_ft, false, emission, emission, emission, 1.0f);
shader_state_matrix_set_mvp_separate(&shaders_ft,
&rend_group->mat_draw, &GPM_VAL->cam_view, &GPM_VAL->cam_projection);
shader_state_matrix_set_texture(&shaders_ft, 0, (mat4*)&mat4_identity);
shader_state_matrix_set_texture(&shaders_ft, 1, (mat4*)&mat4_identity);
shader_set(&shaders_ft, SHADER_FT_GLITTER_PT);
switch (rend_group->type) {
case PARTICLE_QUAD: {
static const GLsizei buffer_size = sizeof(Buffer);
gl_state_bind_array_buffer(rend_group->vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, position)); // Pos
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, color)); // Color
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, uv)); // TexCoord0
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 2, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, uv)); // TexCoord1
gl_state_bind_array_buffer(0);
gl_state_bind_element_array_buffer(rend_group->ebo);
shader_draw_elements(&shaders_ft,
GL_TRIANGLES, (GLsizei)(6 * rend_group->disp), GL_UNSIGNED_INT, 0);
gl_state_bind_element_array_buffer(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(3);
glDisableVertexAttribArray(8);
glDisableVertexAttribArray(9);
} break;
case PARTICLE_LINE:
case PARTICLE_LOCUS: {
static const GLsizei buffer_size = sizeof(Buffer);
gl_state_bind_array_buffer(rend_group->vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, position)); // Pos
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, color)); // Color
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, uv)); // TexCoord0
glEnableVertexAttribArray(9);
glVertexAttribPointer(9, 2, GL_FLOAT, GL_FALSE, buffer_size,
(void*)offsetof(Buffer, uv)); // TexCoord1
gl_state_bind_array_buffer(0);
const GLenum mode = rend_group->type == PARTICLE_LINE ? GL_LINE_STRIP : GL_TRIANGLE_STRIP;
for (std::pair<GLint, GLsizei>& i : rend_group->draw_list)
shader_draw_arrays(&shaders_ft, mode, i.first, i.second);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(3);
glDisableVertexAttribArray(8);
glDisableVertexAttribArray(9);
} break;
}
gl_state_disable_blend();
gl_state_disable_cull_face();
gl_state_disable_depth_test();
}
void XRenderGroup::DeleteBuffers(bool a2) {
if (particle) {
if (!a2)
particle->data.render_group = 0;
particle = 0;
}
if (ebo) {
glDeleteBuffers(1, &ebo);
ebo = 0;
}
if (vbo) {
glDeleteBuffers(1, &vbo);
vbo = 0;
}
if (!a2 && elements) {
Free();
free(elements);
}
}
}