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a69dc599a9
Fix pointer and pointer array variable naming Huge renaming to match our rules Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[ (?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[ Further format static variables Format almost all pointer names accordingly Used regex: (?!(return)\b)\b\w+ \*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p] clang-format Fix CI fail Fix misnamed non pointer as pointer and non array as array Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b (?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[] clang-format Revert to SCREAMING_SNAKE_CASE and reinstate dead code
345 lines
10 KiB
C++
345 lines
10 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <base/math.h>
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#include <engine/demo.h>
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#include <engine/graphics.h>
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#include "particles.h"
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#include <game/client/render.h>
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#include <game/generated/client_data.h>
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#include <game/client/gameclient.h>
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CParticles::CParticles()
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{
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OnReset();
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m_RenderTrail.m_pParts = this;
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m_RenderExplosions.m_pParts = this;
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m_RenderExtra.m_pParts = this;
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m_RenderGeneral.m_pParts = this;
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}
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void CParticles::OnReset()
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{
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// reset particles
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for(int i = 0; i < MAX_PARTICLES; i++)
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{
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m_aParticles[i].m_PrevPart = i - 1;
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m_aParticles[i].m_NextPart = i + 1;
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}
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m_aParticles[0].m_PrevPart = 0;
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m_aParticles[MAX_PARTICLES - 1].m_NextPart = -1;
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m_FirstFree = 0;
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for(int &FirstPart : m_aFirstPart)
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FirstPart = -1;
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}
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void CParticles::Add(int Group, CParticle *pPart, float TimePassed)
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{
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if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
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{
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const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
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if(pInfo->m_Paused)
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return;
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}
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else
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{
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if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED)
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return;
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}
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if(m_FirstFree == -1)
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return;
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// remove from the free list
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int Id = m_FirstFree;
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m_FirstFree = m_aParticles[Id].m_NextPart;
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if(m_FirstFree != -1)
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m_aParticles[m_FirstFree].m_PrevPart = -1;
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// copy data
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m_aParticles[Id] = *pPart;
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// insert to the group list
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m_aParticles[Id].m_PrevPart = -1;
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m_aParticles[Id].m_NextPart = m_aFirstPart[Group];
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if(m_aFirstPart[Group] != -1)
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m_aParticles[m_aFirstPart[Group]].m_PrevPart = Id;
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m_aFirstPart[Group] = Id;
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// set some parameters
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m_aParticles[Id].m_Life = TimePassed;
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}
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void CParticles::Update(float TimePassed)
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{
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if(TimePassed <= 0.0f)
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return;
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static float FrictionFraction = 0;
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FrictionFraction += TimePassed;
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if(FrictionFraction > 2.0f) // safety messure
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FrictionFraction = 0;
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int FrictionCount = 0;
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while(FrictionFraction > 0.05f)
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{
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FrictionCount++;
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FrictionFraction -= 0.05f;
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}
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for(int &FirstPart : m_aFirstPart)
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{
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int i = FirstPart;
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while(i != -1)
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{
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int Next = m_aParticles[i].m_NextPart;
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//m_aParticles[i].vel += flow_get(m_aParticles[i].pos)*time_passed * m_aParticles[i].flow_affected;
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m_aParticles[i].m_Vel.y += m_aParticles[i].m_Gravity * TimePassed;
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for(int f = 0; f < FrictionCount; f++) // apply friction
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m_aParticles[i].m_Vel *= m_aParticles[i].m_Friction;
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// move the point
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vec2 Vel = m_aParticles[i].m_Vel * TimePassed;
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if(m_aParticles[i].m_Collides)
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{
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Collision()->MovePoint(&m_aParticles[i].m_Pos, &Vel, 0.1f + 0.9f * random_float(), NULL);
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}
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else
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{
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m_aParticles[i].m_Pos += Vel;
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}
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m_aParticles[i].m_Vel = Vel * (1.0f / TimePassed);
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m_aParticles[i].m_Life += TimePassed;
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m_aParticles[i].m_Rot += TimePassed * m_aParticles[i].m_Rotspeed;
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// check particle death
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if(m_aParticles[i].m_Life > m_aParticles[i].m_LifeSpan)
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{
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// remove it from the group list
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if(m_aParticles[i].m_PrevPart != -1)
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m_aParticles[m_aParticles[i].m_PrevPart].m_NextPart = m_aParticles[i].m_NextPart;
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else
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FirstPart = m_aParticles[i].m_NextPart;
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if(m_aParticles[i].m_NextPart != -1)
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m_aParticles[m_aParticles[i].m_NextPart].m_PrevPart = m_aParticles[i].m_PrevPart;
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// insert to the free list
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if(m_FirstFree != -1)
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m_aParticles[m_FirstFree].m_PrevPart = i;
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m_aParticles[i].m_PrevPart = -1;
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m_aParticles[i].m_NextPart = m_FirstFree;
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m_FirstFree = i;
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}
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i = Next;
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}
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}
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}
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void CParticles::OnRender()
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{
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if(Client()->State() < IClient::STATE_ONLINE)
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return;
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set_new_tick();
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static int64_t LastTime = 0;
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int64_t t = time();
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if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
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{
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const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
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if(!pInfo->m_Paused)
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Update((float)((t - LastTime) / (double)time_freq()) * pInfo->m_Speed);
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}
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else
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{
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if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED))
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Update((float)((t - LastTime) / (double)time_freq()));
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}
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LastTime = t;
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}
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void CParticles::OnInit()
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{
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Graphics()->QuadsSetRotation(0);
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Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
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m_ParticleQuadContainerIndex = Graphics()->CreateQuadContainer(false);
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for(int i = 0; i <= (SPRITE_PART9 - SPRITE_PART_SLICE); ++i)
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{
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Graphics()->QuadsSetSubset(0, 0, 1, 1);
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RenderTools()->QuadContainerAddSprite(m_ParticleQuadContainerIndex, 1.f);
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}
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Graphics()->QuadContainerUpload(m_ParticleQuadContainerIndex);
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m_ExtraParticleQuadContainerIndex = Graphics()->CreateQuadContainer(false);
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// TODO: Use a loop similar to the one for m_ParticleQuadContainerIndex if you add more additional particles
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Graphics()->QuadsSetSubset(0, 0, 1, 1);
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RenderTools()->QuadContainerAddSprite(m_ExtraParticleQuadContainerIndex, 1.f);
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Graphics()->QuadContainerUpload(m_ExtraParticleQuadContainerIndex);
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}
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bool CParticles::ParticleIsVisibleOnScreen(const vec2 &CurPos, float CurSize)
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{
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float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
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Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
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// for simplicity assume the worst case rotation, that increases the bounding box around the particle by its diagonal
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const float SqrtOf2 = sqrtf(2);
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CurSize = SqrtOf2 * CurSize;
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// always uses the mid of the particle
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float SizeHalf = CurSize / 2;
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return CurPos.x + SizeHalf >= ScreenX0 && CurPos.x - SizeHalf <= ScreenX1 && CurPos.y + SizeHalf >= ScreenY0 && CurPos.y - SizeHalf <= ScreenY1;
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}
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void CParticles::RenderGroup(int Group)
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{
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IGraphics::CTextureHandle *aParticles = GameClient()->m_ParticlesSkin.m_aSpriteParticles;
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int FirstParticleOffset = SPRITE_PART_SLICE;
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int ParticleQuadContainerIndex = m_ParticleQuadContainerIndex;
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if(Group == GROUP_EXTRA)
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{
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aParticles = GameClient()->m_ExtrasSkin.m_aSpriteParticles;
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FirstParticleOffset = SPRITE_PART_SNOWFLAKE;
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ParticleQuadContainerIndex = m_ExtraParticleQuadContainerIndex;
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}
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// don't use the buffer methods here, else the old renderer gets many draw calls
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if(Graphics()->IsQuadContainerBufferingEnabled())
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{
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int i = m_aFirstPart[Group];
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static IGraphics::SRenderSpriteInfo s_aParticleRenderInfo[MAX_PARTICLES];
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int CurParticleRenderCount = 0;
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// batching makes sense for stuff like ninja particles
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ColorRGBA LastColor;
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int LastQuadOffset = 0;
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if(i != -1)
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{
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float Alpha = m_aParticles[i].m_Color.a;
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if(m_aParticles[i].m_UseAlphaFading)
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{
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float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan;
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Alpha = mix(m_aParticles[i].m_StartAlpha, m_aParticles[i].m_EndAlpha, a);
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}
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LastColor.r = m_aParticles[i].m_Color.r;
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LastColor.g = m_aParticles[i].m_Color.g;
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LastColor.b = m_aParticles[i].m_Color.b;
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LastColor.a = Alpha;
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Graphics()->SetColor(
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m_aParticles[i].m_Color.r,
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m_aParticles[i].m_Color.g,
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m_aParticles[i].m_Color.b,
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Alpha);
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LastQuadOffset = m_aParticles[i].m_Spr;
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}
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while(i != -1)
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{
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int QuadOffset = m_aParticles[i].m_Spr;
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float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan;
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vec2 p = m_aParticles[i].m_Pos;
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float Size = mix(m_aParticles[i].m_StartSize, m_aParticles[i].m_EndSize, a);
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float Alpha = m_aParticles[i].m_Color.a;
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if(m_aParticles[i].m_UseAlphaFading)
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{
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Alpha = mix(m_aParticles[i].m_StartAlpha, m_aParticles[i].m_EndAlpha, a);
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}
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// the current position, respecting the size, is inside the viewport, render it, else ignore
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if(ParticleIsVisibleOnScreen(p, Size))
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{
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if((size_t)CurParticleRenderCount == gs_GraphicsMaxParticlesRenderCount || LastColor.r != m_aParticles[i].m_Color.r || LastColor.g != m_aParticles[i].m_Color.g || LastColor.b != m_aParticles[i].m_Color.b || LastColor.a != Alpha || LastQuadOffset != QuadOffset)
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{
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Graphics()->TextureSet(aParticles[LastQuadOffset - FirstParticleOffset]);
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Graphics()->RenderQuadContainerAsSpriteMultiple(ParticleQuadContainerIndex, LastQuadOffset - FirstParticleOffset, CurParticleRenderCount, s_aParticleRenderInfo);
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CurParticleRenderCount = 0;
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LastQuadOffset = QuadOffset;
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Graphics()->SetColor(
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m_aParticles[i].m_Color.r,
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m_aParticles[i].m_Color.g,
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m_aParticles[i].m_Color.b,
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Alpha);
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LastColor.r = m_aParticles[i].m_Color.r;
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LastColor.g = m_aParticles[i].m_Color.g;
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LastColor.b = m_aParticles[i].m_Color.b;
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LastColor.a = Alpha;
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}
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s_aParticleRenderInfo[CurParticleRenderCount].m_Pos[0] = p.x;
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s_aParticleRenderInfo[CurParticleRenderCount].m_Pos[1] = p.y;
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s_aParticleRenderInfo[CurParticleRenderCount].m_Scale = Size;
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s_aParticleRenderInfo[CurParticleRenderCount].m_Rotation = m_aParticles[i].m_Rot;
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++CurParticleRenderCount;
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}
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i = m_aParticles[i].m_NextPart;
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}
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Graphics()->TextureSet(aParticles[LastQuadOffset - FirstParticleOffset]);
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Graphics()->RenderQuadContainerAsSpriteMultiple(ParticleQuadContainerIndex, LastQuadOffset - FirstParticleOffset, CurParticleRenderCount, s_aParticleRenderInfo);
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}
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else
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{
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int i = m_aFirstPart[Group];
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Graphics()->BlendNormal();
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Graphics()->WrapClamp();
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while(i != -1)
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{
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float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan;
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vec2 p = m_aParticles[i].m_Pos;
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float Size = mix(m_aParticles[i].m_StartSize, m_aParticles[i].m_EndSize, a);
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float Alpha = m_aParticles[i].m_Color.a;
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if(m_aParticles[i].m_UseAlphaFading)
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{
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Alpha = mix(m_aParticles[i].m_StartAlpha, m_aParticles[i].m_EndAlpha, a);
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}
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// the current position, respecting the size, is inside the viewport, render it, else ignore
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if(ParticleIsVisibleOnScreen(p, Size))
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{
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Graphics()->TextureSet(aParticles[m_aParticles[i].m_Spr - FirstParticleOffset]);
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Graphics()->QuadsBegin();
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Graphics()->QuadsSetRotation(m_aParticles[i].m_Rot);
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Graphics()->SetColor(
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m_aParticles[i].m_Color.r,
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m_aParticles[i].m_Color.g,
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m_aParticles[i].m_Color.b,
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Alpha);
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IGraphics::CQuadItem QuadItem(p.x, p.y, Size, Size);
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Graphics()->QuadsDraw(&QuadItem, 1);
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Graphics()->QuadsEnd();
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}
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i = m_aParticles[i].m_NextPart;
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}
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Graphics()->WrapNormal();
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Graphics()->BlendNormal();
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}
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}
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