ddnet/src/game/client/components/particles.cpp
H-M-H 7ae4b39574 made recording demos work
- videorecorder only works for recording demos now
- demoplayer was modified to allow controll over the time that passed
  in order to get perfect fps, IVideo controlls how much time passed,
  basically every rendercall sets the time to record the next frame
2019-09-30 20:48:47 +08:00

281 lines
7.6 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <base/math.h>
#include <engine/graphics.h>
#include <engine/demo.h>
#include <game/generated/client_data.h>
#include <game/client/render.h>
#include <game/gamecore.h>
#include "particles.h"
CParticles::CParticles()
{
OnReset();
m_RenderTrail.m_pParts = this;
m_RenderExplosions.m_pParts = this;
m_RenderGeneral.m_pParts = this;
}
void CParticles::OnReset()
{
// reset particles
for(int i = 0; i < MAX_PARTICLES; i++)
{
m_aParticles[i].m_PrevPart = i-1;
m_aParticles[i].m_NextPart = i+1;
}
m_aParticles[0].m_PrevPart = 0;
m_aParticles[MAX_PARTICLES-1].m_NextPart = -1;
m_FirstFree = 0;
for(int i = 0; i < NUM_GROUPS; i++)
m_aFirstPart[i] = -1;
}
void CParticles::Add(int Group, CParticle *pPart, float TimePassed)
{
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
if(pInfo->m_Paused)
return;
}
else
{
if(m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED)
return;
}
if(m_FirstFree == -1)
return;
// remove from the free list
int Id = m_FirstFree;
m_FirstFree = m_aParticles[Id].m_NextPart;
if(m_FirstFree != -1)
m_aParticles[m_FirstFree].m_PrevPart = -1;
// copy data
m_aParticles[Id] = *pPart;
// insert to the group list
m_aParticles[Id].m_PrevPart = -1;
m_aParticles[Id].m_NextPart = m_aFirstPart[Group];
if(m_aFirstPart[Group] != -1)
m_aParticles[m_aFirstPart[Group]].m_PrevPart = Id;
m_aFirstPart[Group] = Id;
// set some parameters
m_aParticles[Id].m_Life = TimePassed;
}
void CParticles::Update(float TimePassed)
{
if(TimePassed <= 0.0f)
return;
static float FrictionFraction = 0;
FrictionFraction += TimePassed;
if(FrictionFraction > 2.0f) // safety messure
FrictionFraction = 0;
int FrictionCount = 0;
while(FrictionFraction > 0.05f)
{
FrictionCount++;
FrictionFraction -= 0.05f;
}
for(int g = 0; g < NUM_GROUPS; g++)
{
int i = m_aFirstPart[g];
while(i != -1)
{
int Next = m_aParticles[i].m_NextPart;
//m_aParticles[i].vel += flow_get(m_aParticles[i].pos)*time_passed * m_aParticles[i].flow_affected;
m_aParticles[i].m_Vel.y += m_aParticles[i].m_Gravity*TimePassed;
for(int f = 0; f < FrictionCount; f++) // apply friction
m_aParticles[i].m_Vel *= m_aParticles[i].m_Friction;
// move the point
vec2 Vel = m_aParticles[i].m_Vel*TimePassed;
Collision()->MovePoint(&m_aParticles[i].m_Pos, &Vel, 0.1f+0.9f*frandom(), NULL);
m_aParticles[i].m_Vel = Vel* (1.0f/TimePassed);
m_aParticles[i].m_Life += TimePassed;
m_aParticles[i].m_Rot += TimePassed * m_aParticles[i].m_Rotspeed;
// check particle death
if(m_aParticles[i].m_Life > m_aParticles[i].m_LifeSpan)
{
// remove it from the group list
if(m_aParticles[i].m_PrevPart != -1)
m_aParticles[m_aParticles[i].m_PrevPart].m_NextPart = m_aParticles[i].m_NextPart;
else
m_aFirstPart[g] = m_aParticles[i].m_NextPart;
if(m_aParticles[i].m_NextPart != -1)
m_aParticles[m_aParticles[i].m_NextPart].m_PrevPart = m_aParticles[i].m_PrevPart;
// insert to the free list
if(m_FirstFree != -1)
m_aParticles[m_FirstFree].m_PrevPart = i;
m_aParticles[i].m_PrevPart = -1;
m_aParticles[i].m_NextPart = m_FirstFree;
m_FirstFree = i;
}
i = Next;
}
}
}
void CParticles::OnRender()
{
if(Client()->State() < IClient::STATE_ONLINE)
return;
set_new_tick();
static int64 LastTime = 0;
int64 t = time();
if(Client()->State() == IClient::STATE_DEMOPLAYBACK)
{
const IDemoPlayer::CInfo *pInfo = DemoPlayer()->BaseInfo();
if(!pInfo->m_Paused)
Update((float)((t-LastTime)/(double)time_freq())*pInfo->m_Speed);
}
else
{
if(m_pClient->m_Snap.m_pGameInfoObj && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
Update((float)((t-LastTime)/(double)time_freq()));
}
LastTime = t;
}
void CParticles::OnInit()
{
Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
m_ParticleQuadContainerIndex = Graphics()->CreateQuadContainer();
for(int i = 0; i <= (SPRITE_PART9 - SPRITE_PART_SLICE); ++i)
{
RenderTools()->SelectSprite(i);
RenderTools()->QuadContainerAddSprite(m_ParticleQuadContainerIndex, 1.f, false);
}
}
void CParticles::RenderGroup(int Group)
{
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_PARTICLES].m_Id);
// don't use the buffer methods here, else the old renderer gets many draw calls
if(Graphics()->IsBufferingEnabled())
{
int i = m_aFirstPart[Group];
static IGraphics::SRenderSpriteInfo s_aParticleRenderInfo[MAX_PARTICLES];
int CurParticleRenderCount = 0;
// batching makes sense for stuff like ninja particles
float LastColor[4];
int LastQuadOffset = 0;
if(i != -1)
{
LastColor[0] = m_aParticles[i].m_Color.r;
LastColor[1] = m_aParticles[i].m_Color.g;
LastColor[2] = m_aParticles[i].m_Color.b;
LastColor[3] = m_aParticles[i].m_Color.a;
Graphics()->SetColor(
m_aParticles[i].m_Color.r,
m_aParticles[i].m_Color.g,
m_aParticles[i].m_Color.b,
m_aParticles[i].m_Color.a);
LastQuadOffset = m_aParticles[i].m_Spr;
}
while(i != -1)
{
int QuadOffset = m_aParticles[i].m_Spr;
float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan;
vec2 p = m_aParticles[i].m_Pos;
float Size = mix(m_aParticles[i].m_StartSize, m_aParticles[i].m_EndSize, a);
if(LastColor[0] != m_aParticles[i].m_Color.r || LastColor[1] != m_aParticles[i].m_Color.g || LastColor[2] != m_aParticles[i].m_Color.b || LastColor[3] != m_aParticles[i].m_Color.a || LastQuadOffset != QuadOffset)
{
Graphics()->RenderQuadContainerAsSpriteMultiple(m_ParticleQuadContainerIndex, LastQuadOffset, CurParticleRenderCount, s_aParticleRenderInfo);
CurParticleRenderCount = 0;
LastQuadOffset = QuadOffset;
Graphics()->SetColor(
m_aParticles[i].m_Color.r,
m_aParticles[i].m_Color.g,
m_aParticles[i].m_Color.b,
m_aParticles[i].m_Color.a);
LastColor[0] = m_aParticles[i].m_Color.r;
LastColor[1] = m_aParticles[i].m_Color.g;
LastColor[2] = m_aParticles[i].m_Color.b;
LastColor[3] = m_aParticles[i].m_Color.a;
}
s_aParticleRenderInfo[CurParticleRenderCount].m_Pos[0] = p.x;
s_aParticleRenderInfo[CurParticleRenderCount].m_Pos[1] = p.y;
s_aParticleRenderInfo[CurParticleRenderCount].m_Scale = Size;
s_aParticleRenderInfo[CurParticleRenderCount].m_Rotation = m_aParticles[i].m_Rot;
++CurParticleRenderCount;
i = m_aParticles[i].m_NextPart;
}
Graphics()->RenderQuadContainerAsSpriteMultiple(m_ParticleQuadContainerIndex, LastQuadOffset, CurParticleRenderCount, s_aParticleRenderInfo);
}
else
{
int i = m_aFirstPart[Group];
Graphics()->BlendNormal();
//gfx_blend_additive();
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_PARTICLES].m_Id);
Graphics()->QuadsBegin();
while(i != -1)
{
RenderTools()->SelectSprite(m_aParticles[i].m_Spr);
float a = m_aParticles[i].m_Life / m_aParticles[i].m_LifeSpan;
vec2 p = m_aParticles[i].m_Pos;
float Size = mix(m_aParticles[i].m_StartSize, m_aParticles[i].m_EndSize, a);
Graphics()->QuadsSetRotation(m_aParticles[i].m_Rot);
Graphics()->SetColor(
m_aParticles[i].m_Color.r,
m_aParticles[i].m_Color.g,
m_aParticles[i].m_Color.b,
m_aParticles[i].m_Color.a); // pow(a, 0.75f) *
IGraphics::CQuadItem QuadItem(p.x, p.y, Size, Size);
Graphics()->QuadsDraw(&QuadItem, 1);
i = m_aParticles[i].m_NextPart;
}
Graphics()->QuadsEnd();
Graphics()->BlendNormal();
}
}