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1080 lines
29 KiB
C++
1080 lines
29 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#include "particles.h"
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#include <cmath>
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#include <array>
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#include "client.h"
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#include "collision.h"
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#include "client/content_cao.h"
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#include "client/clientevent.h"
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#include "client/renderingengine.h"
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#include "client/texturesource.h"
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#include "util/numeric.h"
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#include "light.h"
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#include "localplayer.h"
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#include "environment.h"
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#include "clientmap.h"
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#include "mapnode.h"
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#include "nodedef.h"
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#include "client.h"
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#include "settings.h"
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#include "profiler.h"
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using BlendMode = ParticleParamTypes::BlendMode;
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ClientParticleTexture::ClientParticleTexture(const ServerParticleTexture& p, ITextureSource *tsrc)
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{
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tex = p;
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// note: getTextureForMesh not needed here because we don't use texture filtering
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ref = tsrc->getTexture(p.string);
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}
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/*
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Particle
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*/
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Particle::Particle(
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const ParticleParameters &p,
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const ClientParticleTexRef &texture,
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v2f texpos,
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v2f texsize,
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video::SColor color,
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ParticleSpawner *parent,
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std::unique_ptr<ClientParticleTexture> owned_texture
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) :
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m_expiration(p.expirationtime),
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m_base_color(color),
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m_texture(texture),
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m_texpos(texpos),
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m_texsize(texsize),
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m_pos(p.pos),
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m_velocity(p.vel),
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m_acceleration(p.acc),
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m_p(p),
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m_parent(parent),
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m_owned_texture(std::move(owned_texture))
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{
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}
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Particle::~Particle()
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{
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if (m_buffer)
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m_buffer->release(m_index);
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}
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bool Particle::attachToBuffer(ParticleBuffer *buffer)
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{
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auto index_opt = buffer->allocate();
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if (index_opt.has_value()) {
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m_index = index_opt.value();
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m_buffer = buffer;
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return true;
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}
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return false;
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}
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void Particle::step(float dtime, ClientEnvironment *env)
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{
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m_time += dtime;
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// apply drag (not handled by collisionMoveSimple) and brownian motion
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v3f av = vecAbsolute(m_velocity);
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av -= av * (m_p.drag * dtime);
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m_velocity = av*vecSign(m_velocity) + v3f(m_p.jitter.pickWithin())*dtime;
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if (m_p.collisiondetection) {
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aabb3f box(v3f(-m_p.size / 2.0f), v3f(m_p.size / 2.0f));
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v3f p_pos = m_pos * BS;
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v3f p_velocity = m_velocity * BS;
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collisionMoveResult r = collisionMoveSimple(env, env->getGameDef(),
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box, 0.0f, dtime, &p_pos, &p_velocity, m_acceleration * BS, nullptr,
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m_p.object_collision);
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f32 bounciness = m_p.bounce.pickWithin();
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if (r.collides && (m_p.collision_removal || bounciness > 0)) {
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if (m_p.collision_removal) {
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// force expiration of the particle
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m_expiration = -1.0f;
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} else if (bounciness > 0) {
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/* cheap way to get a decent bounce effect is to only invert the
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* largest component of the velocity vector, so e.g. you don't
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* have a rock immediately bounce back in your face when you try
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* to skip it across the water (as would happen if we simply
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* downscaled and negated the velocity vector). this means
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* bounciness will work properly for cubic objects, but meshes
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* with diagonal angles and entities will not yield the correct
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* visual. this is probably unavoidable */
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if (av.Y > av.X && av.Y > av.Z) {
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m_velocity.Y = -(m_velocity.Y * bounciness);
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} else if (av.X > av.Y && av.X > av.Z) {
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m_velocity.X = -(m_velocity.X * bounciness);
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} else if (av.Z > av.Y && av.Z > av.X) {
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m_velocity.Z = -(m_velocity.Z * bounciness);
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} else { // well now we're in a bit of a pickle
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m_velocity = -(m_velocity * bounciness);
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}
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}
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} else {
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m_velocity = p_velocity / BS;
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}
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m_pos = p_pos / BS;
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} else {
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// apply velocity and acceleration to position
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m_pos += (m_velocity + m_acceleration * 0.5f * dtime) * dtime;
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// apply acceleration to velocity
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m_velocity += m_acceleration * dtime;
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}
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if (m_p.animation.type != TAT_NONE) {
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m_animation_time += dtime;
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int frame_length_i = 0;
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m_p.animation.determineParams(
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m_texture.ref->getSize(),
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NULL, &frame_length_i, NULL);
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float frame_length = frame_length_i / 1000.0;
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while (m_animation_time > frame_length) {
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m_animation_frame++;
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m_animation_time -= frame_length;
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}
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}
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// animate particle alpha in accordance with settings
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float alpha = 1.f;
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if (m_texture.tex != nullptr)
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alpha = m_texture.tex -> alpha.blend(m_time / (m_expiration+0.1f));
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// Update lighting
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auto col = updateLight(env);
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col.setAlpha(255 * alpha);
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// Update model
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updateVertices(env, col);
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}
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video::SColor Particle::updateLight(ClientEnvironment *env)
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{
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u8 light = 0;
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bool pos_ok;
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v3s16 p = v3s16(
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floor(m_pos.X+0.5),
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floor(m_pos.Y+0.5),
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floor(m_pos.Z+0.5)
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);
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MapNode n = env->getClientMap().getNode(p, &pos_ok);
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if (pos_ok)
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light = n.getLightBlend(env->getDayNightRatio(),
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env->getGameDef()->ndef()->getLightingFlags(n));
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else
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light = blend_light(env->getDayNightRatio(), LIGHT_SUN, 0);
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u8 m_light = decode_light(light + m_p.glow);
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return video::SColor(255,
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m_light * m_base_color.getRed() / 255,
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m_light * m_base_color.getGreen() / 255,
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m_light * m_base_color.getBlue() / 255);
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}
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void Particle::updateVertices(ClientEnvironment *env, video::SColor color)
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{
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f32 tx0, tx1, ty0, ty1;
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v2f scale;
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if (!m_buffer)
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return;
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video::S3DVertex *vertices = m_buffer->getVertices(m_index);
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if (m_texture.tex != nullptr)
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scale = m_texture.tex -> scale.blend(m_time / (m_expiration+0.1));
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else
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scale = v2f(1.f, 1.f);
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if (m_p.animation.type != TAT_NONE) {
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const v2u32 texsize = m_texture.ref->getSize();
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v2f texcoord, framesize_f;
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v2u32 framesize;
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texcoord = m_p.animation.getTextureCoords(texsize, m_animation_frame);
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m_p.animation.determineParams(texsize, NULL, NULL, &framesize);
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framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);
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tx0 = m_texpos.X + texcoord.X;
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tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
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ty0 = m_texpos.Y + texcoord.Y;
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ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
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} else {
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tx0 = m_texpos.X;
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tx1 = m_texpos.X + m_texsize.X;
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ty0 = m_texpos.Y;
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ty1 = m_texpos.Y + m_texsize.Y;
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}
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auto half = m_p.size * .5f,
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hx = half * scale.X,
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hy = half * scale.Y;
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vertices[0] = video::S3DVertex(-hx, -hy,
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0, 0, 0, 0, color, tx0, ty1);
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vertices[1] = video::S3DVertex(hx, -hy,
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0, 0, 0, 0, color, tx1, ty1);
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vertices[2] = video::S3DVertex(hx, hy,
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0, 0, 0, 0, color, tx1, ty0);
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vertices[3] = video::S3DVertex(-hx, hy,
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0, 0, 0, 0, color, tx0, ty0);
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// Update position -- see #10398
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auto *player = env->getLocalPlayer();
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v3s16 camera_offset = env->getCameraOffset();
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for (u16 i = 0; i < 4; i++) {
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video::S3DVertex &vertex = vertices[i];
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if (m_p.vertical) {
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v3f ppos = player->getPosition() / BS;
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vertex.Pos.rotateXZBy(std::atan2(ppos.Z - m_pos.Z, ppos.X - m_pos.X) /
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core::DEGTORAD + 90);
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} else {
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vertex.Pos.rotateYZBy(player->getPitch());
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vertex.Pos.rotateXZBy(player->getYaw());
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}
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vertex.Pos += m_pos * BS - intToFloat(camera_offset, BS);
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}
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}
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/*
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ParticleSpawner
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*/
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ParticleSpawner::ParticleSpawner(
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LocalPlayer *player,
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const ParticleSpawnerParameters ¶ms,
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u16 attached_id,
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std::vector<ClientParticleTexture> &&texpool,
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ParticleManager *p_manager
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) :
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m_active(0),
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m_particlemanager(p_manager),
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m_time(0.0f),
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m_player(player),
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p(params),
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m_texpool(std::move(texpool)),
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m_attached_id(attached_id)
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{
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m_spawntimes.reserve(p.amount + 1);
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for (u16 i = 0; i <= p.amount; i++) {
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float spawntime = myrand_float() * p.time;
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m_spawntimes.push_back(spawntime);
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}
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size_t max_particles = 0; // maximum number of particles likely to be visible at any given time
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assert(p.time >= 0);
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if (p.time != 0) {
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auto maxGenerations = p.time / std::min(p.exptime.start.min, p.exptime.end.min);
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max_particles = p.amount / maxGenerations;
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} else {
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auto longestLife = std::max(p.exptime.start.max, p.exptime.end.max);
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max_particles = p.amount * longestLife;
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}
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p_manager->reserveParticleSpace(max_particles * 1.2);
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}
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namespace {
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GenericCAO *findObjectByID(ClientEnvironment *env, u16 id) {
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if (id == 0)
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return nullptr;
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return env->getGenericCAO(id);
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}
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}
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void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
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const core::matrix4 *attached_absolute_pos_rot_matrix)
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{
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float fac = 0;
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if (p.time != 0) { // ensure safety from divide-by-zeroes
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fac = m_time / (p.time+0.1f);
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}
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auto r_pos = p.pos.blend(fac);
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auto r_vel = p.vel.blend(fac);
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auto r_acc = p.acc.blend(fac);
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auto r_drag = p.drag.blend(fac);
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auto r_radius = p.radius.blend(fac);
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auto r_jitter = p.jitter.blend(fac);
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auto r_bounce = p.bounce.blend(fac);
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v3f attractor_origin = p.attractor_origin.blend(fac);
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v3f attractor_direction = p.attractor_direction.blend(fac);
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auto attractor_obj = findObjectByID(env, p.attractor_attachment);
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auto attractor_direction_obj = findObjectByID(env, p.attractor_direction_attachment);
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auto r_exp = p.exptime.blend(fac);
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auto r_size = p.size.blend(fac);
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auto r_attract = p.attract.blend(fac);
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auto attract = r_attract.pickWithin();
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v3f ppos = m_player->getPosition() / BS;
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v3f pos = r_pos.pickWithin();
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v3f sphere_radius = r_radius.pickWithin();
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// Need to apply this first or the following check
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// will be wrong for attached spawners
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if (attached_absolute_pos_rot_matrix) {
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pos *= BS;
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attached_absolute_pos_rot_matrix->transformVect(pos);
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pos /= BS;
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v3s16 camera_offset = m_particlemanager->m_env->getCameraOffset();
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pos.X += camera_offset.X;
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pos.Y += camera_offset.Y;
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pos.Z += camera_offset.Z;
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}
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if (pos.getDistanceFromSQ(ppos) > radius*radius)
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return;
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// Parameters for the single particle we're about to spawn
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ParticleParameters pp;
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pp.pos = pos;
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pp.vel = r_vel.pickWithin();
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pp.acc = r_acc.pickWithin();
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pp.drag = r_drag.pickWithin();
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pp.jitter = r_jitter;
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pp.bounce = r_bounce;
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if (attached_absolute_pos_rot_matrix) {
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// Apply attachment rotation
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pp.vel = attached_absolute_pos_rot_matrix->rotateAndScaleVect(pp.vel);
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pp.acc = attached_absolute_pos_rot_matrix->rotateAndScaleVect(pp.acc);
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}
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if (attractor_obj)
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attractor_origin += attractor_obj->getPosition() / BS;
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if (attractor_direction_obj) {
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auto *attractor_absolute_pos_rot_matrix = attractor_direction_obj->getAbsolutePosRotMatrix();
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if (attractor_absolute_pos_rot_matrix) {
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attractor_direction = attractor_absolute_pos_rot_matrix
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->rotateAndScaleVect(attractor_direction);
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}
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}
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pp.expirationtime = r_exp.pickWithin();
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if (sphere_radius != v3f()) {
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f32 l = sphere_radius.getLength();
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v3f mag = sphere_radius;
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mag.normalize();
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v3f ofs = v3f(l,0,0);
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ofs.rotateXZBy(myrand_range(0.f,360.f));
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ofs.rotateYZBy(myrand_range(0.f,360.f));
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ofs.rotateXYBy(myrand_range(0.f,360.f));
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pp.pos += ofs * mag;
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}
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if (p.attractor_kind != ParticleParamTypes::AttractorKind::none && attract != 0) {
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v3f dir;
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f32 dist = 0; /* =0 necessary to silence warning */
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switch (p.attractor_kind) {
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case ParticleParamTypes::AttractorKind::none:
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break;
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case ParticleParamTypes::AttractorKind::point: {
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dist = pp.pos.getDistanceFrom(attractor_origin);
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dir = pp.pos - attractor_origin;
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dir.normalize();
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break;
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}
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case ParticleParamTypes::AttractorKind::line: {
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// https://github.com/minetest/minetest/issues/11505#issuecomment-915612700
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const auto& lorigin = attractor_origin;
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v3f ldir = attractor_direction;
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ldir.normalize();
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auto origin_to_point = pp.pos - lorigin;
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auto scalar_projection = origin_to_point.dotProduct(ldir);
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auto point_on_line = lorigin + (ldir * scalar_projection);
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dist = pp.pos.getDistanceFrom(point_on_line);
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dir = (point_on_line - pp.pos);
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dir.normalize();
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dir *= -1; // flip it around so strength=1 attracts, not repulses
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break;
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}
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case ParticleParamTypes::AttractorKind::plane: {
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// https://github.com/minetest/minetest/issues/11505#issuecomment-915612700
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const v3f& porigin = attractor_origin;
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v3f normal = attractor_direction;
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normal.normalize();
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v3f point_to_origin = porigin - pp.pos;
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f32 factor = normal.dotProduct(point_to_origin);
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if (numericAbsolute(factor) == 0.0f) {
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dir = normal;
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} else {
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factor = numericSign(factor);
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dir = normal * factor;
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}
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dist = numericAbsolute(normal.dotProduct(pp.pos - porigin));
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dir *= -1; // flip it around so strength=1 attracts, not repulses
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break;
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}
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}
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f32 speedTowards = numericAbsolute(attract) * dist;
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v3f avel = dir * speedTowards;
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if (attract > 0 && speedTowards > 0) {
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avel *= -1;
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if (p.attractor_kill) {
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// make sure the particle dies after crossing the attractor threshold
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f32 timeToCenter = dist / speedTowards;
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if (timeToCenter < pp.expirationtime)
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pp.expirationtime = timeToCenter;
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}
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}
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pp.vel += avel;
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}
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p.copyCommon(pp);
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ClientParticleTexRef texture;
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v2f texpos, texsize;
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video::SColor color(0xFFFFFFFF);
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if (p.node.getContent() != CONTENT_IGNORE) {
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const ContentFeatures &f =
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m_particlemanager->m_env->getGameDef()->ndef()->get(p.node);
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if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture.ref,
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texpos, texsize, &color, p.node_tile))
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return;
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} else {
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if (m_texpool.size() == 0)
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return;
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texture = ClientParticleTexRef(m_texpool[m_texpool.size() == 1 ? 0
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: myrand_range(0, m_texpool.size()-1)]);
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texpos = v2f(0.0f, 0.0f);
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texsize = v2f(1.0f, 1.0f);
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if (texture.tex->animated)
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pp.animation = texture.tex->animation;
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}
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// synchronize animation length with particle life if desired
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if (pp.animation.type != TAT_NONE) {
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// FIXME: this should be moved into a TileAnimationParams class method
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if (pp.animation.type == TAT_VERTICAL_FRAMES &&
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pp.animation.vertical_frames.length < 0) {
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auto& a = pp.animation.vertical_frames;
|
|
// we add a tiny extra value to prevent the first frame
|
|
// from flickering back on just before the particle dies
|
|
a.length = (pp.expirationtime / -a.length) + 0.1;
|
|
} else if (pp.animation.type == TAT_SHEET_2D &&
|
|
pp.animation.sheet_2d.frame_length < 0) {
|
|
auto& a = pp.animation.sheet_2d;
|
|
auto frames = a.frames_w * a.frames_h;
|
|
auto runtime = (pp.expirationtime / -a.frame_length) + 0.1;
|
|
pp.animation.sheet_2d.frame_length = frames / runtime;
|
|
}
|
|
}
|
|
|
|
// Allow keeping default random size
|
|
if (p.size.start.max > 0.0f || p.size.end.max > 0.0f)
|
|
pp.size = r_size.pickWithin();
|
|
|
|
++m_active;
|
|
m_particlemanager->addParticle(std::make_unique<Particle>(
|
|
pp,
|
|
texture,
|
|
texpos,
|
|
texsize,
|
|
color,
|
|
this
|
|
));
|
|
}
|
|
|
|
void ParticleSpawner::step(float dtime, ClientEnvironment *env)
|
|
{
|
|
m_time += dtime;
|
|
|
|
static thread_local const float radius =
|
|
g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;
|
|
|
|
bool unloaded = false;
|
|
const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr;
|
|
if (m_attached_id) {
|
|
if (GenericCAO *attached = env->getGenericCAO(m_attached_id)) {
|
|
attached_absolute_pos_rot_matrix = attached->getAbsolutePosRotMatrix();
|
|
} else {
|
|
unloaded = true;
|
|
}
|
|
}
|
|
|
|
if (p.time != 0) {
|
|
// Spawner exists for a predefined timespan
|
|
for (auto i = m_spawntimes.begin(); i != m_spawntimes.end(); ) {
|
|
if ((*i) <= m_time && p.amount > 0) {
|
|
--p.amount;
|
|
|
|
// Pretend to, but don't actually spawn a particle if it is
|
|
// attached to an unloaded object or distant from player.
|
|
if (!unloaded)
|
|
spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
|
|
|
|
i = m_spawntimes.erase(i);
|
|
} else {
|
|
++i;
|
|
}
|
|
}
|
|
} else {
|
|
// Spawner exists for an infinity timespan, spawn on a per-second base
|
|
|
|
// Skip this step if attached to an unloaded object
|
|
if (unloaded)
|
|
return;
|
|
|
|
for (int i = 0; i <= p.amount; i++) {
|
|
if (myrand_float() < dtime)
|
|
spawnParticle(env, radius, attached_absolute_pos_rot_matrix);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
ParticleBuffer
|
|
*/
|
|
|
|
ParticleBuffer::ParticleBuffer(ClientEnvironment *env, const video::SMaterial &material)
|
|
: scene::ISceneNode(
|
|
env->getGameDef()->getSceneManager()->getRootSceneNode(),
|
|
env->getGameDef()->getSceneManager()),
|
|
m_mesh_buffer(make_irr<scene::SMeshBuffer>())
|
|
{
|
|
m_mesh_buffer->getMaterial() = material;
|
|
}
|
|
|
|
static constexpr u16 quad_indices[] = { 0, 1, 2, 2, 3, 0 };
|
|
|
|
std::optional<u16> ParticleBuffer::allocate()
|
|
{
|
|
u16 index;
|
|
|
|
m_usage_timer = 0;
|
|
|
|
if (!m_free_list.empty()) {
|
|
index = m_free_list.back();
|
|
m_free_list.pop_back();
|
|
auto *vertices = static_cast<video::S3DVertex*>(m_mesh_buffer->getVertices());
|
|
u16 *indices = m_mesh_buffer->getIndices();
|
|
// reset vertices, because it is only written in Particle::step()
|
|
for (u16 i = 0; i < 4; i++)
|
|
vertices[4 * index + i] = video::S3DVertex();
|
|
for (u16 i = 0; i < 6; i++)
|
|
indices[6 * index + i] = 4 * index + quad_indices[i];
|
|
return index;
|
|
}
|
|
|
|
if (m_count >= MAX_PARTICLES_PER_BUFFER)
|
|
return std::nullopt;
|
|
|
|
// append new vertices
|
|
// note: Our buffer never gets smaller, but ParticleManager will delete
|
|
// us after a while.
|
|
std::array<video::S3DVertex, 4> vertices {};
|
|
m_mesh_buffer->append(&vertices.front(), 4, quad_indices, 6);
|
|
index = m_count++;
|
|
return index;
|
|
}
|
|
|
|
void ParticleBuffer::release(u16 index)
|
|
{
|
|
assert(index < m_count);
|
|
u16 *indices = m_mesh_buffer->getIndices();
|
|
for (u16 i = 0; i < 6; i++)
|
|
indices[6 * index + i] = 0;
|
|
m_free_list.push_back(index);
|
|
}
|
|
|
|
video::S3DVertex *ParticleBuffer::getVertices(u16 index)
|
|
{
|
|
if (index >= m_count)
|
|
return nullptr;
|
|
m_bounding_box_dirty = true;
|
|
return &(static_cast<video::S3DVertex *>(m_mesh_buffer->getVertices())[4 * index]);
|
|
}
|
|
|
|
void ParticleBuffer::OnRegisterSceneNode()
|
|
{
|
|
if (IsVisible) {
|
|
SceneManager->registerNodeForRendering(this,
|
|
m_mesh_buffer->getMaterial().MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF
|
|
? scene::ESNRP_SOLID : scene::ESNRP_TRANSPARENT_EFFECT);
|
|
}
|
|
scene::ISceneNode::OnRegisterSceneNode();
|
|
}
|
|
|
|
const core::aabbox3df &ParticleBuffer::getBoundingBox() const
|
|
{
|
|
if (!m_bounding_box_dirty)
|
|
return m_mesh_buffer->BoundingBox;
|
|
|
|
core::aabbox3df box;
|
|
for (u16 i = 0; i < m_count; i++) {
|
|
// check if this index is used
|
|
static_assert(quad_indices[1] != 0);
|
|
if (m_mesh_buffer->getIndices()[6 * i + 1] == 0)
|
|
continue;
|
|
|
|
for (u16 j = 0; j < 4; j++)
|
|
box.addInternalPoint(m_mesh_buffer->getPosition(i * 4 + j));
|
|
}
|
|
|
|
m_mesh_buffer->BoundingBox = box;
|
|
m_bounding_box_dirty = false;
|
|
return m_mesh_buffer->BoundingBox;
|
|
}
|
|
|
|
void ParticleBuffer::render()
|
|
{
|
|
video::IVideoDriver *driver = SceneManager->getVideoDriver();
|
|
|
|
if (isEmpty())
|
|
return;
|
|
|
|
driver->setTransform(video::ETS_WORLD, core::matrix4());
|
|
driver->setMaterial(m_mesh_buffer->getMaterial());
|
|
driver->drawMeshBuffer(m_mesh_buffer.get());
|
|
}
|
|
|
|
/*
|
|
ParticleManager
|
|
*/
|
|
|
|
ParticleManager::ParticleManager(ClientEnvironment *env) :
|
|
m_env(env)
|
|
{}
|
|
|
|
ParticleManager::~ParticleManager()
|
|
{
|
|
clearAll();
|
|
}
|
|
|
|
void ParticleManager::step(float dtime)
|
|
{
|
|
stepParticles(dtime);
|
|
stepSpawners(dtime);
|
|
stepBuffers(dtime);
|
|
}
|
|
|
|
void ParticleManager::stepSpawners(float dtime)
|
|
{
|
|
MutexAutoLock lock(m_spawner_list_lock);
|
|
|
|
for (size_t i = 0; i < m_dying_particle_spawners.size();) {
|
|
// the particlespawner owns the textures, so we need to make
|
|
// sure there are no active particles before we free it
|
|
if (!m_dying_particle_spawners[i]->hasActive()) {
|
|
m_dying_particle_spawners[i] = std::move(m_dying_particle_spawners.back());
|
|
m_dying_particle_spawners.pop_back();
|
|
} else {
|
|
++i;
|
|
}
|
|
}
|
|
|
|
for (auto it = m_particle_spawners.begin(); it != m_particle_spawners.end();) {
|
|
auto &ps = it->second;
|
|
if (ps->getExpired()) {
|
|
// same as above
|
|
if (ps->hasActive())
|
|
m_dying_particle_spawners.push_back(std::move(ps));
|
|
it = m_particle_spawners.erase(it);
|
|
} else {
|
|
ps->step(dtime, m_env);
|
|
++it;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ParticleManager::stepParticles(float dtime)
|
|
{
|
|
MutexAutoLock lock(m_particle_list_lock);
|
|
|
|
for (size_t i = 0; i < m_particles.size();) {
|
|
Particle &p = *m_particles[i];
|
|
if (p.isExpired()) {
|
|
ParticleSpawner *parent = p.getParent();
|
|
if (parent) {
|
|
assert(parent->hasActive());
|
|
parent->decrActive();
|
|
}
|
|
// delete
|
|
m_particles[i] = std::move(m_particles.back());
|
|
m_particles.pop_back();
|
|
} else {
|
|
p.step(dtime, m_env);
|
|
++i;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ParticleManager::stepBuffers(float dtime)
|
|
{
|
|
constexpr float INTERVAL = 0.5f;
|
|
if (!m_buffer_gc.step(dtime, INTERVAL))
|
|
return;
|
|
|
|
MutexAutoLock lock(m_particle_list_lock);
|
|
|
|
// remove buffers that have been unused for 5 seconds
|
|
size_t alloc = 0;
|
|
for (size_t i = 0; i < m_particle_buffers.size(); ) {
|
|
auto &buf = m_particle_buffers[i];
|
|
buf->m_usage_timer += INTERVAL;
|
|
if (buf->isEmpty() && buf->m_usage_timer > 5.0f) {
|
|
// delete and swap with last
|
|
buf->remove();
|
|
buf = std::move(m_particle_buffers.back());
|
|
m_particle_buffers.pop_back();
|
|
} else {
|
|
i++;
|
|
alloc += buf->m_count;
|
|
}
|
|
}
|
|
|
|
g_profiler->avg("ParticleManager: particle buffer count [#]", m_particle_buffers.size());
|
|
if (!m_particle_buffers.empty())
|
|
g_profiler->avg("ParticleManager: buffer allocated size [#]", alloc);
|
|
}
|
|
|
|
void ParticleManager::clearAll()
|
|
{
|
|
MutexAutoLock lock(m_spawner_list_lock);
|
|
MutexAutoLock lock2(m_particle_list_lock);
|
|
|
|
m_particle_spawners.clear();
|
|
m_dying_particle_spawners.clear();
|
|
|
|
m_particles.clear();
|
|
|
|
// have to remove from scene first because it keeps a reference
|
|
for (auto &it : m_particle_buffers)
|
|
it->remove();
|
|
m_particle_buffers.clear();
|
|
}
|
|
|
|
void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
|
|
LocalPlayer *player)
|
|
{
|
|
switch (event->type) {
|
|
case CE_DELETE_PARTICLESPAWNER: {
|
|
deleteParticleSpawner(event->delete_particlespawner.id);
|
|
// no allocated memory in delete event
|
|
break;
|
|
}
|
|
case CE_ADD_PARTICLESPAWNER: {
|
|
deleteParticleSpawner(event->add_particlespawner.id);
|
|
|
|
const ParticleSpawnerParameters &p = *event->add_particlespawner.p;
|
|
|
|
// texture pool
|
|
std::vector<ClientParticleTexture> texpool;
|
|
if (!p.texpool.empty()) {
|
|
size_t txpsz = p.texpool.size();
|
|
texpool.reserve(txpsz);
|
|
for (size_t i = 0; i < txpsz; ++i) {
|
|
texpool.emplace_back(p.texpool[i], client->tsrc());
|
|
}
|
|
} else {
|
|
// no texpool in use, use fallback texture
|
|
texpool.emplace_back(p.texture, client->tsrc());
|
|
}
|
|
|
|
addParticleSpawner(event->add_particlespawner.id,
|
|
std::make_unique<ParticleSpawner>(
|
|
player,
|
|
p,
|
|
event->add_particlespawner.attached_id,
|
|
std::move(texpool),
|
|
this)
|
|
);
|
|
|
|
delete event->add_particlespawner.p;
|
|
break;
|
|
}
|
|
case CE_SPAWN_PARTICLE: {
|
|
ParticleParameters &p = *event->spawn_particle;
|
|
|
|
ClientParticleTexRef texture;
|
|
std::unique_ptr<ClientParticleTexture> texstore;
|
|
v2f texpos, texsize;
|
|
video::SColor color(0xFFFFFFFF);
|
|
|
|
f32 oldsize = p.size;
|
|
|
|
if (p.node.getContent() != CONTENT_IGNORE) {
|
|
const ContentFeatures &f = m_env->getGameDef()->ndef()->get(p.node);
|
|
getNodeParticleParams(p.node, f, p, &texture.ref, texpos,
|
|
texsize, &color, p.node_tile);
|
|
} else {
|
|
/* with no particlespawner to own the texture, we need
|
|
* to save it on the heap. it will be freed when the
|
|
* particle is destroyed */
|
|
texstore = std::make_unique<ClientParticleTexture>(p.texture, client->tsrc());
|
|
|
|
texture = ClientParticleTexRef(*texstore);
|
|
texpos = v2f(0.0f, 0.0f);
|
|
texsize = v2f(1.0f, 1.0f);
|
|
}
|
|
|
|
// Allow keeping default random size
|
|
if (oldsize > 0.0f)
|
|
p.size = oldsize;
|
|
|
|
if (texture.ref) {
|
|
addParticle(std::make_unique<Particle>(
|
|
p, texture, texpos, texsize, color, nullptr,
|
|
std::move(texstore)));
|
|
}
|
|
|
|
delete event->spawn_particle;
|
|
break;
|
|
}
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
bool ParticleManager::getNodeParticleParams(const MapNode &n,
|
|
const ContentFeatures &f, ParticleParameters &p, video::ITexture **texture,
|
|
v2f &texpos, v2f &texsize, video::SColor *color, u8 tilenum)
|
|
{
|
|
// No particles for "airlike" nodes
|
|
if (f.drawtype == NDT_AIRLIKE)
|
|
return false;
|
|
|
|
// Texture
|
|
u8 texid;
|
|
if (tilenum > 0 && tilenum <= 6)
|
|
texid = tilenum - 1;
|
|
else
|
|
texid = myrand_range(0,5);
|
|
const TileLayer &tile = f.tiles[texid].layers[0];
|
|
p.animation.type = TAT_NONE;
|
|
|
|
// Only use first frame of animated texture
|
|
if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
|
|
*texture = (*tile.frames)[0].texture;
|
|
else
|
|
*texture = tile.texture;
|
|
|
|
float size = (myrand_range(0,8)) / 64.0f;
|
|
p.size = BS * size;
|
|
if (tile.scale)
|
|
size /= tile.scale;
|
|
texsize = v2f(size * 2.0f, size * 2.0f);
|
|
texpos.X = (myrand_range(0,64)) / 64.0f - texsize.X;
|
|
texpos.Y = (myrand_range(0,64)) / 64.0f - texsize.Y;
|
|
|
|
if (tile.has_color)
|
|
*color = tile.color;
|
|
else
|
|
n.getColor(f, color);
|
|
|
|
return true;
|
|
}
|
|
|
|
// The final burst of particles when a node is finally dug, *not* particles
|
|
// spawned during the digging of a node.
|
|
|
|
void ParticleManager::addDiggingParticles(IGameDef *gamedef,
|
|
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
|
|
{
|
|
// No particles for "airlike" nodes
|
|
if (f.drawtype == NDT_AIRLIKE)
|
|
return;
|
|
|
|
for (u16 j = 0; j < 16; j++) {
|
|
addNodeParticle(gamedef, player, pos, n, f);
|
|
}
|
|
}
|
|
|
|
// During the digging of a node particles are spawned individually by this
|
|
// function, called from Game::handleDigging() in game.cpp.
|
|
|
|
void ParticleManager::addNodeParticle(IGameDef *gamedef,
|
|
LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f)
|
|
{
|
|
ParticleParameters p;
|
|
video::ITexture *ref = nullptr;
|
|
v2f texpos, texsize;
|
|
video::SColor color;
|
|
|
|
if (!getNodeParticleParams(n, f, p, &ref, texpos, texsize, &color))
|
|
return;
|
|
|
|
p.texture.blendmode = f.alpha == ALPHAMODE_BLEND
|
|
? BlendMode::alpha : BlendMode::clip;
|
|
|
|
p.expirationtime = myrand_range(0, 100) / 100.0f;
|
|
|
|
// Physics
|
|
p.vel = v3f(
|
|
myrand_range(-1.5f,1.5f),
|
|
myrand_range(0.f,3.f),
|
|
myrand_range(-1.5f,1.5f)
|
|
);
|
|
p.acc = v3f(
|
|
0.0f,
|
|
-player->movement_gravity * player->physics_override.gravity / BS,
|
|
0.0f
|
|
);
|
|
p.pos = v3f(
|
|
(f32)pos.X + myrand_range(0.f, .5f) - .25f,
|
|
(f32)pos.Y + myrand_range(0.f, .5f) - .25f,
|
|
(f32)pos.Z + myrand_range(0.f, .5f) - .25f
|
|
);
|
|
|
|
addParticle(std::make_unique<Particle>(
|
|
p,
|
|
ClientParticleTexRef(ref),
|
|
texpos,
|
|
texsize,
|
|
color));
|
|
}
|
|
|
|
void ParticleManager::reserveParticleSpace(size_t max_estimate)
|
|
{
|
|
MutexAutoLock lock(m_particle_list_lock);
|
|
|
|
m_particles.reserve(m_particles.size() + max_estimate);
|
|
}
|
|
|
|
static void setBlendMode(video::SMaterial &material, BlendMode blendmode)
|
|
{
|
|
video::E_BLEND_FACTOR bfsrc, bfdst;
|
|
video::E_BLEND_OPERATION blendop;
|
|
switch (blendmode) {
|
|
case BlendMode::add:
|
|
bfsrc = video::EBF_SRC_ALPHA;
|
|
bfdst = video::EBF_DST_ALPHA;
|
|
blendop = video::EBO_ADD;
|
|
break;
|
|
|
|
case BlendMode::sub:
|
|
bfsrc = video::EBF_SRC_ALPHA;
|
|
bfdst = video::EBF_DST_ALPHA;
|
|
blendop = video::EBO_REVSUBTRACT;
|
|
break;
|
|
|
|
case BlendMode::screen:
|
|
bfsrc = video::EBF_ONE;
|
|
bfdst = video::EBF_ONE_MINUS_SRC_COLOR;
|
|
blendop = video::EBO_ADD;
|
|
break;
|
|
|
|
default: // includes BlendMode::alpha
|
|
bfsrc = video::EBF_SRC_ALPHA;
|
|
bfdst = video::EBF_ONE_MINUS_SRC_ALPHA;
|
|
blendop = video::EBO_ADD;
|
|
break;
|
|
}
|
|
|
|
material.MaterialTypeParam = video::pack_textureBlendFunc(
|
|
bfsrc, bfdst,
|
|
video::EMFN_MODULATE_1X,
|
|
video::EAS_TEXTURE | video::EAS_VERTEX_COLOR);
|
|
material.BlendOperation = blendop;
|
|
}
|
|
|
|
video::SMaterial ParticleManager::getMaterialForParticle(const Particle *particle)
|
|
{
|
|
const ClientParticleTexRef &texture = particle->getTextureRef();
|
|
|
|
video::SMaterial material;
|
|
|
|
// Texture
|
|
material.BackfaceCulling = false;
|
|
material.FogEnable = true;
|
|
material.forEachTexture([] (auto &tex) {
|
|
tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
|
|
tex.MagFilter = video::ETMAGF_NEAREST;
|
|
});
|
|
|
|
const auto blendmode = particle->getBlendMode();
|
|
if (blendmode == BlendMode::clip) {
|
|
material.ZWriteEnable = video::EZW_ON;
|
|
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
material.MaterialTypeParam = 0.5f;
|
|
} else {
|
|
// We don't have working transparency sorting. Disable Z-Write for
|
|
// correct results for clipped-alpha at least.
|
|
material.ZWriteEnable = video::EZW_OFF;
|
|
material.MaterialType = video::EMT_ONETEXTURE_BLEND;
|
|
setBlendMode(material, blendmode);
|
|
}
|
|
material.setTexture(0, texture.ref);
|
|
|
|
return material;
|
|
}
|
|
|
|
bool ParticleManager::addParticle(std::unique_ptr<Particle> toadd)
|
|
{
|
|
MutexAutoLock lock(m_particle_list_lock);
|
|
|
|
auto material = getMaterialForParticle(toadd.get());
|
|
|
|
ParticleBuffer *found = nullptr;
|
|
// simple shortcut when multiple particles of the same type get added
|
|
if (!m_particles.empty()) {
|
|
auto &last = m_particles.back();
|
|
if (last->getBuffer() && last->getBuffer()->getMaterial(0) == material)
|
|
found = last->getBuffer();
|
|
}
|
|
// search fitting buffer
|
|
if (!found) {
|
|
for (auto &buffer : m_particle_buffers) {
|
|
if (buffer->getMaterial(0) == material) {
|
|
found = buffer.get();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// or create a new one
|
|
if (!found) {
|
|
auto tmp = make_irr<ParticleBuffer>(m_env, material);
|
|
found = tmp.get();
|
|
m_particle_buffers.push_back(std::move(tmp));
|
|
}
|
|
|
|
if (!toadd->attachToBuffer(found)) {
|
|
infostream << "ParticleManager: buffer full, dropping particle" << std::endl;
|
|
return false;
|
|
}
|
|
m_particles.push_back(std::move(toadd));
|
|
return true;
|
|
}
|
|
|
|
void ParticleManager::addParticleSpawner(u64 id, std::unique_ptr<ParticleSpawner> toadd)
|
|
{
|
|
MutexAutoLock lock(m_spawner_list_lock);
|
|
|
|
auto &slot = m_particle_spawners[id];
|
|
if (slot) {
|
|
// do not kill spawners here. children are still alive
|
|
errorstream << "ParticleManager: Failed to add spawner with id " << id
|
|
<< ". Id already in use." << std::endl;
|
|
return;
|
|
}
|
|
slot = std::move(toadd);
|
|
}
|
|
|
|
void ParticleManager::deleteParticleSpawner(u64 id)
|
|
{
|
|
MutexAutoLock lock(m_spawner_list_lock);
|
|
|
|
auto it = m_particle_spawners.find(id);
|
|
if (it != m_particle_spawners.end()) {
|
|
m_dying_particle_spawners.push_back(std::move(it->second));
|
|
m_particle_spawners.erase(it);
|
|
}
|
|
}
|