/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "ParticleRenderer.h"
#include "graphics/ParticleEmitter.h"
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderManager.h"
#include "graphics/TextureManager.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
struct ParticleRendererInternals
{
int frameNumber;
CShaderTechniquePtr shader;
CShaderTechniquePtr shaderSolid;
std::vector emitters[CRenderer::CULL_MAX];
};
ParticleRenderer::ParticleRenderer()
{
m = new ParticleRendererInternals();
m->frameNumber = 0;
}
ParticleRenderer::~ParticleRenderer()
{
delete m;
}
void ParticleRenderer::Submit(int cullGroup, CParticleEmitter* emitter)
{
m->emitters[cullGroup].push_back(emitter);
}
void ParticleRenderer::EndFrame()
{
for (int cullGroup = 0; cullGroup < CRenderer::CULL_MAX; ++cullGroup)
m->emitters[cullGroup].clear();
// this should leave the capacity unchanged, which is okay since it
// won't be very large or very variable
}
struct SortEmitterDistance
{
SortEmitterDistance(const CMatrix3D& m) : worldToCam(m) { }
// TODO: if this is slow, we should pre-compute the distance for each emitter
bool operator()(CParticleEmitter* const& a, CParticleEmitter* const& b)
{
CVector3D posa = a->GetPosition();
CVector3D posb = b->GetPosition();
if (posa == posb)
return false;
float dista = worldToCam.Transform(posa).LengthSquared();
float distb = worldToCam.Transform(posb).LengthSquared();
return distb < dista;
}
CMatrix3D worldToCam;
};
void ParticleRenderer::PrepareForRendering(const CShaderDefines& context)
{
PROFILE3("prepare particles");
// Can't load the shader in the constructor because it's called before the
// renderer initialisation is complete, so load it the first time through here
if (!m->shader)
{
// Only construct the shaders when shaders are supported and enabled; otherwise
// RenderParticles will never be called so it's safe to leave the shaders as null
if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
{
m->shader = g_Renderer.GetShaderManager().LoadEffect(str_particle, context, CShaderDefines());
m->shaderSolid = g_Renderer.GetShaderManager().LoadEffect(str_particle_solid, context, CShaderDefines());
}
}
++m->frameNumber;
for (int cullGroup = 0; cullGroup < CRenderer::CULL_MAX; ++cullGroup)
{
PROFILE("update emitters");
for (size_t i = 0; i < m->emitters[cullGroup].size(); ++i)
{
CParticleEmitter* emitter = m->emitters[cullGroup][i];
emitter->UpdateArrayData(m->frameNumber);
emitter->PrepareForRendering();
}
}
for (int cullGroup = 0; cullGroup < CRenderer::CULL_MAX; ++cullGroup)
{
// Sort back-to-front by distance from camera
PROFILE("sort emitters");
CMatrix3D worldToCam;
g_Renderer.GetViewCamera().m_Orientation.GetInverse(worldToCam);
std::stable_sort(m->emitters[cullGroup].begin(), m->emitters[cullGroup].end(), SortEmitterDistance(worldToCam));
}
// TODO: should batch by texture here when possible, maybe
}
void ParticleRenderer::RenderParticles(int cullGroup, bool solidColor)
{
CShaderTechniquePtr shader = solidColor ? m->shaderSolid : m->shader;
std::vector& emitters = m->emitters[cullGroup];
shader->BeginPass();
shader->GetShader()->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
shader->GetShader()->Uniform(str_modelViewMatrix, g_Renderer.GetViewCamera().GetOrientation().GetInverse());
if (!solidColor)
glEnable(GL_BLEND);
glDepthMask(0);
for (size_t i = 0; i < emitters.size(); ++i)
{
CParticleEmitter* emitter = emitters[i];
emitter->Bind(shader->GetShader());
emitter->RenderArray(shader->GetShader());
}
CVertexBuffer::Unbind();
pglBlendEquationEXT(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glDepthMask(1);
shader->EndPass();
}
void ParticleRenderer::RenderBounds(int cullGroup, CShaderProgramPtr& shader)
{
std::vector& emitters = m->emitters[cullGroup];
for (size_t i = 0; i < emitters.size(); ++i)
{
CParticleEmitter* emitter = emitters[i];
CBoundingBoxAligned bounds = emitter->m_Type->CalculateBounds(emitter->GetPosition(), emitter->GetParticleBounds());
bounds.Render(shader);
}
}