//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "cbase.h" #include "particles_simple.h" #include "env_wind_shared.h" #include "KeyValues.h" #include "toolframework_client.h" #include "toolframework/itoolframework.h" #include "vstdlib/IKeyValuesSystem.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Used for debugging to make sure all particle effects get freed when we exit. CUtlLinkedList g_ParticleEffects; class CEffectChecker { public: ~CEffectChecker() { Assert( g_ParticleEffects.Count() == 0 ); } } g_EffectChecker; //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CParticleEffect::CParticleEffect( const char *pName ) { m_pDebugName = pName; m_vSortOrigin.Init(); m_Flags = FLAG_ALLOCATED; m_nToolParticleEffectId = TOOLPARTICLESYSTEMID_INVALID; m_RefCount = 0; m_bSimulate = true; ParticleMgr()->AddEffect( &m_ParticleEffect, this ); #if defined( _DEBUG ) g_ParticleEffects.AddToTail( this ); #endif } //----------------------------------------------------------------------------- // Purpose: Destructor //----------------------------------------------------------------------------- CParticleEffect::~CParticleEffect( void ) { #if defined( _DEBUG ) int index = g_ParticleEffects.Find( this ); Assert( g_ParticleEffects.IsValidIndex(index) ); g_ParticleEffects.Remove( index ); #endif // HACKHACK: Prevent re-entering the destructor, clear m_Flags. // For some reason we'll get a callback into NotifyRemove() after being deleted! // Investigate dangling pointer m_Flags = 0; #if !defined( _XBOX ) if ( ( m_nToolParticleEffectId != TOOLPARTICLESYSTEMID_INVALID ) && clienttools->IsInRecordingMode() ) { KeyValues *msg = new KeyValues( "OldParticleSystem_Destroy" ); msg->SetInt( "id", m_nToolParticleEffectId ); msg->SetFloat( "time", gpGlobals->curtime ); ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg ); m_nToolParticleEffectId = TOOLPARTICLESYSTEMID_INVALID; } #endif } void CParticleEffect::SetDynamicallyAllocated( bool bDynamic ) { if( bDynamic ) m_Flags |= FLAG_ALLOCATED; else m_Flags &= ~FLAG_ALLOCATED; } int CParticleEffect::IsReleased() { return m_RefCount == 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleEffect::AddRef() { ++m_RefCount; } void CParticleEffect::Release() { Assert( m_RefCount > 0 ); --m_RefCount; // If all the particles are already gone, delete ourselves now. // If there are still particles, wait for the last NotifyDestroyParticle. if ( m_RefCount == 0 ) { if ( m_Flags & FLAG_ALLOCATED ) { if ( m_ParticleEffect.GetNumActiveParticles() == 0 ) { m_ParticleEffect.SetRemoveFlag(); } } } } //----------------------------------------------------------------------------- // Purpose: // Input : &vSortOrigin - //----------------------------------------------------------------------------- const Vector &CParticleEffect::GetSortOrigin() { Assert(m_vSortOrigin.IsValid()); return m_vSortOrigin; } const char *CParticleEffect::GetEffectName() { return m_pDebugName; } //----------------------------------------------------------------------------- // Purpose: // Input : pParticle - //----------------------------------------------------------------------------- void CParticleEffect::NotifyDestroyParticle( Particle* pParticle ) { // Go away if we're released and there are no more particles. if( m_ParticleEffect.GetNumActiveParticles() == 0 && IsReleased() && (m_Flags & FLAG_ALLOCATED) && !(m_Flags & FLAG_DONT_REMOVE) ) { m_ParticleEffect.SetRemoveFlag(); } } void CParticleEffect::Update( float flTimeDelta ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CParticleEffect::NotifyRemove() { if( m_Flags & FLAG_ALLOCATED ) { Assert( IsReleased() ); delete this; } } void CParticleEffect::SetSortOrigin( const Vector &vSortOrigin ) { if ( GetBinding().GetAutoUpdateBBox() ) { if ( m_ParticleEffect.EnlargeBBoxToContain( vSortOrigin ) ) { m_vSortOrigin = vSortOrigin; } } else { // If not auto-updating bbox, don't change the bbox, just set the sort origin. m_vSortOrigin = vSortOrigin; } } void CParticleEffect::SetParticleCullRadius( float radius ) { m_ParticleEffect.SetParticleCullRadius( radius ); } //----------------------------------------------------------------------------- // Purpose: // Input : *name - // Output : PMaterialHandle //----------------------------------------------------------------------------- PMaterialHandle CParticleEffect::GetPMaterial(const char *name) { return m_ParticleEffect.FindOrAddMaterial(name); } //----------------------------------------------------------------------------- // Purpose: // Input : particleSize - // material - // Output : SimpleParticle //----------------------------------------------------------------------------- Particle *CParticleEffect::AddParticle( unsigned int particleSize, PMaterialHandle material, const Vector &origin ) { // If you get here, then you must call SetSortOrigin before adding particles. Assert( m_vSortOrigin.IsValid() ); Particle *pParticle = (Particle *) m_ParticleEffect.AddParticle( particleSize, material ); if( pParticle == NULL ) return NULL; pParticle->m_Pos = origin; return pParticle; } //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- REGISTER_EFFECT_USING_CREATE( CSimpleEmitter ); CSimpleEmitter::CSimpleEmitter( const char *pDebugName ) : CParticleEffect( pDebugName ) { m_flNearClipMin = 16.0f; m_flNearClipMax = 64.0f; } CSimpleEmitter::~CSimpleEmitter() { } CSmartPtr CSimpleEmitter::Create( const char *pDebugName ) { CSimpleEmitter *pRet = new CSimpleEmitter( pDebugName ); pRet->SetDynamicallyAllocated( true ); return pRet; } //----------------------------------------------------------------------------- // Purpose: Set the internal near clip range for this particle system // Input : nearClipMin - beginning of clip range // nearClipMax - end of clip range //----------------------------------------------------------------------------- void CSimpleEmitter::SetNearClip( float nearClipMin, float nearClipMax ) { m_flNearClipMin = nearClipMin; m_flNearClipMax = nearClipMax; } SimpleParticle* CSimpleEmitter::AddSimpleParticle( PMaterialHandle hMaterial, const Vector &vOrigin, float flDieTime, unsigned char uchSize ) { SimpleParticle *pRet = (SimpleParticle*)AddParticle( sizeof( SimpleParticle ), hMaterial, vOrigin ); if ( pRet ) { pRet->m_Pos = vOrigin; pRet->m_vecVelocity.Init(); pRet->m_flRoll = 0; pRet->m_flRollDelta = 0; pRet->m_flLifetime = 0; pRet->m_flDieTime = flDieTime; pRet->m_uchColor[0] = pRet->m_uchColor[1] = pRet->m_uchColor[2] = 0; pRet->m_uchStartAlpha = pRet->m_uchEndAlpha = 255; pRet->m_uchStartSize = pRet->m_uchEndSize = uchSize; pRet->m_iFlags = 0; } return pRet; } //----------------------------------------------------------------------------- // Purpose: // Input : fTimeDelta - // Output : float //----------------------------------------------------------------------------- float CSimpleEmitter::UpdateAlpha( const SimpleParticle *pParticle ) { return (pParticle->m_uchStartAlpha/255.0f) + ( (float)(pParticle->m_uchEndAlpha/255.0f) - (float)(pParticle->m_uchStartAlpha/255.0f) ) * (pParticle->m_flLifetime / pParticle->m_flDieTime); } //----------------------------------------------------------------------------- // Purpose: // Input : fTimeDelta - // Output : float //----------------------------------------------------------------------------- float CSimpleEmitter::UpdateScale( const SimpleParticle *pParticle ) { return (float)pParticle->m_uchStartSize + ( (float)pParticle->m_uchEndSize - (float)pParticle->m_uchStartSize ) * (pParticle->m_flLifetime / pParticle->m_flDieTime); } //----------------------------------------------------------------------------- // Purpose: // Input : fTimeDelta - // Output : Vector //----------------------------------------------------------------------------- #define WIND_ACCEL 50 void CSimpleEmitter::UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) { if (pParticle->m_iFlags & SIMPLE_PARTICLE_FLAG_WINDBLOWN) { Vector vecWind; GetWindspeedAtTime( gpGlobals->curtime, vecWind ); for ( int i = 0 ; i < 2 ; i++ ) { if ( pParticle->m_vecVelocity[i] < vecWind[i] ) { pParticle->m_vecVelocity[i] += ( timeDelta * WIND_ACCEL ); // clamp if ( pParticle->m_vecVelocity[i] > vecWind[i] ) pParticle->m_vecVelocity[i] = vecWind[i]; } else if (pParticle->m_vecVelocity[i] > vecWind[i] ) { pParticle->m_vecVelocity[i] -= ( timeDelta * WIND_ACCEL ); // clamp. if ( pParticle->m_vecVelocity[i] < vecWind[i] ) pParticle->m_vecVelocity[i] = vecWind[i]; } } } } //----------------------------------------------------------------------------- // Purpose: // Input : fTimeDelta - // Output : float //----------------------------------------------------------------------------- float CSimpleEmitter::UpdateRoll( SimpleParticle *pParticle, float timeDelta ) { pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta; return pParticle->m_flRoll; } //----------------------------------------------------------------------------- // Purpose: // Input : *pParticle - // timeDelta - //----------------------------------------------------------------------------- Vector CSimpleEmitter::UpdateColor( const SimpleParticle *pParticle ) { static Vector cColor; cColor[0] = pParticle->m_uchColor[0] / 255.0f; cColor[1] = pParticle->m_uchColor[1] / 255.0f; cColor[2] = pParticle->m_uchColor[2] / 255.0f; return cColor; } void CSimpleEmitter::SimulateParticles( CParticleSimulateIterator *pIterator ) { float timeDelta = pIterator->GetTimeDelta(); SimpleParticle *pParticle = (SimpleParticle*)pIterator->GetFirst(); while ( pParticle ) { //Update velocity UpdateVelocity( pParticle, timeDelta ); pParticle->m_Pos += pParticle->m_vecVelocity * timeDelta; //Should this particle die? pParticle->m_flLifetime += timeDelta; UpdateRoll( pParticle, timeDelta ); if ( pParticle->m_flLifetime >= pParticle->m_flDieTime ) pIterator->RemoveParticle( pParticle ); pParticle = (SimpleParticle*)pIterator->GetNext(); } } void CSimpleEmitter::RenderParticles( CParticleRenderIterator *pIterator ) { const SimpleParticle *pParticle = (const SimpleParticle *)pIterator->GetFirst(); while ( pParticle ) { //Render Vector tPos; TransformParticle( ParticleMgr()->GetModelView(), pParticle->m_Pos, tPos ); float sortKey = (int) tPos.z; //Render it RenderParticle_ColorSizeAngle( pIterator->GetParticleDraw(), tPos, UpdateColor( pParticle ), UpdateAlpha( pParticle ) * GetAlphaDistanceFade( tPos, m_flNearClipMin, m_flNearClipMax ), UpdateScale( pParticle ), pParticle->m_flRoll ); pParticle = (const SimpleParticle *)pIterator->GetNext( sortKey ); } } //----------------------------------------------------------------------------- // Purpose: // Input : state - //----------------------------------------------------------------------------- void CSimpleEmitter::SetDrawBeforeViewModel( bool state ) { m_ParticleEffect.SetDrawBeforeViewModel( state ); } //================================================== // Particle Library //================================================== CEmberEffect::CEmberEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) { } CSmartPtr CEmberEffect::Create( const char *pDebugName ) { CEmberEffect *pRet = new CEmberEffect( pDebugName ); pRet->SetDynamicallyAllocated( true ); return pRet; } void CEmberEffect::UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) { float speed = VectorNormalize( pParticle->m_vecVelocity ); Vector offset; speed -= ( 12.0f * timeDelta ); offset.Random( -0.125f, 0.125f ); pParticle->m_vecVelocity += offset; VectorNormalize( pParticle->m_vecVelocity ); pParticle->m_vecVelocity *= speed; } //----------------------------------------------------------------------------- // Purpose: // Input : *pParticle - // timeDelta - //----------------------------------------------------------------------------- Vector CEmberEffect::UpdateColor( const SimpleParticle *pParticle ) { Vector color; float ramp = 1.0f - ( pParticle->m_flLifetime / pParticle->m_flDieTime ); color[0] = ( (float) pParticle->m_uchColor[0] * ramp ) / 255.0f; color[1] = ( (float) pParticle->m_uchColor[1] * ramp ) / 255.0f; color[2] = ( (float) pParticle->m_uchColor[2] * ramp ) / 255.0f; return color; } //----------------------------------------------------------------------------- // Purpose: // Input : *pParticle - // timeDelta - // Output : float //----------------------------------------------------------------------------- CFireSmokeEffect::CFireSmokeEffect( const char *pDebugName ) : CSimpleEmitter( pDebugName ) { } CSmartPtr CFireSmokeEffect::Create( const char *pDebugName ) { CFireSmokeEffect *pRet = new CFireSmokeEffect( pDebugName ); pRet->SetDynamicallyAllocated( true ); return pRet; } float CFireSmokeEffect::UpdateAlpha( const SimpleParticle *pParticle ) { return ( ((float)pParticle->m_uchStartAlpha/255.0f) * sin( M_PI * (pParticle->m_flLifetime / pParticle->m_flDieTime) ) ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pParticle - // timeDelta - //----------------------------------------------------------------------------- void CFireSmokeEffect::UpdateVelocity( SimpleParticle *pParticle, float timeDelta ) { } //----------------------------------------------------------------------------- // Purpose: // Input : *pParticle - // timeDelta - // Output : Vector //----------------------------------------------------------------------------- CFireParticle::CFireParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ) { } CSmartPtr CFireParticle::Create( const char *pDebugName ) { CFireParticle *pRet = new CFireParticle( pDebugName ); pRet->SetDynamicallyAllocated( true ); return pRet; } Vector CFireParticle::UpdateColor( const SimpleParticle *pParticle ) { for ( int i = 0; i < 3; i++ ) { //FIXME: This is frame dependant... but I don't want to store off start/end colors yet //pParticle->m_uchColor[i] = MAX( 0, pParticle->m_uchColor[i]-2 ); } return CSimpleEmitter::UpdateColor( pParticle ); }