mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Add support for rendering particles to the glow buffer
This commit is contained in:
parent
c08413ffde
commit
30a8401d14
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@ -145,6 +145,7 @@ ParticleEmitterData::ParticleEmitterData()
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blendStyle = ParticleRenderInst::BlendUndefined;
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sortParticles = false;
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renderReflection = true;
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glow = false;
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reverseOrder = false;
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textureName = 0;
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textureHandle = 0;
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@ -289,6 +290,9 @@ void ParticleEmitterData::initPersistFields()
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addField( "renderReflection", TYPEID< bool >(), Offset(renderReflection, ParticleEmitterData),
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"Controls whether particles are rendered onto reflective surfaces like water." );
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addField("glow", TYPEID< bool >(), Offset(glow, ParticleEmitterData),
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"If true, the particles are rendered to the glow buffer as well.");
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//@}
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endGroup( "ParticleEmitterData" );
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@ -356,6 +360,7 @@ void ParticleEmitterData::packData(BitStream* stream)
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}
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stream->writeFlag(highResOnly);
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stream->writeFlag(renderReflection);
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stream->writeFlag(glow);
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stream->writeInt( blendStyle, 4 );
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}
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@ -418,6 +423,7 @@ void ParticleEmitterData::unpackData(BitStream* stream)
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}
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highResOnly = stream->readFlag();
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renderReflection = stream->readFlag();
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glow = stream->readFlag();
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blendStyle = stream->readInt( 4 );
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}
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@ -909,6 +915,8 @@ void ParticleEmitter::prepRenderImage(SceneRenderState* state)
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ri->blendStyle = mDataBlock->blendStyle;
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ri->glow = mDataBlock->glow;
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// use first particle's texture unless there is an emitter texture to override it
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if (mDataBlock->textureHandle)
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ri->diffuseTex = &*(mDataBlock->textureHandle);
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@ -114,6 +114,7 @@ class ParticleEmitterData : public GameBaseData
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GFXTexHandle textureHandle; ///< Emitter texture handle from txrName
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bool highResOnly; ///< This particle system should not use the mixed-resolution particle rendering
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bool renderReflection; ///< Enables this emitter to render into reflection passes.
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bool glow; ///< Renders this emitter into the glow buffer.
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bool reload();
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};
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@ -22,6 +22,7 @@
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#include "platform/platform.h"
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#include "renderInstance/renderGlowMgr.h"
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#include "renderInstance/renderParticleMgr.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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@ -89,6 +90,9 @@ RenderGlowMgr::RenderGlowMgr()
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{
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notifyType( RenderPassManager::RIT_Decal );
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notifyType( RenderPassManager::RIT_Translucent );
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notifyType( RenderPassManager::RIT_Particle );
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mParticleRenderMgr = NULL;
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mNamedTarget.registerWithName( "glowbuffer" );
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mTargetSizeType = WindowSize;
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@ -122,6 +126,14 @@ void RenderGlowMgr::addElement( RenderInst *inst )
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// manner so we can skip glow in a non-diffuse render pass.
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//if ( !mParentManager->getSceneManager()->getSceneState()->isDiffusePass() )
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//return RenderBinManager::arSkipped;
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ParticleRenderInst *particleInst = NULL;
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if(inst->type == RenderPassManager::RIT_Particle)
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particleInst = static_cast<ParticleRenderInst*>(inst);
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if(particleInst && particleInst->glow)
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{
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internalAddElement(inst);
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return;
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}
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// Skip it if we don't have a glowing material.
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BaseMatInstance *matInst = getMaterial( inst );
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@ -171,7 +183,31 @@ void RenderGlowMgr::render( SceneRenderState *state )
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for( U32 j=0; j<binSize; )
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{
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MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[j].inst);
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RenderInst *_ri = mElementList[j].inst;
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if(_ri->type == RenderPassManager::RIT_Particle)
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{
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// Find the particle render manager (if we don't have it)
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if(mParticleRenderMgr == NULL)
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{
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RenderPassManager *rpm = state->getRenderPass();
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for( U32 i = 0; i < rpm->getManagerCount(); i++ )
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{
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RenderBinManager *bin = rpm->getManager(i);
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if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles )
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{
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mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin);
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break;
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}
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}
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}
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ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(_ri);
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mParticleRenderMgr->renderParticle(ri, state);
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j++;
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continue;
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}
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MeshRenderInst *ri = static_cast<MeshRenderInst*>(_ri);
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setupSGData( ri, sgData );
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@ -191,6 +227,9 @@ void RenderGlowMgr::render( SceneRenderState *state )
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U32 a;
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for( a=j; a<binSize; a++ )
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{
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if (mElementList[a].inst->type == RenderPassManager::RIT_Particle)
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break;
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MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);
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if ( newPassNeeded( ri, passRI ) )
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@ -26,6 +26,7 @@
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#ifndef _TEXTARGETBIN_MGR_H_
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#include "renderInstance/renderTexTargetBinManager.h"
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#endif
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#include <renderInstance/renderParticleMgr.h>
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class PostEffect;
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@ -82,7 +83,7 @@ protected:
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};
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SimObjectPtr<PostEffect> mGlowEffect;
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RenderParticleMgr *mParticleRenderMgr;
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};
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@ -399,64 +399,7 @@ void RenderParticleMgr::renderInstance(ParticleRenderInst *ri, SceneRenderState
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mModelViewProjSC, *ri->modelViewProj );
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}
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// We want to turn everything into variation on a pre-multiplied alpha blend
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F32 alphaFactor = 0.0f, alphaScale = 1.0f;
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switch(ri->blendStyle)
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{
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// SrcAlpha, InvSrcAlpha
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case ParticleRenderInst::BlendNormal:
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alphaFactor = 1.0f;
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break;
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// SrcAlpha, One
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case ParticleRenderInst::BlendAdditive:
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alphaFactor = 1.0f;
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alphaScale = 0.0f;
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break;
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// SrcColor, One
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case ParticleRenderInst::BlendGreyscale:
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alphaFactor = -1.0f;
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alphaScale = 0.0f;
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break;
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}
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaFactorSC, alphaFactor );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaScaleSC, alphaScale );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mFSModelViewProjSC, *ri->modelViewProj );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mOneOverFarSC, 1.0f / state->getFarPlane() );
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if ( mParticleShaderConsts.mOneOverSoftnessSC->isValid() )
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{
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F32 oneOverSoftness = 1.0f;
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if ( ri->softnessDistance > 0.0f )
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oneOverSoftness = 1.0f / ( ri->softnessDistance / state->getFarPlane() );
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mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mOneOverSoftnessSC, oneOverSoftness );
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}
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GFX->setShader( mParticleShader );
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GFX->setShaderConstBuffer( mParticleShaderConsts.mShaderConsts );
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GFX->setTexture( 0, ri->diffuseTex );
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// Set up the prepass texture.
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if ( mParticleShaderConsts.mPrePassTargetParamsSC->isValid() )
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{
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GFXTextureObject *texObject = mPrepassTarget ? mPrepassTarget->getTexture(0) : NULL;
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GFX->setTexture( 1, texObject );
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Point4F rtParams( 0.0f, 0.0f, 1.0f, 1.0f );
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if ( texObject )
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ScreenSpace::RenderTargetParameters(texObject->getSize(), mPrepassTarget->getViewport(), rtParams);
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mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mPrePassTargetParamsSC, rtParams );
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}
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GFX->setPrimitiveBuffer( *ri->primBuff );
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GFX->setVertexBuffer( *ri->vertBuff );
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GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, ri->count * 4, 0, ri->count * 2 );
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renderParticle(ri, state);
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}
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else if(ri->systemState == PSS_AwaitingCompositeDraw)
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{
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@ -530,6 +473,68 @@ void RenderParticleMgr::renderInstance(ParticleRenderInst *ri, SceneRenderState
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}
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}
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void RenderParticleMgr::renderParticle(ParticleRenderInst* ri, SceneRenderState* state)
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{
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// We want to turn everything into variation on a pre-multiplied alpha blend
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F32 alphaFactor = 0.0f, alphaScale = 1.0f;
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switch(ri->blendStyle)
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{
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// SrcAlpha, InvSrcAlpha
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case ParticleRenderInst::BlendNormal:
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alphaFactor = 1.0f;
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break;
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// SrcAlpha, One
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case ParticleRenderInst::BlendAdditive:
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alphaFactor = 1.0f;
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alphaScale = 0.0f;
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break;
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// SrcColor, One
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case ParticleRenderInst::BlendGreyscale:
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alphaFactor = -1.0f;
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alphaScale = 0.0f;
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break;
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}
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaFactorSC, alphaFactor );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mAlphaScaleSC, alphaScale );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mFSModelViewProjSC, *ri->modelViewProj );
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mParticleShaderConsts.mShaderConsts->setSafe( mParticleShaderConsts.mOneOverFarSC, 1.0f / state->getFarPlane() );
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if ( mParticleShaderConsts.mOneOverSoftnessSC->isValid() )
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{
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F32 oneOverSoftness = 1.0f;
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if ( ri->softnessDistance > 0.0f )
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oneOverSoftness = 1.0f / ( ri->softnessDistance / state->getFarPlane() );
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mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mOneOverSoftnessSC, oneOverSoftness );
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}
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GFX->setShader( mParticleShader );
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GFX->setShaderConstBuffer( mParticleShaderConsts.mShaderConsts );
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GFX->setTexture( 0, ri->diffuseTex );
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// Set up the prepass texture.
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if ( mParticleShaderConsts.mPrePassTargetParamsSC->isValid() )
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{
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GFXTextureObject *texObject = mPrepassTarget ? mPrepassTarget->getTexture(0) : NULL;
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GFX->setTexture( 1, texObject );
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Point4F rtParams( 0.0f, 0.0f, 1.0f, 1.0f );
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if ( texObject )
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ScreenSpace::RenderTargetParameters(texObject->getSize(), mPrepassTarget->getViewport(), rtParams);
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mParticleShaderConsts.mShaderConsts->set( mParticleShaderConsts.mPrePassTargetParamsSC, rtParams );
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}
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GFX->setPrimitiveBuffer( *ri->primBuff );
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GFX->setVertexBuffer( *ri->vertBuff );
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GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, ri->count * 4, 0, ri->count * 2 );
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}
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bool RenderParticleMgr::_initShader()
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{
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ShaderData *shaderData = NULL;
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@ -77,7 +77,9 @@ protected:
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// Not only a helper method, but a method for the RenderTranslucentMgr to
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// request a particle system draw
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void renderInstance(ParticleRenderInst *ri, SceneRenderState *state);
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public:
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void renderParticle(ParticleRenderInst *ri, SceneRenderState *state);
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protected:
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bool mOffscreenRenderEnabled;
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/// The prepass render target used for the
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@ -392,6 +392,8 @@ struct ParticleRenderInst : public RenderInst
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/// The total particle count to render.
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S32 count;
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bool glow;
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/// The combined model, camera, and projection transform.
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const MatrixF *modelViewProj;
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@ -442,7 +442,7 @@ $PE_guielement_ext_colorpicker = "18 18";
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text = "";
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};
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};
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new GuiControl(){ // Spacer ----------------------------
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isContainer = "1"; HorizSizing = "width"; Position = "0 0"; Extent = "194 8";
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new GuiBitmapCtrl(){
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@ -543,6 +543,33 @@ $PE_guielement_ext_colorpicker = "18 18";
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altCommand = "$ThisControl.getParent().updateFromChild($ThisControl); PE_EmitterEditor.updateAmountFields( true, $ThisControl.getValue() );";
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};
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};
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new GuiControl(){ // Particle glow
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isContainer = "1";
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HorizSizing = "width";
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VertSizing = "bottom";
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Position = $PE_guielement_pos_single_container ;
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Extent = $PE_guielement_ext_single_container ;
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new GuiTextCtrl() {
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Profile = "ToolsGuiTextProfile";
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HorizSizing = "width";
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VertSizing = "bottom";
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position = $PE_guielement_pos_name;
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Extent = $PE_guielement_ext_checkbox_name;
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text = "Glow";
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};
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new GuiCheckBoxCtrl() {
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internalName = "PEE_glow";
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Profile = "ToolsGuiCheckBoxProfile";
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HorizSizing = "left";
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VertSizing = "bottom";
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position = $PE_guielement_pos_checkbox;
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Extent = $PE_guielement_ext_checkbox;
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Command = "PE_EmitterEditor.updateEmitter( \"glow\", $ThisControl.getValue());";
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text = "";
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};
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};
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};// end stack
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}; // end "basic" rollout
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new GuiRolloutCtrl() {
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@ -100,6 +100,8 @@ function PE_EmitterEditor::guiSync( %this )
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PE_EmitterEditor-->PEE_reverseOrder.setValue( %data.reverseOrder );
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PE_EmitterEditor-->PEE_useEmitterSizes.setValue( %data.useEmitterSizes );
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PE_EmitterEditor-->PEE_useEmitterColors.setValue( %data.useEmitterColors );
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PE_EmitterEditor-->PEE_glow.setValue( %data.glow );
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// Sync up particle selectors.
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@ -442,7 +442,7 @@ $PE_guielement_ext_colorpicker = "18 18";
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text = "";
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};
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};
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new GuiControl(){ // Spacer ----------------------------
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isContainer = "1"; HorizSizing = "width"; Position = "0 0"; Extent = "194 8";
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new GuiBitmapCtrl(){
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@ -543,6 +543,33 @@ $PE_guielement_ext_colorpicker = "18 18";
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altCommand = "$ThisControl.getParent().updateFromChild($ThisControl); PE_EmitterEditor.updateAmountFields( true, $ThisControl.getValue() );";
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};
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};
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new GuiControl(){ // Particle glow
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isContainer = "1";
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HorizSizing = "width";
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VertSizing = "bottom";
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Position = $PE_guielement_pos_single_container ;
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Extent = $PE_guielement_ext_single_container ;
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new GuiTextCtrl() {
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Profile = "ToolsGuiTextProfile";
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HorizSizing = "width";
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VertSizing = "bottom";
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position = $PE_guielement_pos_name;
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Extent = $PE_guielement_ext_checkbox_name;
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text = "Glow";
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};
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new GuiCheckBoxCtrl() {
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internalName = "PEE_glow";
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Profile = "ToolsGuiCheckBoxProfile";
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HorizSizing = "left";
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VertSizing = "bottom";
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position = $PE_guielement_pos_checkbox;
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Extent = $PE_guielement_ext_checkbox;
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Command = "PE_EmitterEditor.updateEmitter( \"glow\", $ThisControl.getValue());";
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text = "";
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};
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};
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};// end stack
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}; // end "basic" rollout
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new GuiRolloutCtrl() {
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@ -100,6 +100,8 @@ function PE_EmitterEditor::guiSync( %this )
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PE_EmitterEditor-->PEE_reverseOrder.setValue( %data.reverseOrder );
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PE_EmitterEditor-->PEE_useEmitterSizes.setValue( %data.useEmitterSizes );
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PE_EmitterEditor-->PEE_useEmitterColors.setValue( %data.useEmitterColors );
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PE_EmitterEditor-->PEE_glow.setValue( %data.glow );
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// Sync up particle selectors.
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