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C++

#include "gosFXHeaders.hpp"
#include <MLR\MLRTriangleCloud.hpp>
//==========================================================================//
// File: gosFX_ShardCloud.cpp //
// Project: gosFX //
// Contents: Base gosFX::ShardCloud Component //
//--------------------------------------------------------------------------//
// Date Who Modification //
// 09/28/98 JTR Created //
// //
//--------------------------------------------------------------------------//
// Copyright (C) 1997-1998, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//==========================================================================//
//------------------------------------------------------------------------------
//
gosFX::ShardCloud__Specification::ShardCloud__Specification(
Stuff::MemoryStream *stream,
int gfx_version
):
SpinningCloud__Specification(gosFX::ShardCloudClassID, stream, gfx_version)
{
Check_Pointer(this);
Check_Object(stream);
Verify(m_class == ShardCloudClassID);
m_size.Load(stream, gfx_version);
m_angularity.Load(stream, gfx_version);
m_totalParticleSize = gosFX::ShardCloud::ParticleSize;
m_particleClassSize = sizeof(gosFX::ShardCloud::Particle);
}
//------------------------------------------------------------------------------
//
gosFX::ShardCloud__Specification::ShardCloud__Specification():
SpinningCloud__Specification(gosFX::ShardCloudClassID)
{
Check_Pointer(this);
m_totalParticleSize = gosFX::ShardCloud::ParticleSize;
m_particleClassSize = sizeof(gosFX::ShardCloud::Particle);
}
//------------------------------------------------------------------------------
//
gosFX::ShardCloud__Specification::~ShardCloud__Specification()
{
Check_Object(this);
}
//------------------------------------------------------------------------------
//
gosFX::ShardCloud__Specification*
gosFX::ShardCloud__Specification::Make(
Stuff::MemoryStream *stream,
int gfx_version
)
{
Check_Object(stream);
gos_PushCurrentHeap(Heap);
ShardCloud__Specification *spec =
new gosFX::ShardCloud__Specification(stream, gfx_version);
gos_PopCurrentHeap();
return spec;
}
//------------------------------------------------------------------------------
//
void
gosFX::ShardCloud__Specification::Save(Stuff::MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
BaseClass::Save(stream);
m_size.Save(stream);
m_angularity.Save(stream);
}
//------------------------------------------------------------------------------
//
void
gosFX::ShardCloud__Specification::BuildDefaults()
{
Check_Object(this);
BaseClass::BuildDefaults();
m_size.m_ageCurve.SetCurve(1.0f);
m_size.m_seeded = false;
m_size.m_seedCurve.SetCurve(1.0f);
m_angularity.m_ageCurve.SetCurve(1.0f);
m_angularity.m_seeded = false;
m_angularity.m_seedCurve.SetCurve(1.0f);
}
//------------------------------------------------------------------------------
//
bool
gosFX::ShardCloud__Specification::IsDataValid(bool fix_data)
{
//
//-----------------------------------------
// Make sure we don't overwrite MLR buffers
//-----------------------------------------
//
int particle_limit = MidLevelRenderer::Limits::Max_Number_Vertices_Per_Effect/3;
if (m_maxParticleCount > particle_limit)
{
if (fix_data)
{
m_maxParticleCount = particle_limit;
PAUSE(("Warning: Max Particle Count in Effect \"%s\" is too big and has been reset",(char *)m_name));
}
else
return false;
}
return BaseClass::IsDataValid(fix_data);
}
//------------------------------------------------------------------------------
//
void
gosFX::ShardCloud__Specification::Copy(ShardCloud__Specification *spec)
{
Check_Object(this);
Check_Object(spec);
BaseClass::Copy(spec);
gos_PushCurrentHeap(Heap);
m_size = spec->m_size;
m_angularity = spec->m_angularity;
gos_PopCurrentHeap();
}
//############################################################################
//############################## gosFX::ShardCloud ################################
//############################################################################
gosFX::ShardCloud::ClassData*
gosFX::ShardCloud::DefaultData = NULL;
//------------------------------------------------------------------------------
//
void
gosFX::ShardCloud::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
ShardCloudClassID,
"gosFX::ShardCloud",
BaseClass::DefaultData,
(Effect::Factory)&Make,
(Specification::Factory)&Specification::Make
);
Check_Object(DefaultData);
}
//------------------------------------------------------------------------------
//
void
gosFX::ShardCloud::TerminateClass()
{
Check_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//------------------------------------------------------------------------------
//
gosFX::ShardCloud::ShardCloud(
Specification *spec,
unsigned flags
):
SpinningCloud(DefaultData, spec, flags)
{
Check_Object(spec);
gos_PushCurrentHeap(MidLevelRenderer::EffectHeap);
m_cloudImplementation =
new MidLevelRenderer::MLRTriangleCloud(spec->m_maxParticleCount);
Check_Object(m_cloudImplementation);
gos_PopCurrentHeap();
unsigned index = spec->m_maxParticleCount*sizeof(Particle);
m_P_vertices = Cast_Pointer(Stuff::Point3D*, &m_data[index]);
index += 3*spec->m_maxParticleCount*sizeof(Stuff::Point3D);
m_P_color = Cast_Pointer(Stuff::RGBAColor*, &m_data[index]);
m_cloudImplementation->SetData(
Cast_Pointer(const int *, &m_activeParticleCount),
m_P_vertices,
m_P_color
);
}
//------------------------------------------------------------------------------
//
gosFX::ShardCloud::~ShardCloud()
{
Check_Object(this);
Check_Object(m_cloudImplementation);
delete m_cloudImplementation;
}
//------------------------------------------------------------------------------
//
gosFX::ShardCloud*
gosFX::ShardCloud::Make(
Specification *spec,
unsigned flags
)
{
Check_Object(spec);
gos_PushCurrentHeap(Heap);
ShardCloud *cloud = new gosFX::ShardCloud(spec, flags);
gos_PopCurrentHeap();
return cloud;
}
//------------------------------------------------------------------------------
//
void
gosFX::ShardCloud::CreateNewParticle(
unsigned index,
Stuff::Point3D *translation
)
{
Check_Object(this);
//
//-------------------------------------------------------------------
// Let our parent do creation, then turn on the particle in the cloud
//-------------------------------------------------------------------
//
BaseClass::CreateNewParticle(index, translation);
m_cloudImplementation->TurnOn(index);
Verify(m_cloudImplementation->IsOn(index));
//
//-----------------------------
// Figure out the particle size
//-----------------------------
//
Specification *spec = GetSpecification();
Check_Object(spec);
Particle *particle = GetParticle(index);
Check_Object(particle);
particle->m_radius = spec->m_size.ComputeValue(m_age, particle->m_seed);
particle->m_angle =
Stuff::Sin(spec->m_angularity.ComputeValue(m_age, particle->m_seed));
}
//------------------------------------------------------------------------------
//
void gosFX::ShardCloud::DestroyParticle(unsigned index)
{
Check_Object(this);
m_cloudImplementation->TurnOff(index);
Verify(!m_cloudImplementation->IsOn(index));
BaseClass::DestroyParticle(index);
}
//------------------------------------------------------------------------------
//
void gosFX::ShardCloud::SetVertexData(
unsigned i,
const Stuff::LinearMatrix4D &shard_to_cloud
)
{
Check_Object(this);
//
//--------------------------------------------------
// Figure out the scale, then build the three points
//--------------------------------------------------
//
Specification *spec = GetSpecification();
Check_Object(spec);
Particle *particle = GetParticle(i);
Check_Object(particle);
unsigned vert = i*3;
m_P_vertices[vert].Multiply(
Stuff::Point3D(
0.0f,
-0.5f*particle->m_scale*particle->m_radius,
0.0f
),
shard_to_cloud
);
m_P_vertices[vert+1].Multiply(
Stuff::Point3D(
particle->m_scale*particle->m_angle*particle->m_radius,
particle->m_scale*particle->m_radius*0.5f,
0.0f
),
shard_to_cloud
);
m_P_vertices[vert+2].Multiply(
Stuff::Point3D(
-particle->m_scale*particle->m_angle*particle->m_radius,
particle->m_scale*particle->m_radius*0.5f,
0.0f
),
shard_to_cloud
);
//
//------------------
// Animate the color
//------------------
//
m_P_color[vert].red = spec->m_pRed.ComputeValue(particle->m_age, particle->m_seed);
m_P_color[vert].green = spec->m_pGreen.ComputeValue(particle->m_age, particle->m_seed);
m_P_color[vert].blue = spec->m_pBlue.ComputeValue(particle->m_age, particle->m_seed);
m_P_color[vert].alpha = spec->m_pAlpha.ComputeValue(particle->m_age, particle->m_seed);
m_P_color[vert+2] = m_P_color[vert+1] = m_P_color[vert];
}
//------------------------------------------------------------------------------
//
void gosFX::ShardCloud::Draw(DrawInfo *info)
{
Check_Object(this);
Check_Object(info);
GFX_RENDER("ShardCloud");
//
//---------------------------------------------------------
// If we have active particles, set up the draw information
//---------------------------------------------------------
//
if (m_activeParticleCount)
{
MidLevelRenderer::DrawEffectInformation dInfo;
dInfo.effect = m_cloudImplementation;
Specification *spec = GetSpecification();
Check_Object(spec);
dInfo.state.Combine(info->m_state, spec->m_state);
dInfo.clippingFlags = info->m_clippingFlags;
Stuff::LinearMatrix4D local_to_world;
local_to_world.Multiply(m_localToParent, *info->m_parentToWorld);
dInfo.effectToWorld = &local_to_world;
//
//--------------------------------------------------------------
// Check the orientation mode. The first case is XY orientation
//--------------------------------------------------------------
//
unsigned i;
Check_Pointer(m_P_color);
if (spec->m_alignZUsingX)
{
if (spec->m_alignZUsingY)
{
//
//-----------------------------------------
// Get the camera location into local space
//-----------------------------------------
//
Stuff::Point3D
camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
Stuff::Point3D camera_in_cloud;
camera_in_cloud.MultiplyByInverse(
camera_in_world,
local_to_world
);
//
//--------------------------------------
// Spin through all the active particles
//--------------------------------------
//
for (i = 0; i < m_activeParticleCount; i++)
{
Particle *particle = GetParticle(i);
Check_Object(particle);
Stuff::Scalar age = particle->m_age;
if (age < 1.0f)
{
//
//--------------------------------
// Build the local to cloud matrix
//--------------------------------
//
Stuff::Vector3D direction_in_cloud;
direction_in_cloud.Subtract(
camera_in_cloud,
particle->m_localTranslation
);
Stuff::LinearMatrix4D shard_to_cloud;
shard_to_cloud.BuildRotation(particle->m_localRotation);
shard_to_cloud.AlignLocalAxisToWorldVector(
direction_in_cloud,
Stuff::Z_Axis,
Stuff::Y_Axis,
Stuff::X_Axis
);
shard_to_cloud.BuildTranslation(particle->m_localTranslation);
//
//---------------------
// Now fill in the data
//---------------------
//
SetVertexData(i, shard_to_cloud);
}
}
}
//
//-----------------------
// Handle X-only rotation
//-----------------------
//
else
{
//
//-----------------------------------------
// Get the camera location into local space
//-----------------------------------------
//
Stuff::Point3D
camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
Stuff::Point3D camera_in_cloud;
camera_in_cloud.MultiplyByInverse(
camera_in_world,
local_to_world
);
//
//--------------------------------------
// Spin through all the active particles
//--------------------------------------
//
for (i = 0; i < m_activeParticleCount; i++)
{
Particle *particle = GetParticle(i);
Check_Object(particle);
Stuff::Scalar age = particle->m_age;
if (age < 1.0f)
{
//
//--------------------------------
// Build the local to cloud matrix
//--------------------------------
//
Stuff::Vector3D direction_in_cloud;
direction_in_cloud.Subtract(
camera_in_cloud,
particle->m_localTranslation
);
Stuff::LinearMatrix4D shard_to_cloud;
shard_to_cloud.BuildRotation(particle->m_localRotation);
shard_to_cloud.AlignLocalAxisToWorldVector(
direction_in_cloud,
Stuff::Z_Axis,
Stuff::X_Axis,
-1
);
shard_to_cloud.BuildTranslation(particle->m_localTranslation);
//
//---------------------
// Now fill in the data
//---------------------
//
SetVertexData(i, shard_to_cloud);
}
}
}
}
//
//-------------------------------------------------------
// Each matrix needs to be aligned to the camera around Y
//-------------------------------------------------------
//
else if (spec->m_alignZUsingY)
{
//
//-----------------------------------------
// Get the camera location into local space
//-----------------------------------------
//
Stuff::Point3D
camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
Stuff::Point3D camera_in_cloud;
camera_in_cloud.MultiplyByInverse(
camera_in_world,
local_to_world
);
//
//--------------------------------------
// Spin through all the active particles
//--------------------------------------
//
for (i = 0; i < m_activeParticleCount; i++)
{
Particle *particle = GetParticle(i);
Check_Object(particle);
Stuff::Scalar age = particle->m_age;
if (age < 1.0f)
{
//
//--------------------------------
// Build the local to cloud matrix
//--------------------------------
//
Stuff::Vector3D direction_in_cloud;
direction_in_cloud.Subtract(
camera_in_cloud,
particle->m_localTranslation
);
Stuff::LinearMatrix4D shard_to_cloud;
shard_to_cloud.BuildRotation(particle->m_localRotation);
shard_to_cloud.AlignLocalAxisToWorldVector(
direction_in_cloud,
Stuff::Z_Axis,
Stuff::Y_Axis,
-1
);
shard_to_cloud.BuildTranslation(particle->m_localTranslation);
//
//---------------------
// Now fill in the data
//---------------------
//
SetVertexData(i, shard_to_cloud);
}
}
}
//
//---------------------------------------------------------------
// No alignment is necessary, so just multiply out all the active
// particles
//---------------------------------------------------------------
//
else
{
for (i = 0; i < m_activeParticleCount; i++)
{
Particle *particle = GetParticle(i);
Check_Object(particle);
Stuff::Scalar age = particle->m_age;
if (age < 1.0f)
{
//
//--------------------------------
// Build the local to cloud matrix
//--------------------------------
//
Stuff::LinearMatrix4D shard_to_cloud;
shard_to_cloud.BuildRotation(particle->m_localRotation);
shard_to_cloud.BuildTranslation(particle->m_localTranslation);
//
//---------------------
// Now fill in the data
//---------------------
//
SetVertexData(i, shard_to_cloud);
}
}
}
//
//---------------------
// Now just do the draw
//---------------------
//
info->m_clipper->DrawEffect(&dInfo);
}
BaseClass::Draw(info);
}
//------------------------------------------------------------------------------
//
void
gosFX::ShardCloud::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}