Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
605 lines
16 KiB
C++
605 lines
16 KiB
C++
#include "gosFXHeaders.hpp"
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#include <MLR\MLRTriangleCloud.hpp>
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//==========================================================================//
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// File: gosFX_ShardCloud.cpp //
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// Project: gosFX //
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// Contents: Base gosFX::ShardCloud Component //
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//--------------------------------------------------------------------------//
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// Date Who Modification //
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// 09/28/98 JTR Created //
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// //
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//--------------------------------------------------------------------------//
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// Copyright (C) 1997-1998, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//==========================================================================//
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//------------------------------------------------------------------------------
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//
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gosFX::ShardCloud__Specification::ShardCloud__Specification(
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Stuff::MemoryStream *stream,
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int gfx_version
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):
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SpinningCloud__Specification(gosFX::ShardCloudClassID, stream, gfx_version)
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{
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Check_Pointer(this);
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Check_Object(stream);
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Verify(m_class == ShardCloudClassID);
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m_size.Load(stream, gfx_version);
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m_angularity.Load(stream, gfx_version);
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m_totalParticleSize = gosFX::ShardCloud::ParticleSize;
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m_particleClassSize = sizeof(gosFX::ShardCloud::Particle);
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}
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//------------------------------------------------------------------------------
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//
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gosFX::ShardCloud__Specification::ShardCloud__Specification():
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SpinningCloud__Specification(gosFX::ShardCloudClassID)
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{
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Check_Pointer(this);
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m_totalParticleSize = gosFX::ShardCloud::ParticleSize;
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m_particleClassSize = sizeof(gosFX::ShardCloud::Particle);
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}
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//------------------------------------------------------------------------------
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//
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gosFX::ShardCloud__Specification::~ShardCloud__Specification()
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{
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Check_Object(this);
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}
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//------------------------------------------------------------------------------
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//
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gosFX::ShardCloud__Specification*
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gosFX::ShardCloud__Specification::Make(
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Stuff::MemoryStream *stream,
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int gfx_version
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)
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{
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Check_Object(stream);
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gos_PushCurrentHeap(Heap);
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ShardCloud__Specification *spec =
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new gosFX::ShardCloud__Specification(stream, gfx_version);
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gos_PopCurrentHeap();
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return spec;
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}
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//------------------------------------------------------------------------------
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//
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void
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gosFX::ShardCloud__Specification::Save(Stuff::MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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BaseClass::Save(stream);
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m_size.Save(stream);
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m_angularity.Save(stream);
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}
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//------------------------------------------------------------------------------
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//
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void
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gosFX::ShardCloud__Specification::BuildDefaults()
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{
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Check_Object(this);
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BaseClass::BuildDefaults();
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m_size.m_ageCurve.SetCurve(1.0f);
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m_size.m_seeded = false;
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m_size.m_seedCurve.SetCurve(1.0f);
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m_angularity.m_ageCurve.SetCurve(1.0f);
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m_angularity.m_seeded = false;
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m_angularity.m_seedCurve.SetCurve(1.0f);
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}
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//------------------------------------------------------------------------------
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//
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bool
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gosFX::ShardCloud__Specification::IsDataValid(bool fix_data)
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{
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//
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//-----------------------------------------
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// Make sure we don't overwrite MLR buffers
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//-----------------------------------------
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//
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int particle_limit = MidLevelRenderer::Limits::Max_Number_Vertices_Per_Effect/3;
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if (m_maxParticleCount > particle_limit)
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{
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if (fix_data)
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{
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m_maxParticleCount = particle_limit;
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PAUSE(("Warning: Max Particle Count in Effect \"%s\" is too big and has been reset",(char *)m_name));
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}
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else
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return false;
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}
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return BaseClass::IsDataValid(fix_data);
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}
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//------------------------------------------------------------------------------
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//
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void
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gosFX::ShardCloud__Specification::Copy(ShardCloud__Specification *spec)
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{
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Check_Object(this);
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Check_Object(spec);
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BaseClass::Copy(spec);
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gos_PushCurrentHeap(Heap);
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m_size = spec->m_size;
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m_angularity = spec->m_angularity;
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gos_PopCurrentHeap();
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}
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//############################################################################
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//############################## gosFX::ShardCloud ################################
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//############################################################################
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gosFX::ShardCloud::ClassData*
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gosFX::ShardCloud::DefaultData = NULL;
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//------------------------------------------------------------------------------
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//
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void
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gosFX::ShardCloud::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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ShardCloudClassID,
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"gosFX::ShardCloud",
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BaseClass::DefaultData,
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(Effect::Factory)&Make,
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(Specification::Factory)&Specification::Make
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);
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Check_Object(DefaultData);
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}
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//------------------------------------------------------------------------------
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//
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void
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gosFX::ShardCloud::TerminateClass()
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{
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Check_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//------------------------------------------------------------------------------
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//
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gosFX::ShardCloud::ShardCloud(
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Specification *spec,
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unsigned flags
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):
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SpinningCloud(DefaultData, spec, flags)
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{
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Check_Object(spec);
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gos_PushCurrentHeap(MidLevelRenderer::EffectHeap);
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m_cloudImplementation =
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new MidLevelRenderer::MLRTriangleCloud(spec->m_maxParticleCount);
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Check_Object(m_cloudImplementation);
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gos_PopCurrentHeap();
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unsigned index = spec->m_maxParticleCount*sizeof(Particle);
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m_P_vertices = Cast_Pointer(Stuff::Point3D*, &m_data[index]);
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index += 3*spec->m_maxParticleCount*sizeof(Stuff::Point3D);
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m_P_color = Cast_Pointer(Stuff::RGBAColor*, &m_data[index]);
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m_cloudImplementation->SetData(
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Cast_Pointer(const int *, &m_activeParticleCount),
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m_P_vertices,
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m_P_color
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);
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}
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//------------------------------------------------------------------------------
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//
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gosFX::ShardCloud::~ShardCloud()
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{
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Check_Object(this);
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Check_Object(m_cloudImplementation);
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delete m_cloudImplementation;
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}
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//------------------------------------------------------------------------------
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//
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gosFX::ShardCloud*
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gosFX::ShardCloud::Make(
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Specification *spec,
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unsigned flags
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)
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{
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Check_Object(spec);
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gos_PushCurrentHeap(Heap);
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ShardCloud *cloud = new gosFX::ShardCloud(spec, flags);
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gos_PopCurrentHeap();
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return cloud;
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}
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//------------------------------------------------------------------------------
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//
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void
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gosFX::ShardCloud::CreateNewParticle(
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unsigned index,
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Stuff::Point3D *translation
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)
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{
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Check_Object(this);
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//
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//-------------------------------------------------------------------
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// Let our parent do creation, then turn on the particle in the cloud
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//-------------------------------------------------------------------
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//
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BaseClass::CreateNewParticle(index, translation);
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m_cloudImplementation->TurnOn(index);
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Verify(m_cloudImplementation->IsOn(index));
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//
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//-----------------------------
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// Figure out the particle size
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//-----------------------------
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//
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Specification *spec = GetSpecification();
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Check_Object(spec);
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Particle *particle = GetParticle(index);
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Check_Object(particle);
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particle->m_radius = spec->m_size.ComputeValue(m_age, particle->m_seed);
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particle->m_angle =
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Stuff::Sin(spec->m_angularity.ComputeValue(m_age, particle->m_seed));
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}
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//------------------------------------------------------------------------------
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//
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void gosFX::ShardCloud::DestroyParticle(unsigned index)
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{
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Check_Object(this);
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m_cloudImplementation->TurnOff(index);
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Verify(!m_cloudImplementation->IsOn(index));
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BaseClass::DestroyParticle(index);
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}
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//------------------------------------------------------------------------------
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//
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void gosFX::ShardCloud::SetVertexData(
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unsigned i,
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const Stuff::LinearMatrix4D &shard_to_cloud
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)
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{
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Check_Object(this);
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//
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//--------------------------------------------------
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// Figure out the scale, then build the three points
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//--------------------------------------------------
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//
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Specification *spec = GetSpecification();
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Check_Object(spec);
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Particle *particle = GetParticle(i);
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Check_Object(particle);
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unsigned vert = i*3;
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m_P_vertices[vert].Multiply(
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Stuff::Point3D(
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0.0f,
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-0.5f*particle->m_scale*particle->m_radius,
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0.0f
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),
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shard_to_cloud
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);
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m_P_vertices[vert+1].Multiply(
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Stuff::Point3D(
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particle->m_scale*particle->m_angle*particle->m_radius,
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particle->m_scale*particle->m_radius*0.5f,
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0.0f
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),
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shard_to_cloud
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);
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m_P_vertices[vert+2].Multiply(
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Stuff::Point3D(
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-particle->m_scale*particle->m_angle*particle->m_radius,
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particle->m_scale*particle->m_radius*0.5f,
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0.0f
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),
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shard_to_cloud
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);
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//
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//------------------
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// Animate the color
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//------------------
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//
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m_P_color[vert].red = spec->m_pRed.ComputeValue(particle->m_age, particle->m_seed);
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m_P_color[vert].green = spec->m_pGreen.ComputeValue(particle->m_age, particle->m_seed);
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m_P_color[vert].blue = spec->m_pBlue.ComputeValue(particle->m_age, particle->m_seed);
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m_P_color[vert].alpha = spec->m_pAlpha.ComputeValue(particle->m_age, particle->m_seed);
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m_P_color[vert+2] = m_P_color[vert+1] = m_P_color[vert];
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}
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//------------------------------------------------------------------------------
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//
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void gosFX::ShardCloud::Draw(DrawInfo *info)
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{
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Check_Object(this);
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Check_Object(info);
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GFX_RENDER("ShardCloud");
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//
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//---------------------------------------------------------
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// If we have active particles, set up the draw information
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//---------------------------------------------------------
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//
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if (m_activeParticleCount)
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{
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MidLevelRenderer::DrawEffectInformation dInfo;
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dInfo.effect = m_cloudImplementation;
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Specification *spec = GetSpecification();
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Check_Object(spec);
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dInfo.state.Combine(info->m_state, spec->m_state);
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dInfo.clippingFlags = info->m_clippingFlags;
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Stuff::LinearMatrix4D local_to_world;
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local_to_world.Multiply(m_localToParent, *info->m_parentToWorld);
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dInfo.effectToWorld = &local_to_world;
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//
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//--------------------------------------------------------------
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// Check the orientation mode. The first case is XY orientation
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//--------------------------------------------------------------
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//
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unsigned i;
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Check_Pointer(m_P_color);
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if (spec->m_alignZUsingX)
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{
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if (spec->m_alignZUsingY)
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{
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//
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//-----------------------------------------
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// Get the camera location into local space
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//-----------------------------------------
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//
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Stuff::Point3D
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camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
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Stuff::Point3D camera_in_cloud;
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camera_in_cloud.MultiplyByInverse(
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camera_in_world,
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local_to_world
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);
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//
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//--------------------------------------
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// Spin through all the active particles
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//--------------------------------------
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//
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for (i = 0; i < m_activeParticleCount; i++)
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{
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Particle *particle = GetParticle(i);
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Check_Object(particle);
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Stuff::Scalar age = particle->m_age;
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if (age < 1.0f)
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{
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//
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//--------------------------------
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// Build the local to cloud matrix
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//--------------------------------
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//
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Stuff::Vector3D direction_in_cloud;
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direction_in_cloud.Subtract(
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camera_in_cloud,
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particle->m_localTranslation
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);
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Stuff::LinearMatrix4D shard_to_cloud;
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shard_to_cloud.BuildRotation(particle->m_localRotation);
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shard_to_cloud.AlignLocalAxisToWorldVector(
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direction_in_cloud,
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Stuff::Z_Axis,
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Stuff::Y_Axis,
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Stuff::X_Axis
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);
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shard_to_cloud.BuildTranslation(particle->m_localTranslation);
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//
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//---------------------
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// Now fill in the data
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//---------------------
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//
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SetVertexData(i, shard_to_cloud);
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}
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}
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}
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//
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//-----------------------
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// Handle X-only rotation
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//-----------------------
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//
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else
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{
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//
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//-----------------------------------------
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// Get the camera location into local space
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//-----------------------------------------
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//
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Stuff::Point3D
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camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
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Stuff::Point3D camera_in_cloud;
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camera_in_cloud.MultiplyByInverse(
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camera_in_world,
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local_to_world
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);
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//
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//--------------------------------------
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// Spin through all the active particles
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//--------------------------------------
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//
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for (i = 0; i < m_activeParticleCount; i++)
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{
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Particle *particle = GetParticle(i);
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Check_Object(particle);
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Stuff::Scalar age = particle->m_age;
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if (age < 1.0f)
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{
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//
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//--------------------------------
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// Build the local to cloud matrix
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//--------------------------------
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//
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Stuff::Vector3D direction_in_cloud;
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direction_in_cloud.Subtract(
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camera_in_cloud,
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particle->m_localTranslation
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);
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Stuff::LinearMatrix4D shard_to_cloud;
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shard_to_cloud.BuildRotation(particle->m_localRotation);
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shard_to_cloud.AlignLocalAxisToWorldVector(
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direction_in_cloud,
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Stuff::Z_Axis,
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Stuff::X_Axis,
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-1
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);
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shard_to_cloud.BuildTranslation(particle->m_localTranslation);
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//
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//---------------------
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// Now fill in the data
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//---------------------
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//
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SetVertexData(i, shard_to_cloud);
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}
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}
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}
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}
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//
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//-------------------------------------------------------
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// Each matrix needs to be aligned to the camera around Y
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//-------------------------------------------------------
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//
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else if (spec->m_alignZUsingY)
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{
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//
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//-----------------------------------------
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// Get the camera location into local space
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//-----------------------------------------
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//
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Stuff::Point3D
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camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
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Stuff::Point3D camera_in_cloud;
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camera_in_cloud.MultiplyByInverse(
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camera_in_world,
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local_to_world
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);
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//
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//--------------------------------------
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// Spin through all the active particles
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//--------------------------------------
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//
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for (i = 0; i < m_activeParticleCount; i++)
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{
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Particle *particle = GetParticle(i);
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Check_Object(particle);
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Stuff::Scalar age = particle->m_age;
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if (age < 1.0f)
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{
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//
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//--------------------------------
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// Build the local to cloud matrix
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//--------------------------------
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//
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Stuff::Vector3D direction_in_cloud;
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direction_in_cloud.Subtract(
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camera_in_cloud,
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particle->m_localTranslation
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);
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Stuff::LinearMatrix4D shard_to_cloud;
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shard_to_cloud.BuildRotation(particle->m_localRotation);
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shard_to_cloud.AlignLocalAxisToWorldVector(
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direction_in_cloud,
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Stuff::Z_Axis,
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Stuff::Y_Axis,
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-1
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);
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shard_to_cloud.BuildTranslation(particle->m_localTranslation);
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//
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//---------------------
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// Now fill in the data
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//---------------------
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//
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SetVertexData(i, shard_to_cloud);
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}
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}
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}
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//
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//---------------------------------------------------------------
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// No alignment is necessary, so just multiply out all the active
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// particles
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//---------------------------------------------------------------
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//
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else
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{
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for (i = 0; i < m_activeParticleCount; i++)
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{
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Particle *particle = GetParticle(i);
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Check_Object(particle);
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Stuff::Scalar age = particle->m_age;
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if (age < 1.0f)
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{
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//
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//--------------------------------
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// Build the local to cloud matrix
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//--------------------------------
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//
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Stuff::LinearMatrix4D shard_to_cloud;
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shard_to_cloud.BuildRotation(particle->m_localRotation);
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shard_to_cloud.BuildTranslation(particle->m_localTranslation);
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//
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//---------------------
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// Now fill in the data
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//---------------------
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//
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SetVertexData(i, shard_to_cloud);
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}
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}
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}
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//
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//---------------------
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|
// Now just do the draw
|
|
//---------------------
|
|
//
|
|
info->m_clipper->DrawEffect(&dInfo);
|
|
}
|
|
|
|
BaseClass::Draw(info);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
//
|
|
void
|
|
gosFX::ShardCloud::TestInstance() const
|
|
{
|
|
Verify(IsDerivedFrom(DefaultData));
|
|
}
|