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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
# include "std3d.h"
# include "nel/3d/ps_ribbon.h"
# include "nel/3d/ps_macro.h"
# include "nel/3d/particle_system.h"
# include "nel/3d/driver.h"
# include "nel/3d/ps_util.h"
# include "nel/3d/texture_mem.h"
# include "nel/misc/matrix.h"
namespace NL3D
{
static NLMISC : : CRGBA GradientB2W [ ] = { NLMISC : : CRGBA ( 0 , 0 , 0 , 0 ) , NLMISC : : CRGBA ( 255 , 255 , 255 , 255 ) } ;
CPSRibbon : : TVBMap CPSRibbon : : _VBMaps [ 16 ] ;
/// private use : this create a gradient texture that goew from black to white
static ITexture * CreateGradientTexture ( )
{
NL_PS_FUNC ( CreateGradientTexture )
std : : auto_ptr < CTextureMem > tex ( new CTextureMem ( ( uint8 * ) & GradientB2W ,
sizeof ( GradientB2W ) ,
false , /* dont delete */
false , /* not a file */
2 , 1 )
) ;
//tex->setWrapS(ITexture::Clamp);
tex - > setShareName ( " #GradBW " ) ;
return tex . release ( ) ;
}
///////////////////////////
// ribbon implementation //
///////////////////////////
// predifined shapes
const NLMISC : : CVector CPSRibbon : : Triangle [ ] =
{
NLMISC : : CVector ( 0 , 1 , 0 ) ,
NLMISC : : CVector ( 1 , - 1 , 0 ) ,
NLMISC : : CVector ( - 1 , - 1 , 0 ) ,
} ;
const NLMISC : : CVector CPSRibbon : : Losange [ ] =
{
NLMISC : : CVector ( 0 , 1.f , 0 ) ,
NLMISC : : CVector ( 1.f , 0 , 0 ) ,
NLMISC : : CVector ( 0 , - 1.f , 0 ) ,
NLMISC : : CVector ( - 1.f , 0 , 0 )
} ;
const NLMISC : : CVector CPSRibbon : : HeightSides [ ] =
{
NLMISC : : CVector ( - 0.5f , 1 , 0 ) ,
NLMISC : : CVector ( 0.5f , 1 , 0 ) ,
NLMISC : : CVector ( 1 , 0.5f , 0 ) ,
NLMISC : : CVector ( 1 , - 0.5f , 0 ) ,
NLMISC : : CVector ( 0.5f , - 1 , 0 ) ,
NLMISC : : CVector ( - 0.5f , - 1 , 0 ) ,
NLMISC : : CVector ( - 1 , - 0.5f , 0 ) ,
NLMISC : : CVector ( - 1 , 0.5f , 0 )
} ;
const NLMISC : : CVector CPSRibbon : : Pentagram [ ] =
{
NLMISC : : CVector ( 0 , 1 , 0 ) ,
NLMISC : : CVector ( 1 , - 1 , 0 ) ,
NLMISC : : CVector ( - 1 , 0 , 0 ) ,
NLMISC : : CVector ( 1 , 0 , 0 ) ,
NLMISC : : CVector ( - 1 , - 1 , 0 )
} ;
const NLMISC : : CVector CPSRibbon : : SimpleSegmentX [ ] =
{
NLMISC : : CVector ( 1 , 0 , 0 ) ,
NLMISC : : CVector ( - 1 , 0 , 0 ) ,
} ;
const uint CPSRibbon : : NbVerticesInSimpleSegmentX = sizeof ( CPSRibbon : : SimpleSegmentX ) / sizeof ( CVector ) ;
const NLMISC : : CVector CPSRibbon : : SimpleSegmentY [ ] =
{
NLMISC : : CVector ( 0 , 1 , 0 ) ,
NLMISC : : CVector ( 0 , - 1 , 0 ) ,
} ;
const uint CPSRibbon : : NbVerticesInSimpleSegmentY = sizeof ( CPSRibbon : : SimpleSegmentY ) / sizeof ( CVector ) ;
const NLMISC : : CVector CPSRibbon : : SimpleSegmentZ [ ] =
{
NLMISC : : CVector ( 0 , 0 , 1 ) ,
NLMISC : : CVector ( 0 , 0 , - 1 ) ,
} ;
const uint CPSRibbon : : NbVerticesInSimpleSegmentZ = sizeof ( CPSRibbon : : SimpleSegmentZ ) / sizeof ( CVector ) ;
const NLMISC : : CVector CPSRibbon : : SimpleBrace [ ] =
{
NLMISC : : CVector ( 1 , 0 , 0 ) ,
NLMISC : : CVector ( - 1 , 0 , 0 ) ,
NLMISC : : CVector ( 0 , 1 , 0 ) ,
NLMISC : : CVector ( 0 , - 1 , 0 )
} ;
const uint CPSRibbon : : NbVerticesInSimpleBrace = sizeof ( CPSRibbon : : SimpleBrace ) / sizeof ( CVector ) ;
const uint CPSRibbon : : NbVerticesInTriangle = sizeof ( CPSRibbon : : Triangle ) / sizeof ( CVector ) ;
const uint CPSRibbon : : NbVerticesInLosange = sizeof ( Losange ) / sizeof ( CVector ) ;
const uint CPSRibbon : : NbVerticesInHeightSide = sizeof ( CPSRibbon : : HeightSides ) / sizeof ( CVector ) ;
const uint CPSRibbon : : NbVerticesInPentagram = sizeof ( CPSRibbon : : Pentagram ) / sizeof ( CVector ) ;
struct CDummy2DAngle : CPSRotated2DParticle
{
CPSLocated * getAngle2DOwner ( void ) { return NULL ; }
} ;
///==================================================================================================================
void CPSRibbon : : serial ( NLMISC : : IStream & f ) throw ( NLMISC : : EStream )
{
NL_PS_FUNC ( CPSRibbon_serial )
// Version 3 : - added brace mode
// - added orientation enum
sint ver = f . serialVersion ( 3 ) ;
if ( ver = = 1 )
{
nlassert ( f . isReading ( ) ) ;
/// we had CPSParticle::serial(f), but this is not the base class anymore, so we emulate this...
/// version 2 : auto-lod saved
sint ver2 = f . serialVersion ( 2 ) ;
// here is CPSLocatedBindable::serial(f)
sint ver3 = f . serialVersion ( 4 ) ;
f . serialPtr ( _Owner ) ;
if ( ver3 > 1 ) f . serialEnum ( _LOD ) ;
if ( ver3 > 2 ) f . serial ( _Name ) ;
if ( ver3 > 3 )
{
if ( f . isReading ( ) )
{
uint32 id ;
f . serial ( id ) ;
setExternID ( id ) ;
}
else
{
f . serial ( _ExternID ) ;
}
}
if ( ver2 > = 2 )
{
bool bDisableAutoLOD ;
f . serial ( bDisableAutoLOD ) ;
disableAutoLOD ( bDisableAutoLOD ) ;
}
uint32 tailNbSegs ;
bool colorFading ;
bool systemBasisEnabled ;
bool drEnabled ; // dying ribbons, not supported in this version
CPSColoredParticle : : serialColorScheme ( f ) ;
CPSSizedParticle : : serialSizeScheme ( f ) ;
// we dont use the 2d angle anymore...serial a dummy one
{
CDummy2DAngle _Dummy2DAngle ;
_Dummy2DAngle . serialAngle2DScheme ( f ) ;
}
f . serial ( colorFading , systemBasisEnabled ) ;
serialMaterial ( f ) ;
f . serial ( drEnabled ) ;
f . serial ( tailNbSegs ) ;
ITexture * tex = NULL ;
f . serialPolyPtr ( tex ) ;
_Tex = tex ;
if ( _Tex ! = NULL )
{
f . serial ( _UFactor , _VFactor ) ;
}
// shape serialization
f . serialCont ( _Shape ) ;
_NbSegs = tailNbSegs > > 1 ;
if ( _NbSegs < 1 ) _NbSegs = 2 ;
setInterpolationMode ( Linear ) ;
nlassert ( _Owner ) ;
resize ( _Owner - > getMaxSize ( ) ) ;
initDateVect ( ) ;
resetFromOwner ( ) ;
}
if ( ver > = 2 )
{
CPSRibbonBase : : serial ( f ) ;
CPSColoredParticle : : serialColorScheme ( f ) ;
CPSSizedParticle : : serialSizeScheme ( f ) ;
CPSMaterial : : serialMaterial ( f ) ;
f . serialCont ( _Shape ) ;
bool colorFading = _ColorFading ;
f . serial ( colorFading ) ;
_ColorFading = colorFading ;
uint32 tailNbSegs = _NbSegs ;
f . serial ( tailNbSegs ) ;
if ( f . isReading ( ) )
{
setTailNbSeg ( _NbSegs ) ;
touch ( ) ;
}
ITexture * tex = _Tex ;
f . serialPolyPtr ( tex ) ;
_Tex = tex ;
if ( _Tex ! = NULL )
{
f . serial ( _UFactor , _VFactor ) ;
}
}
if ( ver > = 3 )
{
bool braceMode = _BraceMode ;
f . serial ( braceMode ) ;
_BraceMode = braceMode ;
f . serialEnum ( _Orientation ) ;
}
if ( f . isReading ( ) )
{
touch ( ) ;
}
}
//=======================================================
CPSRibbon : : CPSRibbon ( ) : _UFactor ( 1.f ) ,
_VFactor ( 1.f ) ,
_Orientation ( FollowPath ) ,
_BraceMode ( true ) ,
_ColorFading ( true ) ,
_GlobalColor ( false ) ,
_Lighted ( false ) ,
_ForceLighted ( false ) ,
_Touch ( true )
{
NL_PS_FUNC ( CPSRibbon_CPSRibbon )
setInterpolationMode ( Linear ) ;
setSegDuration ( 0.06f ) ;
if ( CParticleSystem : : getSerializeIdentifierFlag ( ) ) _Name = std : : string ( " Ribbon " ) ;
setShape ( Triangle , NbVerticesInTriangle ) ;
_Mat . setDoubleSided ( true ) ;
}
//=======================================================
CPSRibbon : : ~ CPSRibbon ( )
{
NL_PS_FUNC ( CPSRibbon_CPSRibbonDtor )
}
//==========================================================================
inline uint CPSRibbon : : getNumVerticesInSlice ( ) const
{
NL_PS_FUNC ( CPSRibbon_getNumVerticesInSlice )
if ( _BraceMode )
{
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return ( uint ) _Shape . size ( ) ;
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}
else
{
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return ( uint ) _Shape . size ( ) + ( _Tex = = NULL ? 0 : 1 ) ;
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}
}
//=======================================================
void CPSRibbon : : step ( TPSProcessPass pass )
{
NL_PS_FUNC ( CPSRibbon_step )
if ( pass = = PSMotion )
{
if ( ! _Parametric )
{
updateGlobals ( ) ;
}
}
else
if (
( pass = = PSBlendRender & & hasTransparentFaces ( ) )
| | ( pass = = PSSolidRender & & hasOpaqueFaces ( ) )
)
{
uint32 step ;
uint numToProcess ;
computeSrcStep ( step , numToProcess ) ;
if ( ! numToProcess ) return ;
/// update the material color
CParticleSystem & ps = * ( _Owner - > getOwner ( ) ) ;
if ( ps . getForceGlobalColorLightingFlag ( ) | | usesGlobalColorLighting ( ) )
{
_Mat . setColor ( ps . getGlobalColorLighted ( ) ) ;
}
else
{
_Mat . setColor ( ps . getGlobalColor ( ) ) ;
}
/** We support Auto-LOD for ribbons, although there is a built-in LOD (that change the geometry rather than the number of ribbons)
* that gives better result ( both can be used simultaneously )
*/
displayRibbons ( numToProcess , step ) ;
}
else
if ( pass = = PSToolRender ) // edition mode only
{
//showTool();
}
}
//=======================================================
void CPSRibbon : : newElement ( const CPSEmitterInfo & info )
{
NL_PS_FUNC ( CPSRibbon_newElement )
CPSRibbonBase : : newElement ( info ) ;
newColorElement ( info ) ;
newSizeElement ( info ) ;
}
//=======================================================
void CPSRibbon : : deleteElement ( uint32 index )
{
NL_PS_FUNC ( CPSRibbon_deleteElement )
CPSRibbonBase : : deleteElement ( index ) ;
deleteColorElement ( index ) ;
deleteSizeElement ( index ) ;
}
//=======================================================
void CPSRibbon : : resize ( uint32 size )
{
NL_PS_FUNC ( CPSRibbon_resize )
nlassert ( size < ( 1 < < 16 ) ) ;
CPSRibbonBase : : resize ( size ) ;
resizeColor ( size ) ;
resizeSize ( size ) ;
}
//=======================================================
void CPSRibbon : : updateMatAndVbForColor ( void )
{
NL_PS_FUNC ( CPSRibbon_updateMatAndVbForColor )
touch ( ) ;
}
///=========================================================================
// Create the start slice of a ribbon (all vertices at the same pos)
static inline uint8 * BuildRibbonFirstSlice ( const NLMISC : : CVector & pos ,
uint numVerts ,
uint8 * dest ,
uint vertexSize
)
{
NL_PS_FUNC ( BuildRibbonFirstSlice )
do
{
* ( NLMISC : : CVector * ) dest = pos ;
dest + = vertexSize ;
}
while ( - - numVerts ) ;
return dest ;
}
///=========================================================================
// This compute one slice of a ribbon, and return the next vertex to be filled
static inline uint8 * ComputeRibbonSliceFollowPath ( const NLMISC : : CVector & prev ,
const NLMISC : : CVector & next ,
const NLMISC : : CVector * shape ,
uint numVerts ,
uint8 * dest ,
uint vertexSize ,
float size ,
NLMISC : : CMatrix & basis
)
{
NL_PS_FUNC ( ComputeRibbonSliceFollowPath )
// compute a basis from the next and previous position.
// (not optimized for now, but not widely used, either...)
const float epsilon = 10E-5 f ;
if ( fabsf ( next . x - prev . x ) > epsilon
| | fabsf ( next . y - prev . y ) > epsilon
| | fabsf ( next . z - prev . z ) > epsilon )
{
// build a new basis, or use the previous one otherwise
CPSUtil : : buildSchmidtBasis ( next - prev , basis ) ;
}
basis . setPos ( next ) ;
const NLMISC : : CVector * shapeEnd = shape + numVerts ;
do
{
* ( NLMISC : : CVector * ) dest = basis * ( size * ( * shape ) ) ;
+ + shape ;
dest + = vertexSize ;
}
while ( shape ! = shapeEnd ) ;
return dest ;
}
///=========================================================================
// This compute one slice of a ribbon, and return the next vertex to be filled
static inline uint8 * ComputeRibbonSliceIdentity ( const NLMISC : : CVector & prev ,
const NLMISC : : CVector & next ,
const NLMISC : : CVector * shape ,
uint numVerts ,
uint8 * dest ,
uint vertexSize ,
float size
)
{
NL_PS_FUNC ( ComputeRibbonSliceIdentity )
const NLMISC : : CVector * shapeEnd = shape + numVerts ;
do
{
( ( NLMISC : : CVector * ) dest ) - > set ( size * shape - > x + next . x ,
size * shape - > y + next . y ,
size * shape - > z + next . z ) ;
+ + shape ;
dest + = vertexSize ;
}
while ( shape ! = shapeEnd ) ;
return dest ;
}
///=========================================================================
static inline uint8 * ComputeRibbonSliceFollowPathXY ( const NLMISC : : CVector & prev ,
const NLMISC : : CVector & next ,
const NLMISC : : CVector * shape ,
uint numVerts ,
uint8 * dest ,
uint vertexSize ,
float size ,
NLMISC : : CMatrix & basis
)
{
NL_PS_FUNC ( ComputeRibbonSliceFollowPathXY )
float deltaX = next . x - prev . x ;
float deltaY = next . y - prev . y ;
const float epsilon = 10E-5 f ;
if ( fabsf ( deltaX ) > epsilon
| | fabsf ( deltaY ) > epsilon )
{
float norm = sqrtf ( NLMISC : : sqr ( deltaX ) + NLMISC : : sqr ( deltaY ) ) ;
float invNorm = ( norm ! = 0.f ) ? 1.f / norm : 0.f ;
NLMISC : : CVector I , J ;
J . set ( deltaX * invNorm , deltaY * invNorm , 0.f ) ;
I . set ( - J . y , J . x , 0.f ) ;
basis . setRot ( I , CVector : : K , J , true ) ;
}
basis . setPos ( next ) ;
const NLMISC : : CVector * shapeEnd = shape + numVerts ;
do
{
* ( NLMISC : : CVector * ) dest = basis * ( size * ( * shape ) ) ;
+ + shape ;
dest + = vertexSize ;
}
while ( shape ! = shapeEnd ) ;
return dest ;
}
///=========================================================================
// This is used to compute a ribbon mesh from its curve and its base shape.
// This is for untextured versions (no need to duplicate the last vertex of each slice)
static inline uint8 * ComputeUntexturedRibbonMesh ( uint8 * destVb ,
uint vertexSize ,
const NLMISC : : CVector * curve ,
const NLMISC : : CVector * shape ,
uint numSegs ,
uint numVerticesInShape ,
float sizeIncrement ,
float size ,
CPSRibbon : : TOrientation orientation
)
{
NL_PS_FUNC ( ComputeUntexturedRibbonMesh )
CMatrix basis ;
basis . scale ( 0 ) ;
switch ( orientation )
{
case CPSRibbon : : FollowPath :
do
{
destVb = ComputeRibbonSliceFollowPath ( curve [ 1 ] ,
curve [ 0 ] ,
shape ,
numVerticesInShape ,
destVb ,
vertexSize ,
size ,
basis ) ;
+ + curve ;
size - = sizeIncrement ;
}
while ( - - numSegs ) ;
break ;
case CPSRibbon : : FollowPathXY :
do
{
destVb = ComputeRibbonSliceFollowPathXY ( curve [ 1 ] ,
curve [ 0 ] ,
shape ,
numVerticesInShape ,
destVb ,
vertexSize ,
size ,
basis ) ;
+ + curve ;
size - = sizeIncrement ;
}
while ( - - numSegs ) ;
break ;
case CPSRibbon : : Identity :
do
{
destVb = ComputeRibbonSliceIdentity ( curve [ 1 ] ,
curve [ 0 ] ,
shape ,
numVerticesInShape ,
destVb ,
vertexSize ,
size
) ;
+ + curve ;
size - = sizeIncrement ;
}
while ( - - numSegs ) ;
break ;
default :
nlassert ( 0 ) ;
break ;
}
return BuildRibbonFirstSlice ( curve [ 0 ] , numVerticesInShape , destVb , vertexSize ) ;
}
///=========================================================================
// This is used to compute a ribbon mesh from its curve and its base shape.
// (Textured Version)
static inline uint8 * ComputeTexturedRibbonMesh ( uint8 * destVb ,
uint vertexSize ,
const NLMISC : : CVector * curve ,
const NLMISC : : CVector * shape ,
uint numSegs ,
uint numVerticesInShape ,
float sizeIncrement ,
float size ,
CPSRibbon : : TOrientation orientation
)
{
NL_PS_FUNC ( ComputeTexturedRibbonMesh )
CMatrix basis ;
basis . scale ( 0 ) ;
switch ( orientation )
{
case CPSRibbon : : FollowPath :
do
{
uint8 * nextDestVb = ComputeRibbonSliceFollowPath ( curve [ 1 ] ,
curve [ 0 ] ,
shape ,
numVerticesInShape ,
destVb ,
vertexSize ,
size ,
basis
) ;
// duplicate last vertex ( equal first)
* ( NLMISC : : CVector * ) nextDestVb = * ( NLMISC : : CVector * ) destVb ;
destVb = nextDestVb + vertexSize ;
//
+ + curve ;
size - = sizeIncrement ;
}
while ( - - numSegs ) ;
break ;
case CPSRibbon : : FollowPathXY :
do
{
uint8 * nextDestVb = ComputeRibbonSliceFollowPathXY ( curve [ 1 ] ,
curve [ 0 ] ,
shape ,
numVerticesInShape ,
destVb ,
vertexSize ,
size ,
basis
) ;
// duplicate last vertex ( equal first)
* ( NLMISC : : CVector * ) nextDestVb = * ( NLMISC : : CVector * ) destVb ;
destVb = nextDestVb + vertexSize ;
//
+ + curve ;
size - = sizeIncrement ;
}
while ( - - numSegs ) ;
break ;
case CPSRibbon : : Identity :
do
{
uint8 * nextDestVb = ComputeRibbonSliceIdentity ( curve [ 1 ] ,
curve [ 0 ] ,
shape ,
numVerticesInShape ,
destVb ,
vertexSize ,
size
) ;
// duplicate last vertex ( equal first)
* ( NLMISC : : CVector * ) nextDestVb = * ( NLMISC : : CVector * ) destVb ;
destVb = nextDestVb + vertexSize ;
//
+ + curve ;
size - = sizeIncrement ;
}
while ( - - numSegs ) ;
break ;
default :
nlassert ( 0 ) ;
break ;
}
return BuildRibbonFirstSlice ( curve [ 0 ] , numVerticesInShape + 1 , destVb , vertexSize ) ;
}
//==========================================================================
void CPSRibbon : : displayRibbons ( uint32 nbRibbons , uint32 srcStep )
{
// if (!FilterPS[5]) return;
NL_PS_FUNC ( CPSRibbon_displayRibbons )
if ( ! nbRibbons ) return ;
nlassert ( _Owner ) ;
CPSRibbonBase : : updateLOD ( ) ;
if ( _UsedNbSegs < 2 ) return ;
const float date = _Owner - > getOwner ( ) - > getSystemDate ( ) ;
uint8 * currVert ;
CVBnPB & VBnPB = getVBnPB ( ) ; // get the appropriate vb (built it if needed)
CVertexBuffer & VB = VBnPB . VB ;
CIndexBuffer & PB = VBnPB . PB ;
const uint32 vertexSize = VB . getVertexSize ( ) ;
uint colorOffset = 0 ;
IDriver * drv = this - > getDriver ( ) ;
# ifdef NL_DEBUG
nlassert ( drv ) ;
# endif
drv - > setupModelMatrix ( getLocalToWorldTrailMatrix ( ) ) ;
_Owner - > incrementNbDrawnParticles ( nbRibbons ) ; // for benchmark purpose
const uint numRibbonBatch = getNumRibbonsInVB ( ) ; // number of ribons to process at once
if ( _UsedNbSegs = = 0 ) return ;
////////////////////
// Material setup //
////////////////////
CParticleSystem & ps = * ( _Owner - > getOwner ( ) ) ;
bool useGlobalColor = ps . getColorAttenuationScheme ( ) ! = NULL | | ps . isUserColorUsed ( ) ;
if ( useGlobalColor ! = _GlobalColor )
{
_GlobalColor = useGlobalColor ;
touch ( ) ;
}
if ( usesGlobalColorLighting ( ) ! = _Lighted )
{
_Lighted = usesGlobalColorLighting ( ) ;
touch ( ) ;
}
if ( ps . getForceGlobalColorLightingFlag ( ) ! = _ForceLighted )
{
_ForceLighted = ps . getForceGlobalColorLightingFlag ( ) ;
touch ( ) ;
}
updateMaterial ( ) ;
setupGlobalColor ( ) ;
//
if ( _ColorScheme )
{
colorOffset = VB . getColorOff ( ) ;
}
/////////////////////
// Compute ribbons //
/////////////////////
const uint numVerticesInSlice = getNumVerticesInSlice ( ) ;
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const uint numVerticesInShape = ( uint ) _Shape . size ( ) ;
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//
static std : : vector < float > sizes ;
static std : : vector < NLMISC : : CVector > ribbonPos ; // this is where the position of each ribbon slice center i stored
ribbonPos . resize ( _UsedNbSegs + 1 ) ; // make sure we have enough room
sizes . resize ( numRibbonBatch ) ;
//
uint toProcess ;
uint ribbonIndex = 0 ; // index of the first ribbon in the batch being processed
uint32 fpRibbonIndex = 0 ; // fixed point index in source
if ( _ColorScheme )
{
_ColorScheme - > setColorType ( drv - > getVertexColorFormat ( ) ) ;
}
do
{
toProcess = std : : min ( ( uint ) ( nbRibbons - ribbonIndex ) , numRibbonBatch ) ;
VB . setNumVertices ( ( _UsedNbSegs + 1 ) * toProcess * numVerticesInSlice ) ;
{
CVertexBufferReadWrite vba ;
VB . lock ( vba ) ;
currVert = ( uint8 * ) vba . getVertexCoordPointer ( ) ;
/// setup sizes
const float * ptCurrSize ;
uint32 ptCurrSizeIncrement ;
if ( _SizeScheme )
{
ptCurrSize = ( float * ) _SizeScheme - > make ( this - > _Owner , ribbonIndex , & sizes [ 0 ] , sizeof ( float ) , toProcess , true , srcStep ) ;
ptCurrSizeIncrement = 1 ;
}
else
{
ptCurrSize = & _ParticleSize ;
ptCurrSizeIncrement = 0 ;
}
/// compute colors
if ( _ColorScheme )
{
_ColorScheme - > makeN ( this - > _Owner , ribbonIndex , currVert + colorOffset , vertexSize , toProcess , numVerticesInSlice * ( _UsedNbSegs + 1 ) , srcStep ) ;
}
uint k = toProcess ;
//////////////////////////////////////////////////////////////////////////////////////
// interpolate and project points the result is directly setup in the vertex buffer //
//////////////////////////////////////////////////////////////////////////////////////
if ( ! _Parametric )
{
//////////////////////
// INCREMENTAL CASE //
//////////////////////
if ( _Tex ! = NULL & & ! _BraceMode ) // textured case : must duplicate last vertex, unless in brace mod
{
do
{
const float ribbonSizeIncrement = * ptCurrSize / ( float ) _UsedNbSegs ;
ptCurrSize + = ptCurrSizeIncrement ;
// the parent class has a method to get the ribbons positions
computeRibbon ( ( uint ) ( fpRibbonIndex > > 16 ) , & ribbonPos [ 0 ] , sizeof ( NLMISC : : CVector ) ) ;
currVert = ComputeTexturedRibbonMesh ( currVert ,
vertexSize ,
& ribbonPos [ 0 ] ,
& _Shape [ 0 ] ,
_UsedNbSegs ,
numVerticesInShape ,
ribbonSizeIncrement ,
* ptCurrSize ,
_Orientation
) ;
fpRibbonIndex + = srcStep ;
}
while ( - - k ) ;
}
else // untextured case
{
do
{
const float ribbonSizeIncrement = * ptCurrSize / ( float ) _UsedNbSegs ;
ptCurrSize + = ptCurrSizeIncrement ;
// the parent class has a method to get the ribbons positions
computeRibbon ( ( uint ) ( fpRibbonIndex > > 16 ) , & ribbonPos [ 0 ] , sizeof ( NLMISC : : CVector ) ) ;
currVert = ComputeUntexturedRibbonMesh ( currVert ,
vertexSize ,
& ribbonPos [ 0 ] ,
& _Shape [ 0 ] ,
_UsedNbSegs ,
numVerticesInShape ,
ribbonSizeIncrement ,
* ptCurrSize ,
_Orientation
) ;
fpRibbonIndex + = srcStep ;
}
while ( - - k ) ;
}
}
else
{
//////////////////////
// PARAMETRIC CASE //
//////////////////////
if ( _Tex ! = NULL ) // textured case
{
do
{
const float ribbonSizeIncrement = * ptCurrSize / ( float ) _UsedNbSegs ;
ptCurrSize + = ptCurrSizeIncrement ;
_Owner - > integrateSingle ( date - _UsedSegDuration * ( _UsedNbSegs + 1 ) ,
_UsedSegDuration ,
_UsedNbSegs + 1 ,
( uint ) ( fpRibbonIndex > > 16 ) ,
& ribbonPos [ 0 ] ) ;
currVert = ComputeTexturedRibbonMesh ( currVert ,
vertexSize ,
& ribbonPos [ 0 ] ,
& _Shape [ 0 ] ,
_UsedNbSegs ,
numVerticesInShape ,
ribbonSizeIncrement ,
* ptCurrSize ,
_Orientation
) ;
fpRibbonIndex + = srcStep ;
}
while ( - - k ) ;
}
else // untextured case
{
do
{
const float ribbonSizeIncrement = * ptCurrSize / ( float ) _UsedNbSegs ;
ptCurrSize + = ptCurrSizeIncrement ;
_Owner - > integrateSingle ( date - _UsedSegDuration * ( _UsedNbSegs + 1 ) ,
_UsedSegDuration ,
_UsedNbSegs + 1 ,
( uint ) ( fpRibbonIndex > > 16 ) ,
& ribbonPos [ 0 ] ) ;
currVert = ComputeUntexturedRibbonMesh ( currVert ,
vertexSize ,
& ribbonPos [ 0 ] ,
& _Shape [ 0 ] ,
_UsedNbSegs ,
numVerticesInShape ,
ribbonSizeIncrement ,
* ptCurrSize ,
_Orientation
) ;
fpRibbonIndex + = srcStep ;
}
while ( - - k ) ;
}
}
}
// display the result
uint numTri = numVerticesInShape * _UsedNbSegs * toProcess ;
if ( ! _BraceMode )
{
numTri < < = 1 ;
}
PB . setNumIndexes ( 3 * numTri ) ;
drv - > activeIndexBuffer ( PB ) ;
drv - > activeVertexBuffer ( VB ) ;
drv - > renderTriangles ( _Mat , 0 , numTri ) ;
ribbonIndex + = toProcess ;
}
while ( ribbonIndex ! = nbRibbons ) ;
}
//==========================================================================
bool CPSRibbon : : hasTransparentFaces ( void )
{
NL_PS_FUNC ( CPSRibbon_hasTransparentFaces )
return getBlendingMode ( ) ! = CPSMaterial : : alphaTest ;
}
//==========================================================================
bool CPSRibbon : : hasOpaqueFaces ( void )
{
NL_PS_FUNC ( CPSRibbon_hasOpaqueFaces )
return ! hasTransparentFaces ( ) ;
}
//==========================================================================
uint32 CPSRibbon : : getNumWantedTris ( ) const
{
NL_PS_FUNC ( CPSRibbon_getNumWantedTris )
nlassert ( _Owner ) ;
//return _Owner->getMaxSize() * _NbSegs;
return _Owner - > getSize ( ) * _NbSegs ;
}
//==========================================================================
// Set a tri in ribbon with check added
static inline void setTri ( CIndexBufferReadWrite & ibrw , const CVertexBuffer & vb , uint32 triIndex , uint32 i0 , uint32 i1 , uint32 i2 )
{
nlassert ( i0 < vb . getNumVertices ( ) ) ;
nlassert ( i1 < vb . getNumVertices ( ) ) ;
nlassert ( i2 < vb . getNumVertices ( ) ) ;
ibrw . setTri ( triIndex , i0 , i1 , i2 ) ;
}
//==========================================================================
CPSRibbon : : CVBnPB & CPSRibbon : : getVBnPB ( )
{
NL_PS_FUNC ( CPSRibbon_getVBnPB )
// TODO : vb pointer caching ?
// TODO : better vb reuse ?
/// choose the right vb by building an index for lookup into 'vbMaps' defined above
TVBMap & map = _VBMaps [ ( _BraceMode ? 8 : 0 ) | // set bit 3 if brace mode
( _Tex ! = NULL ? 4 : 0 ) | // set bit 2 if textured
( _ColorScheme ! = NULL ? 2 : 0 ) | // set bit 1 if per ribbon color
( _ColorFading ? 1 : 0 ) // set bit 0 if color fading
] ;
const uint numVerticesInSlice = getNumVerticesInSlice ( ) ; /// 1 vertex added for textured ribbon (to avoid texture stretching)
2010-05-13 20:14:36 +00:00
const uint numVerticesInShape = ( uint ) _Shape . size ( ) ;
2010-05-06 00:08:41 +00:00
// The number of slice is encoded in the upper word of the vb index
// The number of vertices per slices is encoded in the lower word
uint VBnPDIndex = ( ( _UsedNbSegs + 1 ) < < 16 ) | numVerticesInSlice ;
TVBMap : : iterator it = map . find ( VBnPDIndex ) ;
if ( it ! = map . end ( ) )
{
return it - > second ;
}
else // must create this vb, with few different size, it is still interseting, though they are only destroyed at exit
{
const uint numRibbonInVB = getNumRibbonsInVB ( ) ;
CVBnPB & VBnPB = map [ VBnPDIndex ] ; // make an entry
CIndexBuffer & pb = VBnPB . PB ;
CVertexBuffer & vb = VBnPB . VB ;
vb . setPreferredMemory ( CVertexBuffer : : AGPVolatile , true ) ; // keep local memory because of interleaved format
/// set the vb format & size
/// In the case of a ribbon with color and fading, we encode the fading in a texture
/// If the ribbon has fading, but only a global color, we encode it in the primary color
vb . setVertexFormat ( CVertexBuffer : : PositionFlag | /* alway need position */
( _ColorScheme | | _ColorFading ? CVertexBuffer : : PrimaryColorFlag : 0 ) | /* need a color ? */
( ( _ColorScheme & & _ColorFading ) | | _Tex ! = NULL ? CVertexBuffer : : TexCoord0Flag : 0 ) | /* need texture coordinates ? */
( _Tex ! = NULL & & _ColorScheme & & _ColorFading ? CVertexBuffer : : TexCoord1Flag : 0 ) /* need 2nd texture coordinates ? */
) ;
vb . setNumVertices ( ( _UsedNbSegs + 1 ) * numRibbonInVB * numVerticesInSlice ) ; // 1 seg = 1 line + terminal vertices
pb . setFormat ( NL_DEFAULT_INDEX_BUFFER_FORMAT ) ;
// set the primitive block size
if ( _BraceMode )
{
2010-05-13 20:14:36 +00:00
pb . setNumIndexes ( 6 * _UsedNbSegs * numRibbonInVB * ( uint32 ) ( _Shape . size ( ) / 2 ) ) ;
2010-05-06 00:08:41 +00:00
}
else
{
2010-05-13 20:14:36 +00:00
pb . setNumIndexes ( 6 * _UsedNbSegs * numRibbonInVB * ( uint32 ) _Shape . size ( ) ) ;
2010-05-06 00:08:41 +00:00
}
//
CIndexBufferReadWrite ibaWrite ;
pb . lock ( ibaWrite ) ;
CVertexBufferReadWrite vba ;
vb . lock ( vba ) ;
/// Setup the pb and vb parts. Not very fast but executed only once
uint vbIndex = 0 ;
uint pbIndex = 0 ;
uint i , k , l ;
for ( i = 0 ; i < numRibbonInVB ; + + i )
{
for ( k = 0 ; k < ( _UsedNbSegs + 1 ) ; + + k )
{
/// setup primitive block
if ( k ! = _UsedNbSegs ) /// there are alway one more slice than segments in the ribbon...
{
if ( _BraceMode )
{
uint vIndex = vbIndex ;
for ( l = 0 ; l < numVerticesInShape / 2 ; + + l ) /// deals with segment
{
setTri ( ibaWrite , vb , pbIndex , vIndex , vIndex + numVerticesInSlice , vIndex + numVerticesInSlice + 1 ) ;
pbIndex + = 3 ;
setTri ( ibaWrite , vb , pbIndex , vIndex , vIndex + numVerticesInSlice + 1 , vIndex + 1 ) ;
pbIndex + = 3 ;
vIndex + = 2 ;
}
}
else
{
uint vIndex = vbIndex ;
for ( l = 0 ; l < ( numVerticesInShape - 1 ) ; + + l ) /// deals with each ribbon vertices
{
setTri ( ibaWrite , vb , pbIndex , vIndex , vIndex + numVerticesInSlice , vIndex + numVerticesInSlice + 1 ) ;
pbIndex + = 3 ;
setTri ( ibaWrite , vb , pbIndex , vIndex , vIndex + numVerticesInSlice + 1 , vIndex + 1 ) ;
pbIndex + = 3 ;
+ + vIndex ;
}
/// the last 2 index don't loop if there's a texture
uint nextVertexIndex = ( numVerticesInShape = = numVerticesInSlice ) ? vIndex + 1 - numVerticesInShape // no texture -> we loop
: vIndex + 1 ; // a texture is used : use onemore vertex
setTri ( ibaWrite , vb , pbIndex , vIndex , vIndex + numVerticesInSlice , nextVertexIndex + numVerticesInSlice ) ;
pbIndex + = 3 ;
setTri ( ibaWrite , vb , pbIndex , vIndex , nextVertexIndex + numVerticesInSlice , nextVertexIndex ) ;
pbIndex + = 3 ;
}
}
/// setup vb
if ( _BraceMode )
{
for ( l = 0 ; l < numVerticesInSlice / 2 ; + + l ) /// deals with each ribbon vertices
{
nlassert ( vbIndex < vb . getNumVertices ( ) ) ;
/// setup texture (if any)
if ( _Tex ! = NULL )
{
vba . setTexCoord ( vbIndex ,
_ColorScheme & & _ColorFading ? 1 : 0 , // must we use the second texture coord ? (when 1st one used by the gradient texture : we can't encode it in the diffuse as it encodes each ribbon color)
( float ) k / _UsedNbSegs , // u
0.f // v
) ;
vba . setTexCoord ( vbIndex + 1 ,
_ColorScheme & & _ColorFading ? 1 : 0 ,
( float ) k / _UsedNbSegs ,
1.f
) ;
}
/// setup gradient
if ( _ColorFading )
{
// If not per ribbon color, we can encode it in the diffuse
if ( _ColorScheme = = NULL )
{
uint8 intensity = ( uint8 ) ( 255 * ( 1.f - ( ( float ) k / _UsedNbSegs ) ) ) ;
NLMISC : : CRGBA col ( intensity , intensity , intensity , intensity ) ;
vba . setColor ( vbIndex , col ) ;
vba . setColor ( vbIndex + 1 , col ) ;
}
else // encode it in the first texture
{
vba . setTexCoord ( vbIndex , 0 , 0.5f - 0.5f * ( ( float ) k / _UsedNbSegs ) , 0 ) ;
vba . setTexCoord ( vbIndex + 1 , 0 , 0.5f - 0.5f * ( ( float ) k / _UsedNbSegs ) , 0 ) ;
}
}
vbIndex + = 2 ;
}
}
else
{
for ( l = 0 ; l < numVerticesInSlice ; + + l ) /// deals with each ribbon vertices
{
nlassert ( vbIndex < vb . getNumVertices ( ) ) ;
/// setup texture (if any)
if ( _Tex ! = NULL )
{
vba . setTexCoord ( vbIndex ,
_ColorScheme & & _ColorFading ? 1 : 0 , // must we use the second texture coord ? (when 1st one used by the gradient texture : we can't encode it in the diffuse as it encodes each ribbon color)
( float ) k / _UsedNbSegs , // u
1.f - ( l / ( float ) numVerticesInShape ) // v
) ;
}
/// setup gradient
if ( _ColorFading )
{
// If not per ribbon color, we can encode it in the diffuse
if ( _ColorScheme = = NULL )
{
uint8 intensity = ( uint8 ) ( 255 * ( 1.f - ( ( float ) k / _UsedNbSegs ) ) ) ;
NLMISC : : CRGBA col ( intensity , intensity , intensity , intensity ) ;
vba . setColor ( vbIndex , col ) ;
}
else // encode it in the first texture
{
vba . setTexCoord ( vbIndex , 0 , 0.5f - 0.5f * ( ( float ) k / _UsedNbSegs ) , 0 ) ;
}
}
+ + vbIndex ;
}
}
}
}
return VBnPB ;
}
}
//==========================================================================
uint CPSRibbon : : getNumRibbonsInVB ( ) const
{
NL_PS_FUNC ( CPSRibbon_getNumRibbonsInVB )
const uint numVerticesInSlice = getNumVerticesInSlice ( ) ; /// 1 vertex added for textured ribbon (to avoid texture stretching)
const uint vertexInVB = 512 ;
return std : : max ( 1u , ( uint ) ( vertexInVB / ( numVerticesInSlice * ( _UsedNbSegs + 1 ) ) ) ) ;
}
//==========================================================================
inline void CPSRibbon : : updateUntexturedMaterial ( )
{
NL_PS_FUNC ( CPSRibbon_updateUntexturedMaterial )
///////////////////////
// UNTEXTURED RIBBON //
///////////////////////
static NLMISC : : CRefPtr < ITexture > ptGradTexture ;
CParticleSystem & ps = * ( _Owner - > getOwner ( ) ) ;
if ( _ColorScheme )
{ // PER RIBBON COLOR
if ( ps . getForceGlobalColorLightingFlag ( ) | | usesGlobalColorLighting ( ) | | ps . getColorAttenuationScheme ( ) | | ps . isUserColorUsed ( ) )
{
if ( _ColorFading ) // global color + fading + per ribbon color
{
// the first stage is used to get fading * global color
// the second stage multiply the result by the diffuse colot
if ( ptGradTexture = = NULL ) // have we got a gradient texture ?
{
ptGradTexture = CreateGradientTexture ( ) ;
}
_Mat . setTexture ( 0 , ptGradTexture ) ;
CPSMaterial : : forceTexturedMaterialStages ( 2 ) ; // use constant color 0 * diffuse, 1 stage needed
SetupModulatedStage ( _Mat , 0 , CMaterial : : Texture , CMaterial : : Constant ) ;
SetupModulatedStage ( _Mat , 1 , CMaterial : : Previous , CMaterial : : Diffuse ) ;
}
else // per ribbon color with global color
{
CPSMaterial : : forceTexturedMaterialStages ( 1 ) ; // use constant color 0 * diffuse, 1 stage needed
SetupModulatedStage ( _Mat , 0 , CMaterial : : Diffuse , CMaterial : : Constant ) ;
}
}
else
{
if ( _ColorFading ) // per ribbon color, no fading
{
if ( ptGradTexture = = NULL ) // have we got a gradient texture ?
{
ptGradTexture = CreateGradientTexture ( ) ;
}
_Mat . setTexture ( 0 , ptGradTexture ) ;
ptGradTexture - > setWrapS ( ITexture : : Clamp ) ;
ptGradTexture - > setWrapT ( ITexture : : Clamp ) ;
CPSMaterial : : forceTexturedMaterialStages ( 1 ) ;
SetupModulatedStage ( _Mat , 0 , CMaterial : : Texture , CMaterial : : Diffuse ) ;
}
else // per color ribbon with no fading, and no global color
{
CPSMaterial : : forceTexturedMaterialStages ( 0 ) ; // no texture use constant diffuse only
}
}
}
else // GLOBAL COLOR
{
if ( _ColorFading )
{
CPSMaterial : : forceTexturedMaterialStages ( 1 ) ; // use constant color 0 * diffuse, 1 stage needed
SetupModulatedStage ( _Mat , 0 , CMaterial : : Diffuse , CMaterial : : Constant ) ;
}
else // color attenuation, no fading :
{
CPSMaterial : : forceTexturedMaterialStages ( 0 ) ; // no texture use constant diffuse only
}
}
_Touch = false ;
}
//==========================================================================
inline void CPSRibbon : : updateTexturedMaterial ( )
{
NL_PS_FUNC ( CPSRibbon_updateTexturedMaterial )
/////////////////////
// TEXTURED RIBBON //
/////////////////////
if ( _Tex )
{
//_Tex->setWrapS(ITexture::Clamp);
//_Tex->setWrapT(ITexture::Clamp);
}
static NLMISC : : CRefPtr < ITexture > ptGradTexture ;
CParticleSystem & ps = * ( _Owner - > getOwner ( ) ) ;
if ( _ColorScheme )
{ // PER RIBBON COLOR
if ( ps . getForceGlobalColorLightingFlag ( ) | | usesGlobalColorLighting ( ) | | ps . getColorAttenuationScheme ( ) | | ps . isUserColorUsed ( ) )
{
if ( _ColorFading ) // global color + fading + per ribbon color
{
if ( ptGradTexture = = NULL ) // have we got a gradient texture ?
{
ptGradTexture = CreateGradientTexture ( ) ; // create it
}
/// fading is stored in last stage (work only with 3 stages...)
_Mat . setTexture ( 0 , ptGradTexture ) ;
ptGradTexture - > setWrapS ( ITexture : : Clamp ) ;
ptGradTexture - > setWrapT ( ITexture : : Clamp ) ;
_Mat . setTexture ( 1 , _Tex ) ;
CPSMaterial : : forceTexturedMaterialStages ( 3 ) ; // use constant color 0 * diffuse, 1 stage needed
SetupModulatedStage ( _Mat , 0 , CMaterial : : Texture , CMaterial : : Diffuse ) ;
SetupModulatedStage ( _Mat , 1 , CMaterial : : Texture , CMaterial : : Previous ) ;
SetupModulatedStage ( _Mat , 2 , CMaterial : : Previous , CMaterial : : Constant ) ;
}
else // per ribbon color with global color
{
_Mat . setTexture ( 0 , _Tex ) ;
CPSMaterial : : forceTexturedMaterialStages ( 2 ) ; // use constant color 0 * diffuse, 1 stage needed
SetupModulatedStage ( _Mat , 0 , CMaterial : : Texture , CMaterial : : Diffuse ) ;
SetupModulatedStage ( _Mat , 1 , CMaterial : : Previous , CMaterial : : Constant ) ;
}
}
else
{
if ( _ColorFading ) // per ribbon color, fading : 2 textures needed
{
if ( ptGradTexture = = NULL ) // have we got a gradient texture ?
{
ptGradTexture = CreateGradientTexture ( ) ; // create it
}
_Mat . setTexture ( 0 , ptGradTexture ) ;
ptGradTexture - > setWrapS ( ITexture : : Clamp ) ;
ptGradTexture - > setWrapT ( ITexture : : Clamp ) ;
_Mat . setTexture ( 1 , _Tex ) ;
CPSMaterial : : forceTexturedMaterialStages ( 2 ) ;
SetupModulatedStage ( _Mat , 0 , CMaterial : : Texture , CMaterial : : Diffuse ) ; // texture * ribbon color
SetupModulatedStage ( _Mat , 1 , CMaterial : : Texture , CMaterial : : Previous ) ; // * gradient
}
else // per color ribbon with no fading, and no global color
{
_Mat . setTexture ( 0 , _Tex ) ;
CPSMaterial : : forceTexturedMaterialStages ( 1 ) ; // no texture use constant diffuse only
SetupModulatedStage ( _Mat , 0 , CMaterial : : Texture , CMaterial : : Diffuse ) ;
}
}
}
else // GLOBAL COLOR
{
if ( _ColorFading ) // gradient is encoded in diffuse
{
_Mat . setTexture ( 0 , _Tex ) ;
CPSMaterial : : forceTexturedMaterialStages ( 2 ) ; // use constant color 0 * diffuse, 1 stage needed
SetupModulatedStage ( _Mat , 0 , CMaterial : : Texture , CMaterial : : Diffuse ) ;
SetupModulatedStage ( _Mat , 1 , CMaterial : : Previous , CMaterial : : Constant ) ;
}
else // constant color
{
_Mat . setTexture ( 0 , _Tex ) ;
CPSMaterial : : forceTexturedMaterialStages ( 1 ) ; // no texture use constant diffuse only
SetupModulatedStage ( _Mat , 0 , CMaterial : : Texture , CMaterial : : Diffuse ) ;
}
}
_Touch = false ;
}
//==========================================================================
void CPSRibbon : : updateMaterial ( )
{
NL_PS_FUNC ( CPSRibbon_updateMaterial )
if ( ! _Touch ) return ;
if ( _Tex ! = NULL )
{
updateTexturedMaterial ( ) ;
setupTextureMatrix ( ) ;
}
else
{
updateUntexturedMaterial ( ) ;
}
}
//==========================================================================
inline void CPSRibbon : : setupUntexturedGlobalColor ( )
{
NL_PS_FUNC ( CPSRibbon_setupUntexturedGlobalColor )
/// setup the global color if it is used
CParticleSystem & ps = * ( _Owner - > getOwner ( ) ) ;
if ( _ColorScheme )
{
if ( ps . getForceGlobalColorLightingFlag ( ) | | usesGlobalColorLighting ( ) )
{
_Mat . texConstantColor ( 0 , ps . getGlobalColorLighted ( ) ) ;
}
else
{
_Mat . texConstantColor ( 0 , ps . getGlobalColor ( ) ) ;
}
}
else // GLOBAL COLOR with / without fading
{
NLMISC : : CRGBA col ;
if ( ps . getForceGlobalColorLightingFlag ( ) | | usesGlobalColorLighting ( ) )
{
col . modulateFromColor ( ps . getGlobalColorLighted ( ) , _Color ) ;
}
else if ( ps . getColorAttenuationScheme ( ) | | ps . isUserColorUsed ( ) )
{
col . modulateFromColor ( ps . getGlobalColor ( ) , _Color ) ;
}
else
{
col = _Color ;
}
if ( _ColorFading )
{
_Mat . texConstantColor ( 0 , col ) ;
}
else // color attenuation, no fading :
{
_Mat . setColor ( col ) ;
}
}
}
//==========================================================================
inline void CPSRibbon : : setupTexturedGlobalColor ( )
{
NL_PS_FUNC ( CPSRibbon_setupTexturedGlobalColor )
/// setup the global color if it is used
CParticleSystem & ps = * ( _Owner - > getOwner ( ) ) ;
if ( _ColorScheme )
{
if ( ps . getForceGlobalColorLightingFlag ( ) | | usesGlobalColorLighting ( ) )
{
if ( _ColorFading )
{
_Mat . texConstantColor ( 2 , ps . getGlobalColorLighted ( ) ) ;
}
else
{
_Mat . texConstantColor ( 1 , ps . getGlobalColorLighted ( ) ) ;
}
}
else
{
if ( _ColorFading )
{
_Mat . texConstantColor ( 2 , ps . getGlobalColor ( ) ) ;
}
else
{
_Mat . texConstantColor ( 1 , ps . getGlobalColor ( ) ) ;
}
}
}
else // GLOBAL COLOR with / without fading
{
if ( ps . getForceGlobalColorLightingFlag ( ) | | usesGlobalColorLighting ( ) )
{
NLMISC : : CRGBA col ;
col . modulateFromColor ( ps . getGlobalColorLighted ( ) , _Color ) ;
if ( _ColorFading )
{
_Mat . texConstantColor ( 1 , col ) ;
}
else // color attenuation, no fading :
{
_Mat . setColor ( col ) ;
}
}
else
if ( ps . getColorAttenuationScheme ( ) | | ps . isUserColorUsed ( ) )
{
NLMISC : : CRGBA col ;
col . modulateFromColor ( ps . getGlobalColor ( ) , _Color ) ;
if ( _ColorFading )
{
_Mat . texConstantColor ( 1 , col ) ;
}
else // color attenuation, no fading :
{
_Mat . setColor ( col ) ;
}
}
else
{
if ( _ColorFading )
{
_Mat . texConstantColor ( 1 , _Color ) ;
}
else // constant color
{
_Mat . setColor ( _Color ) ;
}
}
}
}
//==========================================================================
void CPSRibbon : : setupGlobalColor ( )
{
NL_PS_FUNC ( CPSRibbon_setupGlobalColor )
if ( _Tex ! = NULL ) setupTexturedGlobalColor ( ) ;
else setupUntexturedGlobalColor ( ) ;
}
//==========================================================================
void CPSRibbon : : setupTextureMatrix ( )
{
NL_PS_FUNC ( CPSRibbon_setupTextureMatrix )
uint stage = ( _ColorScheme ! = NULL & & _ColorFading = = true ) ? 1 : 0 ;
if ( _UFactor ! = 1.f | | _VFactor ! = 1.f )
{
_Mat . enableUserTexMat ( stage ) ;
CMatrix texMat ;
texMat . setRot ( _UFactor * NLMISC : : CVector : : I ,
_VFactor * NLMISC : : CVector : : J ,
NLMISC : : CVector : : K
) ;
_Mat . setUserTexMat ( stage , texMat ) ;
}
else
{
_Mat . enableUserTexMat ( stage , false ) ;
}
_Mat . enableUserTexMat ( 1 - stage , false ) ;
}
//==========================================================================
///==================================================================================================================
void CPSRibbon : : setShape ( const CVector * shape , uint32 nbPointsInShape , bool braceMode )
{
NL_PS_FUNC ( CPSRibbon_setShape )
if ( ! braceMode )
{
nlassert ( nbPointsInShape > = 3 ) ;
}
else
{
nlassert ( nbPointsInShape > = 2 ) ;
nlassert ( ! ( nbPointsInShape & 1 ) ) ; // must be even
}
_Shape . resize ( nbPointsInShape ) ;
std : : copy ( shape , shape + nbPointsInShape , _Shape . begin ( ) ) ;
_BraceMode = braceMode ;
}
///==================================================================================================================
void CPSRibbon : : getShape ( CVector * shape ) const
{
NL_PS_FUNC ( CPSRibbon_getShape )
std : : copy ( _Shape . begin ( ) , _Shape . end ( ) , shape ) ;
}
///==================================================================================================================
void CPSRibbon : : enumTexs ( std : : vector < NLMISC : : CSmartPtr < ITexture > > & dest , IDriver & drv )
{
NL_PS_FUNC ( CPSRibbon_enumTexs )
if ( _Tex )
{
dest . push_back ( _Tex ) ;
}
}
} // NL3D