mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-02-20 08:14:55 -05:00
Add tiled particle atlas support
This commit is contained in:
@@ -146,6 +146,9 @@ struct M2ParticleEmitter {
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uint16_t texture;
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uint8_t blendingType; // 0=opaque,1=alphakey,2=alpha,4=add
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uint8_t emitterType; // 1=plane,2=sphere,3=spline
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int16_t textureTileRotation = 0;
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uint16_t textureRows = 1;
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uint16_t textureCols = 1;
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M2AnimationTrack emissionSpeed;
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M2AnimationTrack speedVariation;
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M2AnimationTrack verticalRange;
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@@ -90,6 +90,7 @@ struct M2Particle {
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float life; // current age in seconds
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float maxLife; // total lifespan
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int emitterIndex; // which emitter spawned this
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float tileIndex = 0.0f; // texture atlas tile index
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};
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/**
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@@ -696,6 +696,11 @@ M2Model M2Loader::load(const std::vector<uint8_t>& m2Data) {
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em.texture = readValue<uint16_t>(m2Data, base + 0x16);
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em.blendingType = readValue<uint8_t>(m2Data, base + 0x28);
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em.emitterType = readValue<uint8_t>(m2Data, base + 0x29);
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em.textureTileRotation = readValue<int16_t>(m2Data, base + 0x2E);
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em.textureRows = readValue<uint16_t>(m2Data, base + 0x30);
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em.textureCols = readValue<uint16_t>(m2Data, base + 0x32);
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if (em.textureRows == 0) em.textureRows = 1;
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if (em.textureCols == 0) em.textureCols = 1;
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// Parse animated tracks (M2TrackDisk at known offsets)
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auto parseTrack = [&](uint32_t off, M2AnimationTrack& track) {
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@@ -12,6 +12,7 @@
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <unordered_set>
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#include <functional>
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#include <algorithm>
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#include <cmath>
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#include <limits>
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@@ -23,6 +24,9 @@ namespace rendering {
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namespace {
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static constexpr uint32_t kParticleFlagRandomized = 0x40;
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static constexpr uint32_t kParticleFlagTiled = 0x80;
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void getTightCollisionBounds(const M2ModelGPU& model, glm::vec3& outMin, glm::vec3& outMax) {
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glm::vec3 center = (model.boundMin + model.boundMax) * 0.5f;
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glm::vec3 half = (model.boundMax - model.boundMin) * 0.5f;
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@@ -457,11 +461,13 @@ bool M2Renderer::initialize(pipeline::AssetManager* assets) {
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in float aSize;
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layout (location = 3) in float aTile;
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uniform mat4 uView;
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uniform mat4 uProjection;
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out vec4 vColor;
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out float vTile;
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void main() {
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vec4 viewPos = uView * vec4(aPos, 1.0);
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@@ -469,17 +475,29 @@ bool M2Renderer::initialize(pipeline::AssetManager* assets) {
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float dist = max(-viewPos.z, 1.0);
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gl_PointSize = clamp(aSize * 800.0 / dist, 1.0, 256.0);
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vColor = aColor;
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vTile = aTile;
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}
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)";
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const char* particleFragSrc = R"(
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#version 330 core
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in vec4 vColor;
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in float vTile;
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uniform sampler2D uTexture;
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uniform vec2 uTileCount;
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out vec4 FragColor;
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void main() {
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vec4 texColor = texture(uTexture, gl_PointCoord);
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vec2 tileCount = max(uTileCount, vec2(1.0));
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float tilesX = tileCount.x;
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float tilesY = tileCount.y;
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float tileMax = max(tilesX * tilesY - 1.0, 0.0);
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float tile = clamp(vTile, 0.0, tileMax);
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float col = mod(tile, tilesX);
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float row = floor(tile / tilesX);
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vec2 tileSize = vec2(1.0 / tilesX, 1.0 / tilesY);
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vec2 uv = gl_PointCoord * tileSize + vec2(col, row) * tileSize;
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vec4 texColor = texture(uTexture, uv);
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FragColor = texColor * vColor;
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if (FragColor.a < 0.01) discard;
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}
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@@ -500,21 +518,24 @@ bool M2Renderer::initialize(pipeline::AssetManager* assets) {
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glDeleteShader(vs);
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glDeleteShader(fs);
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// Create particle VAO/VBO: 8 floats per particle (pos3 + rgba4 + size1)
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// Create particle VAO/VBO: 9 floats per particle (pos3 + rgba4 + size1 + tile1)
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glGenVertexArrays(1, &m2ParticleVAO_);
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glGenBuffers(1, &m2ParticleVBO_);
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glBindVertexArray(m2ParticleVAO_);
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glBindBuffer(GL_ARRAY_BUFFER, m2ParticleVBO_);
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glBufferData(GL_ARRAY_BUFFER, MAX_M2_PARTICLES * 8 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, MAX_M2_PARTICLES * 9 * sizeof(float), nullptr, GL_DYNAMIC_DRAW);
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// Position (3f)
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)0);
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// Color (4f)
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)(3 * sizeof(float)));
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// Size (1f)
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(7 * sizeof(float)));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)(7 * sizeof(float)));
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// Tile index (1f)
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 9 * sizeof(float), (void*)(8 * sizeof(float)));
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glBindVertexArray(0);
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}
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@@ -1636,9 +1657,11 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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GLint viewLoc = glGetUniformLocation(m2ParticleShader_, "uView");
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GLint projLoc = glGetUniformLocation(m2ParticleShader_, "uProjection");
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GLint texLoc = glGetUniformLocation(m2ParticleShader_, "uTexture");
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GLint tileLoc = glGetUniformLocation(m2ParticleShader_, "uTileCount");
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
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glUniform1i(texLoc, 0);
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glUniform2f(tileLoc, 1.0f, 1.0f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Additive blending
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glDepthMask(GL_FALSE);
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@@ -1648,9 +1671,9 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, glowTexture);
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// Build vertex data: pos(3) + color(4) + size(1) = 8 floats per sprite
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// Build vertex data: pos(3) + color(4) + size(1) + tile(1) = 9 floats per sprite
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std::vector<float> glowData;
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glowData.reserve(glowSprites.size() * 8);
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glowData.reserve(glowSprites.size() * 9);
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for (const auto& gs : glowSprites) {
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glowData.push_back(gs.worldPos.x);
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glowData.push_back(gs.worldPos.y);
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@@ -1660,12 +1683,13 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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glowData.push_back(gs.color.b);
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glowData.push_back(gs.color.a);
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glowData.push_back(gs.size);
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glowData.push_back(0.0f);
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}
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glBindVertexArray(m2ParticleVAO_);
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glBindBuffer(GL_ARRAY_BUFFER, m2ParticleVBO_);
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size_t uploadCount = std::min(glowSprites.size(), MAX_M2_PARTICLES);
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glBufferSubData(GL_ARRAY_BUFFER, 0, uploadCount * 8 * sizeof(float), glowData.data());
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glBufferSubData(GL_ARRAY_BUFFER, 0, uploadCount * 9 * sizeof(float), glowData.data());
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glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(uploadCount));
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glBindVertexArray(0);
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@@ -1799,6 +1823,7 @@ void M2Renderer::emitParticles(M2Instance& inst, const M2ModelGPU& gpu, float dt
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std::uniform_real_distribution<float> dist01(0.0f, 1.0f);
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std::uniform_real_distribution<float> distN(-1.0f, 1.0f);
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std::uniform_int_distribution<int> distTile;
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for (size_t ei = 0; ei < gpu.particleEmitters.size(); ei++) {
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const auto& em = gpu.particleEmitters[ei];
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@@ -1819,6 +1844,7 @@ void M2Renderer::emitParticles(M2Instance& inst, const M2ModelGPU& gpu, float dt
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p.emitterIndex = static_cast<int>(ei);
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p.life = 0.0f;
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p.maxLife = life;
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p.tileIndex = 0.0f;
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// Position: emitter position transformed by bone matrix
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glm::vec3 localPos = em.position;
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@@ -1850,6 +1876,18 @@ void M2Renderer::emitParticles(M2Instance& inst, const M2ModelGPU& gpu, float dt
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glm::mat3 rotMat = glm::mat3(inst.modelMatrix * boneXform);
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p.velocity = rotMat * dir * speed;
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const uint32_t tilesX = std::max<uint16_t>(em.textureCols, 1);
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const uint32_t tilesY = std::max<uint16_t>(em.textureRows, 1);
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const uint32_t totalTiles = tilesX * tilesY;
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if ((em.flags & kParticleFlagTiled) && totalTiles > 1) {
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if (em.flags & kParticleFlagRandomized) {
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distTile = std::uniform_int_distribution<int>(0, static_cast<int>(totalTiles - 1));
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p.tileIndex = static_cast<float>(distTile(particleRng_));
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} else {
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p.tileIndex = 0.0f;
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}
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}
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inst.particles.push_back(p);
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}
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// Cap accumulator to avoid bursts after lag
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@@ -1889,14 +1927,38 @@ void M2Renderer::renderM2Particles(const glm::mat4& view, const glm::mat4& proj)
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if (m2ParticleShader_ == 0 || m2ParticleVAO_ == 0) return;
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// Collect all particles from all instances, grouped by texture+blend
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struct ParticleGroupKey {
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GLuint texture;
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uint8_t blendType;
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uint16_t tilesX;
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uint16_t tilesY;
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bool operator==(const ParticleGroupKey& other) const {
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return texture == other.texture &&
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blendType == other.blendType &&
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tilesX == other.tilesX &&
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tilesY == other.tilesY;
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}
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};
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struct ParticleGroupKeyHash {
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size_t operator()(const ParticleGroupKey& key) const {
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size_t h1 = std::hash<uint32_t>{}(key.texture);
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size_t h2 = std::hash<uint32_t>{}((static_cast<uint32_t>(key.tilesX) << 16) | key.tilesY);
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size_t h3 = std::hash<uint8_t>{}(key.blendType);
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return h1 ^ (h2 * 0x9e3779b9u) ^ (h3 * 0x85ebca6bu);
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}
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};
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struct ParticleGroup {
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GLuint texture;
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uint8_t blendType;
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std::vector<float> vertexData; // 8 floats per particle
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uint16_t tilesX;
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uint16_t tilesY;
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std::vector<float> vertexData; // 9 floats per particle
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};
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std::unordered_map<uint64_t, ParticleGroup> groups;
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std::unordered_map<ParticleGroupKey, ParticleGroup, ParticleGroupKeyHash> groups;
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size_t totalParticles = 0;
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for (auto& inst : instances) {
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if (inst.particles.empty()) continue;
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auto it = models.find(inst.modelId);
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@@ -1917,10 +1979,15 @@ void M2Renderer::renderM2Particles(const glm::mat4& view, const glm::mat4& proj)
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tex = gpu.particleTextures[p.emitterIndex];
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}
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uint64_t key = (static_cast<uint64_t>(tex) << 8) | em.blendingType;
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uint16_t tilesX = std::max<uint16_t>(em.textureCols, 1);
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uint16_t tilesY = std::max<uint16_t>(em.textureRows, 1);
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uint32_t totalTiles = static_cast<uint32_t>(tilesX) * static_cast<uint32_t>(tilesY);
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ParticleGroupKey key{tex, em.blendingType, tilesX, tilesY};
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auto& group = groups[key];
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group.texture = tex;
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group.blendType = em.blendingType;
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group.tilesX = tilesX;
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group.tilesY = tilesY;
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group.vertexData.push_back(p.position.x);
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group.vertexData.push_back(p.position.y);
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@@ -1930,6 +1997,14 @@ void M2Renderer::renderM2Particles(const glm::mat4& view, const glm::mat4& proj)
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group.vertexData.push_back(color.b);
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group.vertexData.push_back(alpha);
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group.vertexData.push_back(scale);
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float tileIndex = p.tileIndex;
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if ((em.flags & kParticleFlagTiled) && totalTiles > 1) {
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float animSeconds = inst.animTime / 1000.0f;
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uint32_t animFrame = static_cast<uint32_t>(std::floor(animSeconds * totalTiles)) % totalTiles;
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tileIndex = std::fmod(p.tileIndex + static_cast<float>(animFrame),
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static_cast<float>(totalTiles));
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}
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group.vertexData.push_back(tileIndex);
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totalParticles++;
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}
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}
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@@ -1948,6 +2023,7 @@ void M2Renderer::renderM2Particles(const glm::mat4& view, const glm::mat4& proj)
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GLint viewLoc = glGetUniformLocation(m2ParticleShader_, "uView");
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GLint projLoc = glGetUniformLocation(m2ParticleShader_, "uProjection");
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GLint texLoc = glGetUniformLocation(m2ParticleShader_, "uTexture");
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GLint tileLoc = glGetUniformLocation(m2ParticleShader_, "uTileCount");
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(proj));
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glUniform1i(texLoc, 0);
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@@ -1966,15 +2042,16 @@ void M2Renderer::renderM2Particles(const glm::mat4& view, const glm::mat4& proj)
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}
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glBindTexture(GL_TEXTURE_2D, group.texture);
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glUniform2f(tileLoc, static_cast<float>(group.tilesX), static_cast<float>(group.tilesY));
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// Upload and draw in chunks of MAX_M2_PARTICLES
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size_t count = group.vertexData.size() / 8;
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size_t count = group.vertexData.size() / 9;
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size_t offset = 0;
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while (offset < count) {
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size_t batch = std::min(count - offset, MAX_M2_PARTICLES);
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glBindBuffer(GL_ARRAY_BUFFER, m2ParticleVBO_);
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glBufferSubData(GL_ARRAY_BUFFER, 0, batch * 8 * sizeof(float),
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&group.vertexData[offset * 8]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, batch * 9 * sizeof(float),
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&group.vertexData[offset * 9]);
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glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(batch));
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offset += batch;
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}
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