Add tiled particle atlas support

This commit is contained in:
Kelsi
2026-02-07 19:20:37 -08:00
parent d179f20126
commit 752e3dc80a
4 changed files with 101 additions and 15 deletions

View File

@@ -146,6 +146,9 @@ struct M2ParticleEmitter {
uint16_t texture;
uint8_t blendingType; // 0=opaque,1=alphakey,2=alpha,4=add
uint8_t emitterType; // 1=plane,2=sphere,3=spline
int16_t textureTileRotation = 0;
uint16_t textureRows = 1;
uint16_t textureCols = 1;
M2AnimationTrack emissionSpeed;
M2AnimationTrack speedVariation;
M2AnimationTrack verticalRange;

View File

@@ -90,6 +90,7 @@ struct M2Particle {
float life; // current age in seconds
float maxLife; // total lifespan
int emitterIndex; // which emitter spawned this
float tileIndex = 0.0f; // texture atlas tile index
};
/**

View File

@@ -696,6 +696,11 @@ M2Model M2Loader::load(const std::vector<uint8_t>& m2Data) {
em.texture = readValue<uint16_t>(m2Data, base + 0x16);
em.blendingType = readValue<uint8_t>(m2Data, base + 0x28);
em.emitterType = readValue<uint8_t>(m2Data, base + 0x29);
em.textureTileRotation = readValue<int16_t>(m2Data, base + 0x2E);
em.textureRows = readValue<uint16_t>(m2Data, base + 0x30);
em.textureCols = readValue<uint16_t>(m2Data, base + 0x32);
if (em.textureRows == 0) em.textureRows = 1;
if (em.textureCols == 0) em.textureCols = 1;
// Parse animated tracks (M2TrackDisk at known offsets)
auto parseTrack = [&](uint32_t off, M2AnimationTrack& track) {

View File

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