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575 lines
17 KiB
C++
575 lines
17 KiB
C++
15 years ago
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/ps_macro.h"
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#include "nel/3d/ps_shockwave.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/texture_grouped.h"
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#include "nel/3d/ps_iterator.h"
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#include "nel/3d/particle_system.h"
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namespace NL3D
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{
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///////////////////////////
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// constant definition //
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///////////////////////////
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// max number of shockwave to be processed at once
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static const uint ShockWaveBufSize = 128;
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// the number of vertices we want in a vertex buffer
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static const uint NumVertsInBuffer = 8 * ShockWaveBufSize;
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CPSShockWave::TPBMap CPSShockWave::_PBMap; // the primitive blocks
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CPSShockWave::TVBMap CPSShockWave::_VBMap; // vb ith unanimated texture
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CPSShockWave::TVBMap CPSShockWave::_AnimTexVBMap; // vb ith unanimated texture
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CPSShockWave::TVBMap CPSShockWave::_ColoredVBMap; // vb ith unanimated texture
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CPSShockWave::TVBMap CPSShockWave::_ColoredAnimTexVBMap; // vb ith unanimated texture
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/////////////////////////////////
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// CPSShockWave implementation //
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/////////////////////////////////
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/** Well, we could have put a method template in CPSShockWave, but some compilers
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* want the definition of the methods in the header, and some compilers
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* don't want friend with function template, so we use a static method template of a friend class instead,
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* which gives us the same result :)
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*/
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class CPSShockWaveHelper
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{
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public:
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template <class T>
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static void drawShockWave(T posIt, CPSShockWave &s, uint size, uint32 srcStep)
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{
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NL_PS_FUNC(drawShockWave_drawShockWave)
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PARTICLES_CHECK_MEM;
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nlassert(s._Owner);
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// get / build the vertex buffer and the primitive block
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CVertexBuffer *vb;
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CIndexBuffer *pb;
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s.getVBnPB(vb, pb);
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const uint32 vSize = vb->getVertexSize();
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IDriver *driver = s.getDriver();
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if (s._ColorScheme)
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{
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s._ColorScheme->setColorType(driver->getVertexColorFormat());
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}
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s._Owner->incrementNbDrawnParticles(size); // for benchmark purpose
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s.setupDriverModelMatrix();
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const uint numShockWaveToDealWith = std::min(ShockWaveBufSize, s.getNumShockWavesInVB());
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static CPlaneBasis planeBasis[ShockWaveBufSize];
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float sizes[ShockWaveBufSize];
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float angles[ShockWaveBufSize];
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uint leftToDo = size, toProcess;
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T endIt;
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uint8 *currVertex;
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uint k ;
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const float angleStep = 256.f / s._NbSeg;
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float currAngle;
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CPlaneBasis *ptCurrBasis;
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uint32 ptCurrBasisIncrement = s._PlaneBasisScheme ? 1 : 0;
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float *ptCurrSize;
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uint32 ptCurrSizeIncrement = s._SizeScheme ? 1 : 0;
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float *ptCurrAngle;
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uint32 ptCurrAngleIncrement = s._Angle2DScheme ? 1 : 0;
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CVector radVect, innerVect;
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float radiusRatio;
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do
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{
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toProcess = leftToDo > numShockWaveToDealWith ? numShockWaveToDealWith : leftToDo;
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vb->setNumVertices((toProcess * (s._NbSeg + 1)) << 1);
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{
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CVertexBufferReadWrite vba;
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vb->lock (vba);
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currVertex = (uint8 *) vba.getVertexCoordPointer();
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endIt = posIt + toProcess;
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if (s._SizeScheme)
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{
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ptCurrSize = (float *) (s._SizeScheme->make(s._Owner, size - leftToDo, (void *) sizes, sizeof(float), toProcess, true, srcStep));
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}
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else
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{
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ptCurrSize = &s._ParticleSize;
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}
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if (s._PlaneBasisScheme)
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{
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ptCurrBasis = (CPlaneBasis *) (s._PlaneBasisScheme->make(s._Owner, size - leftToDo, (void *) planeBasis, sizeof(CPlaneBasis), toProcess, true, srcStep));
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}
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else
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{
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ptCurrBasis = &s._PlaneBasis;
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}
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if (s._Angle2DScheme)
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{
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ptCurrAngle = (float *) (s._Angle2DScheme->make(s._Owner, size - leftToDo, (void *) angles, sizeof(float), toProcess, true, srcStep));
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}
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else
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{
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ptCurrAngle = &s._Angle2D;
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}
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s.updateVbColNUVForRender(size - leftToDo, toProcess, srcStep, *vb, *driver);
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do
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{
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currAngle = *ptCurrAngle;
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if (fabsf(*ptCurrSize) > 10E-6)
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{
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radiusRatio = (*ptCurrSize - s._RadiusCut) / *ptCurrSize;
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}
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else
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{
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radiusRatio = 0.f;
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}
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for (k = 0; k <= s._NbSeg; ++k)
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{
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radVect = *ptCurrSize * (CPSUtil::getCos((sint32) currAngle) * ptCurrBasis->X + CPSUtil::getSin((sint32) currAngle) * ptCurrBasis->Y);
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innerVect = radiusRatio * radVect;
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CHECK_VERTEX_BUFFER(*vb, currVertex);
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* (CVector *) currVertex = *posIt + radVect;
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currVertex += vSize;
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CHECK_VERTEX_BUFFER(*vb, currVertex);
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* (CVector *) currVertex = *posIt + innerVect;
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currVertex += vSize;
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currAngle += angleStep;
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}
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++posIt;
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ptCurrBasis += ptCurrBasisIncrement;
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ptCurrSize += ptCurrSizeIncrement;
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ptCurrAngle += ptCurrAngleIncrement;
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}
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while (posIt != endIt);
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}
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const uint numTri = 2 * toProcess * s._NbSeg;
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pb->setNumIndexes(3 * numTri);
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driver->activeIndexBuffer(*pb);
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driver->activeVertexBuffer(*vb);
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driver->renderTriangles(s._Mat, 0, numTri);
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leftToDo -= toProcess;
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}
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while (leftToDo);
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PARTICLES_CHECK_MEM;
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}
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};
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///=================================================================================
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CPSShockWave::CPSShockWave(uint nbSeg, float radiusCut, CSmartPtr<ITexture> tex)
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: _NbSeg(nbSeg)
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, _RadiusCut(radiusCut)
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, _UFactor(1.f)
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{
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NL_PS_FUNC(CPSShockWave_CPSShockWave)
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nlassert(nbSeg > 2 && nbSeg <= 64);
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setTexture(tex);
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init();
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if (CParticleSystem::getSerializeIdentifierFlag()) _Name = std::string("ShockWave");
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}
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///=================================================================================
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uint32 CPSShockWave::getNumWantedTris() const
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{
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NL_PS_FUNC(CPSShockWave_getNumWantedTris)
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nlassert(_Owner);
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//return (_Owner->getMaxSize() * _NbSeg) << 1 ;
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return (_Owner->getSize() * _NbSeg) << 1 ;
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}
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///=================================================================================
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bool CPSShockWave::hasTransparentFaces(void)
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{
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NL_PS_FUNC(CPSShockWave_hasTransparentFaces)
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return getBlendingMode() != CPSMaterial::alphaTest ;
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}
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///=================================================================================
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bool CPSShockWave::hasOpaqueFaces(void)
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{
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NL_PS_FUNC(CPSShockWave_hasOpaqueFaces)
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return !hasTransparentFaces();
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}
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///=================================================================================
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void CPSShockWave::setNbSegs(uint nbSeg)
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{
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NL_PS_FUNC(CPSShockWave_setNbSegs)
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nlassert(nbSeg > 2 && nbSeg <= 64);
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_NbSeg = nbSeg;
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if (_Owner)
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{
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resize(_Owner->getMaxSize());
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//notifyOwnerMaxNumFacesChanged();
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}
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}
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///=================================================================================
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void CPSShockWave::setRadiusCut(float radiusCut)
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{
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NL_PS_FUNC(CPSShockWave_setRadiusCut)
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_RadiusCut = radiusCut;
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if (_Owner)
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{
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resize(_Owner->getMaxSize());
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}
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}
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///=================================================================================
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void CPSShockWave::setUFactor(float value)
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{
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NL_PS_FUNC(CPSShockWave_setUFactor)
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nlassert(_Owner); // must be attached to an owner before to call this method
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_UFactor = value;
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resize(_Owner->getSize()); // resize also recomputes the UVs..
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}
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///=================================================================================
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void CPSShockWave::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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NL_PS_FUNC(CPSShockWave_serial)
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sint ver = f.serialVersion(2);
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CPSParticle::serial(f);
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CPSColoredParticle::serialColorScheme(f);
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CPSSizedParticle::serialSizeScheme(f);
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CPSTexturedParticle::serialTextureScheme(f);
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CPSRotated3DPlaneParticle::serialPlaneBasisScheme(f);
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CPSRotated2DParticle::serialAngle2DScheme(f);
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serialMaterial(f);
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f.serial(_NbSeg, _RadiusCut);
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if (ver > 1)
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{
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f.serial(_UFactor);
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}
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init();
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}
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///=================================================================================
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inline void CPSShockWave::setupUFactor()
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{
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NL_PS_FUNC(CPSShockWave_setupUFactor)
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if (_UFactor != 1.f)
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{
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_Mat.enableUserTexMat(0);
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CMatrix texMat;
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texMat.setRot(_UFactor * NLMISC::CVector::I,
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NLMISC::CVector::J,
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NLMISC::CVector::K
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);
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_Mat.setUserTexMat(0, texMat);
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}
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else
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{
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_Mat.enableUserTexMat(0, false);
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}
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}
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///=================================================================================
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void CPSShockWave::draw(bool opaque)
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{
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// if (!FilterPS[7]) return;
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NL_PS_FUNC(CPSShockWave_draw)
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PARTICLES_CHECK_MEM;
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if (!_Owner->getSize()) return;
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uint32 step;
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uint numToProcess;
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computeSrcStep(step, numToProcess);
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if (!numToProcess) return;
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/// update the material if the global color of the system is variable
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CParticleSystem &ps = *(_Owner->getOwner());
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/// update the material if the global color of the system is variable
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if (_ColorScheme != NULL &&
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(ps.getColorAttenuationScheme() != NULL ||
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ps.isUserColorUsed() ||
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ps.getForceGlobalColorLightingFlag() ||
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usesGlobalColorLighting()
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)
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)
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{
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if (ps.getForceGlobalColorLightingFlag() || usesGlobalColorLighting())
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{
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CPSMaterial::forceModulateConstantColor(true, ps.getGlobalColorLighted());
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}
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else
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{
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CPSMaterial::forceModulateConstantColor(true, ps.getGlobalColor());
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}
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}
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else
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{
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forceModulateConstantColor(false);
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if (ps.getForceGlobalColorLightingFlag() || usesGlobalColorLighting())
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{
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NLMISC::CRGBA col;
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col.modulateFromColor(ps.getGlobalColorLighted(), _Color);
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_Mat.setColor(col);
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}
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else
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if (!ps.getColorAttenuationScheme() || ps.isUserColorUsed())
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{
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_Mat.setColor(_Color);
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}
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else
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{
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NLMISC::CRGBA col;
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col.modulateFromColor(ps.getGlobalColor(), _Color);
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_Mat.setColor(col);
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}
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}
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//////
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setupUFactor();
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if (step == (1 << 16))
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{
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CPSShockWaveHelper::drawShockWave(_Owner->getPos().begin(),
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*this,
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numToProcess,
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step
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);
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}
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else
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{
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CPSShockWaveHelper::drawShockWave(TIteratorVectStep1616(_Owner->getPos().begin(), 0, step),
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*this,
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numToProcess,
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step
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);
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}
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PARTICLES_CHECK_MEM;
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}
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///=================================================================================
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bool CPSShockWave::completeBBox(NLMISC::CAABBox &box) const
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{
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NL_PS_FUNC(CPSShockWave_completeBBox)
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// TODO : implement this
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return false;
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}
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///=================================================================================
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void CPSShockWave::init(void)
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{
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NL_PS_FUNC(CPSShockWave_init)
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_Mat.setLighting(false);
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_Mat.setZFunc(CMaterial::less);
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_Mat.setDoubleSided(true);
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updateMatAndVbForColor();
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updateMatAndVbForTexture();
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}
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///=================================================================================
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void CPSShockWave::updateVbColNUVForRender(uint32 startIndex, uint32 size, uint32 srcStep, CVertexBuffer &vb, IDriver &drv)
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{
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NL_PS_FUNC(CPSShockWave_updateVbColNUVForRender)
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nlassert(_Owner);
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CVertexBufferReadWrite vba;
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vb.lock (vba);
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if (!size) return;
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if (_ColorScheme)
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{
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// compute the colors, each color is replicated n times...
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_ColorScheme->makeN(_Owner, startIndex, vba.getColorPointer(), vb.getVertexSize(), size, (_NbSeg + 1) << 1, srcStep);
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}
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if (_TexGroup) // if it has a constant texture we are sure it has been setupped before...
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{
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sint32 textureIndex[ShockWaveBufSize];
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const uint32 stride = vb.getVertexSize(), stride2 = stride << 1;
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uint8 *currUV = (uint8 *) vba.getTexCoordPointer();
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uint k;
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uint32 currIndexIncr;
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const sint32 *currIndex;
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if (_TextureIndexScheme)
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{
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currIndex = (sint32 *) (_TextureIndexScheme->make(_Owner, startIndex, textureIndex, sizeof(sint32), size, true, srcStep));
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currIndexIncr = 1;
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}
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else
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{
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currIndex = &_TextureIndex;
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currIndexIncr = 0;
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}
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while (size--)
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{
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// for now, we don't make texture index wrapping
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const CTextureGrouped::TFourUV &uvGroup = _TexGroup->getUVQuad((uint32) *currIndex);
|
||
|
|
||
|
for (k = 0; k <= _NbSeg; ++k)
|
||
|
{
|
||
|
|
||
|
*(CUV *) currUV = uvGroup.uv0 + CUV(k * _UFactor, 0);
|
||
|
*(CUV *) (currUV + stride) = uvGroup.uv3 + CUV(k * _UFactor, 0);
|
||
|
// point the next quad
|
||
|
currUV += stride2;
|
||
|
}
|
||
|
|
||
|
currIndex += currIndexIncr;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
///=================================================================================
|
||
|
void CPSShockWave::updateMatAndVbForColor(void)
|
||
|
{
|
||
|
NL_PS_FUNC(CPSShockWave_updateMatAndVbForColor)
|
||
|
if (_Owner)
|
||
|
{
|
||
|
resize(_Owner->getMaxSize());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
///=================================================================================
|
||
|
void CPSShockWave::updateMatAndVbForTexture(void)
|
||
|
{
|
||
|
NL_PS_FUNC(CPSShockWave_updateMatAndVbForTexture)
|
||
|
_Mat.setTexture(0, _TexGroup ? (ITexture *) _TexGroup : (ITexture *) _Tex);
|
||
|
}
|
||
|
|
||
|
///=================================================================================
|
||
|
void CPSShockWave::newElement(const CPSEmitterInfo &info)
|
||
|
{
|
||
|
NL_PS_FUNC(CPSShockWave_newElement)
|
||
|
newColorElement(info);
|
||
|
newTextureIndexElement(info);
|
||
|
newSizeElement(info);
|
||
|
newAngle2DElement(info);
|
||
|
}
|
||
|
|
||
|
///=================================================================================
|
||
|
void CPSShockWave::deleteElement(uint32 index)
|
||
|
{
|
||
|
NL_PS_FUNC(CPSShockWave_deleteElement)
|
||
|
deleteColorElement(index);
|
||
|
deleteTextureIndexElement(index);
|
||
|
deleteSizeElement(index);
|
||
|
deleteAngle2DElement(index);
|
||
|
}
|
||
|
|
||
|
///=================================================================================
|
||
|
void CPSShockWave::resize(uint32 aSize)
|
||
|
{
|
||
|
NL_PS_FUNC(CPSShockWave_resize)
|
||
|
nlassert(aSize < (1 << 16));
|
||
|
resizeColor(aSize);
|
||
|
resizeTextureIndex(aSize);
|
||
|
resizeSize(aSize);
|
||
|
resizeAngle2D(aSize);
|
||
|
}
|
||
|
|
||
|
///=================================================================================
|
||
|
void CPSShockWave::getVBnPB(CVertexBuffer *&retVb, CIndexBuffer *&retPb)
|
||
|
{
|
||
|
NL_PS_FUNC(CPSShockWave_getVBnPB)
|
||
|
TVBMap &vbMap = _ColorScheme == NULL ? (_TexGroup == NULL ? _VBMap : _AnimTexVBMap)
|
||
|
: (_TexGroup == NULL ? _ColoredVBMap : _ColoredAnimTexVBMap);
|
||
|
|
||
|
|
||
|
TVBMap::iterator vbIt = vbMap.find(_NbSeg);
|
||
|
if (vbIt != vbMap.end())
|
||
|
{
|
||
|
retVb = &(vbIt->second);
|
||
|
TPBMap::iterator pbIt = _PBMap.find(_NbSeg);
|
||
|
nlassert(pbIt != _PBMap.end());
|
||
|
retPb = &(pbIt->second);
|
||
|
}
|
||
|
else // we need to create the vb
|
||
|
{
|
||
|
// create an entry (we setup the primitive block at the same time, this could be avoided, but doesn't make much difference)
|
||
|
CVertexBuffer &vb = vbMap[_NbSeg]; // create a vb
|
||
|
CIndexBuffer &pb = _PBMap[_NbSeg]; // eventually create a pb
|
||
|
const uint32 size = getNumShockWavesInVB();
|
||
|
vb.setVertexFormat(CVertexBuffer::PositionFlag |
|
||
|
CVertexBuffer::TexCoord0Flag |
|
||
|
(_ColorScheme != NULL ? CVertexBuffer::PrimaryColorFlag : 0)
|
||
|
);
|
||
|
vb.setNumVertices((size * (_NbSeg + 1)) << 1 );
|
||
|
vb.setPreferredMemory(CVertexBuffer::AGPVolatile, true);
|
||
|
CVertexBufferReadWrite vba;
|
||
|
vb.lock (vba);
|
||
|
pb.setFormat(NL_DEFAULT_INDEX_BUFFER_FORMAT);
|
||
|
pb.setNumIndexes(2 * 3 * size * _NbSeg);
|
||
|
CIndexBufferReadWrite ibaWrite;
|
||
|
pb.lock (ibaWrite);
|
||
|
uint finalIndex = 0;
|
||
|
for (uint32 k = 0; k < size; ++k)
|
||
|
{
|
||
|
for (uint32 l = 0; l < _NbSeg; ++l)
|
||
|
{
|
||
|
const uint32 index = ((k * (_NbSeg + 1)) + l) << 1;
|
||
|
ibaWrite.setTri(finalIndex, index + 1 , index + 3, index + 2);
|
||
|
finalIndex+=3;
|
||
|
ibaWrite.setTri(finalIndex, index + 1, index + 2, index + 0);
|
||
|
finalIndex+=3;
|
||
|
vba.setTexCoord(index, 0, CUV((float) l, 0));
|
||
|
vba.setTexCoord(index + 1, 0, CUV((float) l, 1));
|
||
|
}
|
||
|
const uint32 index = ((k * (_NbSeg + 1)) + _NbSeg) << 1;
|
||
|
vba.setTexCoord(index, 0, CUV((float) _NbSeg, 0));
|
||
|
vba.setTexCoord(index + 1, 0, CUV((float) _NbSeg, 1));
|
||
|
}
|
||
|
retVb = &vb;
|
||
|
retPb = &pb;
|
||
|
vb.setName("CPSShockWave");
|
||
|
NL_SET_IB_NAME(pb, "CPSShockWave");
|
||
|
}
|
||
|
}
|
||
|
|
||
|
///=================================================================================
|
||
|
uint CPSShockWave::getNumShockWavesInVB() const
|
||
|
{
|
||
|
NL_PS_FUNC(CPSShockWave_getNumShockWavesInVB)
|
||
|
const uint numRib = NumVertsInBuffer / ((_NbSeg + 1) << 1);
|
||
|
return std::max(1u, numRib);
|
||
|
}
|
||
|
|
||
|
///=================================================================================
|
||
|
void CPSShockWave::enumTexs(std::vector<NLMISC::CSmartPtr<ITexture> > &dest, IDriver &drv)
|
||
|
{
|
||
|
NL_PS_FUNC(CPSShockWave_enumTexs)
|
||
|
CPSTexturedParticle::enumTexs(dest);
|
||
|
}
|
||
|
|
||
|
} // NL3D
|