feat(vfx): Phase C.1 — PES particle renderer + post-review fixes
Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).
Post-review fixes folded into this commit:
H1: AttachLocal (is_parent_local=1) follows live parent each frame.
ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
let the owning subsystem refresh AnchorPos every tick — matches
ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
parent frame when is_parent_local != 0. Drops the renderer-side
cameraOffset hack that only worked when the parent was the camera.
H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
retail-faithful (1 - translucency) opacity formula. The code was
right; the comment was a leftover from an earlier hypothesis and
would have invited a wrong "fix".
M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
and restores them to Repeat at end-of-pass, so non-sky renderers
that share the GL handle can't silently inherit clamped wrap state.
M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
weather-flagged AND bit 0x08 is clear, matching retail
GameSky::UpdatePosition 0x00506dd0. The old code applied it to
every post-scene object — a no-op today (every Dereth post-scene
entry happens to be weather-flagged) but a future post-scene-only
sun rim would have been pushed below the camera.
M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
handles from the per-entity tracking dictionaries, fixing a slow
leak where naturally-expired emitters' handles stayed in the
ConcurrentBag forever during long sessions.
M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
can't ever overlap the object-index range. Synthetic IDs stay in
the reserved 0xFxxxxxxx space.
New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking
dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
1f82b7604e
commit
ec1bbb4f43
28 changed files with 2444 additions and 780 deletions
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@ -10,6 +10,8 @@ namespace AcDream.App.Rendering;
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public sealed class GameWindow : IDisposable
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{
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private readonly record struct SkyPesKey(int ObjectIndex, uint PesObjectId, bool PostScene);
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private readonly string _datDir;
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private readonly WorldGameState _worldGameState;
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private readonly WorldEvents _worldEvents;
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@ -152,7 +154,7 @@ public sealed class GameWindow : IDisposable
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private AcDream.App.Audio.AudioHookSink? _audioSink;
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// Phase E.3 particles.
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private readonly AcDream.Core.Vfx.EmitterDescRegistry _emitterRegistry = new();
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private AcDream.Core.Vfx.EmitterDescRegistry? _emitterRegistry;
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private AcDream.Core.Vfx.ParticleSystem? _particleSystem;
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private AcDream.Core.Vfx.ParticleHookSink? _particleSink;
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// Phase 6 — retail PhysicsScript runtime. Receives PlayScript (0xF754)
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@ -160,6 +162,13 @@ public sealed class GameWindow : IDisposable
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// sounds, light toggles) at their StartTime offsets.
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private AcDream.Core.Vfx.PhysicsScriptRunner? _scriptRunner;
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private AcDream.App.Rendering.ParticleRenderer? _particleRenderer;
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// Retail GameSky copies SkyObject.PesObjectId into CelestialPosition but
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// never consumes it in CreateDeletePhysicsObjects/MakeObject/UseTime.
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// Keep the experimental path available for DAT archaeology only.
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private readonly bool _enableSkyPesDebug =
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string.Equals(Environment.GetEnvironmentVariable("ACDREAM_ENABLE_SKY_PES"), "1", StringComparison.Ordinal);
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private readonly HashSet<SkyPesKey> _activeSkyPes = new();
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private readonly HashSet<SkyPesKey> _missingSkyPes = new();
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// Remote-entity motion inference: tracks when each remote entity last
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// moved meaningfully. Used in TickAnimations to swap to Ready when
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@ -785,12 +794,13 @@ public sealed class GameWindow : IDisposable
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_dats = new DatCollection(_datDir, DatAccessType.Read);
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_animLoader = new AcDream.Core.Physics.DatCollectionLoader(_dats);
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_emitterRegistry = new AcDream.Core.Vfx.EmitterDescRegistry(_dats);
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// Phase E.3 particles: always-on, no driver dependency. Registered
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// with the hook router so CreateParticle / DestroyParticle /
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// StopParticle hooks fired from motion tables produce visible
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// spawns. The Tick call is driven from OnRender.
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_particleSystem = new AcDream.Core.Vfx.ParticleSystem(_emitterRegistry);
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_particleSystem = new AcDream.Core.Vfx.ParticleSystem(_emitterRegistry!);
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_particleSink = new AcDream.Core.Vfx.ParticleHookSink(_particleSystem);
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_hookRouter.Register(_particleSink);
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@ -1215,7 +1225,7 @@ public sealed class GameWindow : IDisposable
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// spawned into the shared ParticleSystem as billboard quads.
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// Weather uses AttachLocal emitters so the rain volume follows
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// the player.
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_particleRenderer = new ParticleRenderer(_gl, shadersDir);
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_particleRenderer = new ParticleRenderer(_gl, shadersDir, _textureCache, _dats);
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// Phase A.1: replace the one-shot 3×3 preload with a streaming controller.
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// Parse runtime radius from environment (default 2 → 5×5 window).
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@ -2846,6 +2856,110 @@ public sealed class GameWindow : IDisposable
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_scriptRunner.Play(scriptId, guid, camWorldPos);
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}
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private void UpdateSkyPes(
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float dayFraction,
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AcDream.Core.World.DayGroupData? dayGroup,
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System.Numerics.Vector3 cameraWorldPos,
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bool suppressSky)
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{
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if (_scriptRunner is null || _particleSink is null)
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return;
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var seen = new HashSet<SkyPesKey>();
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if (!suppressSky && dayGroup is not null)
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{
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for (int i = 0; i < dayGroup.SkyObjects.Count; i++)
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{
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var obj = dayGroup.SkyObjects[i];
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if (obj.PesObjectId == 0 || !obj.IsVisible(dayFraction))
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continue;
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var key = new SkyPesKey(i, obj.PesObjectId, obj.IsPostScene);
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seen.Add(key);
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if (_activeSkyPes.Contains(key) || _missingSkyPes.Contains(key))
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continue;
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uint skyEntityId = SkyPesEntityId(key);
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var renderPass = obj.IsPostScene
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? AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene
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: AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene;
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_particleSink.SetEntityRenderPass(skyEntityId, renderPass);
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var anchor = SkyPesAnchor(obj, cameraWorldPos);
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var rotation = SkyPesRotation(obj, dayFraction);
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// Refresh anchor + rotation every frame so AttachLocal
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// (is_parent_local=1) particles track the camera. Retail
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// ParticleEmitter::UpdateParticles at 0x0051d2d4 reads the
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// live parent frame each tick; for sky-PES the parent IS
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// the camera. UpdateEntityAnchor is a no-op when no
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// emitters yet exist (script just spawned this frame).
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_particleSink.UpdateEntityAnchor(skyEntityId, anchor, rotation);
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if (_activeSkyPes.Contains(key) || _missingSkyPes.Contains(key))
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continue;
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if (_scriptRunner.Play(obj.PesObjectId, skyEntityId, anchor))
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{
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_activeSkyPes.Add(key);
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}
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else
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{
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_missingSkyPes.Add(key);
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_particleSink.ClearEntityRenderPass(skyEntityId);
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}
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}
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}
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foreach (var key in _activeSkyPes.ToArray())
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{
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if (seen.Contains(key))
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continue;
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uint skyEntityId = SkyPesEntityId(key);
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_scriptRunner.Stop(key.PesObjectId, skyEntityId);
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_particleSink.StopAllForEntity(skyEntityId, fadeOut: true);
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_activeSkyPes.Remove(key);
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}
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foreach (var key in _missingSkyPes.ToArray())
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{
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if (!seen.Contains(key))
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_missingSkyPes.Remove(key);
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}
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}
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private static uint SkyPesEntityId(SkyPesKey key)
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{
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// 0xF0000000 prefix marks synthetic sky-PES entityIds (no real
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// server GUID lives in the 0xFxxxxxxx space). Reserve bit
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// 0x08000000 for the pre/post-scene flag and the lower 27 bits
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// for the object index — keeps the post-scene flag from sliding
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// into the index range if a future DayGroup ever ships >65k sky
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// objects (current Dereth max is 18, but the constraint is free).
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uint postBit = key.PostScene ? 0x08000000u : 0u;
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return 0xF0000000u | postBit | ((uint)key.ObjectIndex & 0x07FFFFFFu);
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}
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private static System.Numerics.Vector3 SkyPesAnchor(
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AcDream.Core.World.SkyObjectData obj,
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System.Numerics.Vector3 cameraWorldPos)
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{
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if (obj.IsWeather && (obj.Properties & 0x08u) == 0u)
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return cameraWorldPos + new System.Numerics.Vector3(0f, 0f, -120f);
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return cameraWorldPos;
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}
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private static System.Numerics.Quaternion SkyPesRotation(
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AcDream.Core.World.SkyObjectData obj,
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float dayFraction)
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{
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float rotationRad = obj.CurrentAngle(dayFraction) * (MathF.PI / 180f);
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return System.Numerics.Quaternion.CreateFromAxisAngle(
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System.Numerics.Vector3.UnitY,
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-rotationRad);
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}
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/// <summary>
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/// Phase 5d — retail <c>AdminEnvirons</c> (0xEA60) dispatcher.
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/// Routes fog presets into the weather system's sticky override
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@ -4329,6 +4443,7 @@ public sealed class GameWindow : IDisposable
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// interpolated keyframe.
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var kf = WorldTime.CurrentSky;
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var atmo = Weather.Snapshot(in kf);
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bool environOverrideActive = atmo.Override != AcDream.Core.World.EnvironOverride.None;
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var fogColor = atmo.FogColor;
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// Clear to fog color (horizon haze) so if sky meshes have alpha
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// gaps or don't cover the full view, the "missing" area reads as
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@ -4379,15 +4494,6 @@ public sealed class GameWindow : IDisposable
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// and the SkyRenderer.RenderWeather pass both pick up snow
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// weather meshes for free.)
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// Phase E.3: advance live particle emitters AFTER animation tick
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// so emitters spawned by hooks fired this frame get integrated.
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// Tick the PhysicsScript runner BEFORE the particle system so any
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// CreateParticleHook fired this frame has its emitter alive when
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// the particle system advances.
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_scriptRunner?.Tick((float)deltaSeconds);
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_particleSystem?.Tick((float)deltaSeconds);
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int visibleLandblocks = 0;
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int totalLandblocks = 0;
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@ -4455,6 +4561,15 @@ public sealed class GameWindow : IDisposable
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var visibility = _cellVisibility.ComputeVisibility(camPos);
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bool cameraInsideCell = visibility?.CameraCell is not null;
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// Phase C.1: tick retail PhysicsScript particle hooks. Named
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// retail decomp confirms SkyObject.PesObjectId is copied by
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// SkyDesc::GetSky but ignored by GameSky, so the sky-PES path is
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// debug-only and disabled for normal retail rendering.
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if (_enableSkyPesDebug)
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UpdateSkyPes((float)WorldTime.DayFraction, _activeDayGroup, camPos, cameraInsideCell);
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_scriptRunner?.Tick((float)deltaSeconds);
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_particleSystem?.Tick((float)deltaSeconds);
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// Phase G.1/G.2: feed the sun, tick LightManager, build + upload
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// the scene-lighting UBO once per frame. Every shader that
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// consumes binding=1 reads the same data for the rest of the
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if (!cameraInsideCell)
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{
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_skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction,
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_activeDayGroup, kf);
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_activeDayGroup, kf, environOverrideActive);
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if (_particleSystem is not null && _particleRenderer is not null)
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_particleRenderer.Draw(_particleSystem, camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
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}
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// K-fix1 (2026-04-26): suppress terrain + entity rendering
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// Runs with depth test on (particles occluded by walls)
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// but depth write off (no self-occlusion sorting needed).
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if (_particleSystem is not null && _particleRenderer is not null)
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_particleRenderer.Draw(_particleSystem, camera, camPos);
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_particleRenderer.Draw(_particleSystem, camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene);
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// Bug A fix (post-#26 worktree, 2026-04-26): weather sky
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// meshes (Properties & 0x04, e.g. the 815m-tall rain
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@ -4536,7 +4655,10 @@ public sealed class GameWindow : IDisposable
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if (!cameraInsideCell)
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{
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_skyRenderer?.RenderWeather(camera, camPos, (float)WorldTime.DayFraction,
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_activeDayGroup, kf);
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_activeDayGroup, kf, environOverrideActive);
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if (_particleSystem is not null && _particleRenderer is not null)
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_particleRenderer.Draw(_particleSystem, camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene);
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}
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// Debug: draw collision shapes as wireframe cylinders around the
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@ -2,64 +2,69 @@ using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Vfx;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Simple billboard-quad particle renderer. One draw call per emitter:
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/// the CPU streams (position, size, rotation, packed color) into a
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/// per-instance VBO; a unit quad VBO gets instanced and the vertex
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/// shader rotates the quad around the camera forward vector so it
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/// always faces the viewer.
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///
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/// <para>
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/// Not a retail-perfect port of the D3D7 fixed-function particle pipe;
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/// good enough for rain, snow, and the basic spell auras we need for
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/// Phase G.1's weather + E.3's playback. Trails + spot-light
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/// interactions deferred.
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/// </para>
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///
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/// <para>
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/// Emitters tagged with <see cref="EmitterFlags.AttachLocal"/> get
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/// re-anchored to the current camera position each frame so the rain
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/// volume follows the player (r12 §7). This is the cheap version of
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/// retail's "IsParentLocal" flag on held emitters.
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/// </para>
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/// Instanced renderer for retail particle emitters.
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/// </summary>
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public sealed unsafe class ParticleRenderer : IDisposable
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{
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private readonly record struct BatchKey(uint TextureHandle, bool UseTexture, bool Additive);
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private readonly record struct ParticleDraw(BatchKey Key, ParticleInstance Instance);
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private readonly struct ParticleInstance
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{
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public readonly Vector3 Position;
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public readonly Vector3 AxisX;
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public readonly Vector3 AxisY;
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public readonly uint ColorArgb;
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public readonly float DistanceSq;
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public ParticleInstance(Vector3 position, Vector3 axisX, Vector3 axisY, uint colorArgb, float distanceSq)
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{
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Position = position;
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AxisX = axisX;
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AxisY = axisY;
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ColorArgb = colorArgb;
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DistanceSq = distanceSq;
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}
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}
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private readonly GL _gl;
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private readonly Shader _shader;
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private readonly TextureCache? _textures;
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private readonly DatCollection? _dats;
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private readonly Dictionary<uint, ParticleGfxInfo> _particleGfxInfoByGfxObj = new();
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// Unit-quad vertex buffer (-0.5..+0.5 in XY). 4 verts, 6 indices.
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private readonly uint _quadVao;
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private readonly uint _quadVbo;
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private readonly uint _quadEbo;
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// Instance buffer — 8 floats per particle: posX,Y,Z, size, colorR,G,B,A.
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private readonly uint _instanceVbo;
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private float[] _instanceScratch = new float[256 * 8];
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public ParticleRenderer(GL gl, string shadersDir)
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private float[] _instanceScratch = new float[256 * 16];
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public ParticleRenderer(GL gl, string shadersDir, TextureCache? textures = null, DatCollection? dats = null)
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{
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_gl = gl ?? throw new ArgumentNullException(nameof(gl));
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_textures = textures;
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_dats = dats;
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_shader = new Shader(_gl,
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System.IO.Path.Combine(shadersDir, "particle.vert"),
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System.IO.Path.Combine(shadersDir, "particle.frag"));
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// Unit quad around origin (XY plane, Z = 0). The vertex shader
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// reads this, then offsets into world space using the
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// per-instance (pos, size) values.
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float[] quadVerts = new float[]
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float[] quadVerts =
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{
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// pos x,y uv
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-0.5f, -0.5f, 0f, 0f,
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0.5f, -0.5f, 1f, 0f,
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0.5f, 0.5f, 1f, 1f,
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-0.5f, 0.5f, 0f, 1f,
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};
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uint[] quadIdx = new uint[] { 0, 1, 2, 0, 2, 3 };
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uint[] quadIdx = { 0, 1, 2, 0, 2, 3 };
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_quadVao = _gl.GenVertexArray();
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_gl.BindVertexArray(_quadVao);
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@ -67,8 +72,14 @@ public sealed unsafe class ParticleRenderer : IDisposable
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_quadVbo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _quadVbo);
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fixed (void* p = quadVerts)
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_gl.BufferData(BufferTargetARB.ArrayBuffer,
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(nuint)(quadVerts.Length * sizeof(float)), p, BufferUsageARB.StaticDraw);
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{
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_gl.BufferData(
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BufferTargetARB.ArrayBuffer,
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(nuint)(quadVerts.Length * sizeof(float)),
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p,
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BufferUsageARB.StaticDraw);
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}
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_gl.EnableVertexAttribArray(0);
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_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void*)0);
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_gl.EnableVertexAttribArray(1);
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@ -77,135 +88,347 @@ public sealed unsafe class ParticleRenderer : IDisposable
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_quadEbo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _quadEbo);
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fixed (void* p = quadIdx)
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_gl.BufferData(BufferTargetARB.ElementArrayBuffer,
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(nuint)(quadIdx.Length * sizeof(uint)), p, BufferUsageARB.StaticDraw);
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{
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_gl.BufferData(
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BufferTargetARB.ElementArrayBuffer,
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(nuint)(quadIdx.Length * sizeof(uint)),
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p,
|
||||
BufferUsageARB.StaticDraw);
|
||||
}
|
||||
|
||||
_instanceVbo = _gl.GenBuffer();
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
|
||||
_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(256 * 8 * sizeof(float)),
|
||||
(void*)0, BufferUsageARB.DynamicDraw);
|
||||
_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(256 * 16 * sizeof(float)), (void*)0, BufferUsageARB.DynamicDraw);
|
||||
|
||||
// Per-instance attributes: pos+size at loc 2, color at loc 3.
|
||||
_gl.EnableVertexAttribArray(2);
|
||||
_gl.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)0);
|
||||
_gl.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)0);
|
||||
_gl.VertexAttribDivisor(2, 1);
|
||||
_gl.EnableVertexAttribArray(3);
|
||||
_gl.VertexAttribPointer(3, 4, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)(4 * sizeof(float)));
|
||||
_gl.VertexAttribPointer(3, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)(4 * sizeof(float)));
|
||||
_gl.VertexAttribDivisor(3, 1);
|
||||
_gl.EnableVertexAttribArray(4);
|
||||
_gl.VertexAttribPointer(4, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)(8 * sizeof(float)));
|
||||
_gl.VertexAttribDivisor(4, 1);
|
||||
_gl.EnableVertexAttribArray(5);
|
||||
_gl.VertexAttribPointer(5, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)(12 * sizeof(float)));
|
||||
_gl.VertexAttribDivisor(5, 1);
|
||||
|
||||
_gl.BindVertexArray(0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw every live particle. Splits emitters by blend mode (additive
|
||||
/// vs alpha-blend) but doesn't sort by depth — particles don't
|
||||
/// self-occlude enough for sorting to matter for rain/snow.
|
||||
/// </summary>
|
||||
public void Draw(ParticleSystem particles, ICamera camera, Vector3 cameraWorldPos)
|
||||
public void Draw(
|
||||
ParticleSystem particles,
|
||||
ICamera camera,
|
||||
Vector3 cameraWorldPos,
|
||||
ParticleRenderPass renderPass = ParticleRenderPass.Scene)
|
||||
{
|
||||
if (particles is null || camera is null) return;
|
||||
if (particles is null || camera is null)
|
||||
return;
|
||||
|
||||
Matrix4x4.Invert(camera.View, out var invView);
|
||||
Vector3 cameraRight = Vector3.Normalize(new Vector3(invView.M11, invView.M12, invView.M13));
|
||||
Vector3 cameraUp = Vector3.Normalize(new Vector3(invView.M21, invView.M22, invView.M23));
|
||||
var draws = BuildDrawList(particles, cameraWorldPos, renderPass, cameraRight, cameraUp);
|
||||
if (draws.Count == 0)
|
||||
return;
|
||||
draws.Sort(static (a, b) => b.Instance.DistanceSq.CompareTo(a.Instance.DistanceSq));
|
||||
|
||||
_shader.Use();
|
||||
_shader.SetMatrix4("uViewProjection", camera.View * camera.Projection);
|
||||
_shader.SetVec3("uCameraRight", GetCameraRight(camera));
|
||||
_shader.SetVec3("uCameraUp", GetCameraUp(camera));
|
||||
_shader.SetInt("uParticleTexture", 0);
|
||||
|
||||
_gl.Enable(EnableCap.DepthTest);
|
||||
_gl.Enable(EnableCap.Blend);
|
||||
_gl.DepthMask(false);
|
||||
_gl.Disable(EnableCap.CullFace);
|
||||
_gl.ActiveTexture(TextureUnit.Texture0);
|
||||
|
||||
// Group emitters by additive vs alpha-blend so we flip blend state
|
||||
// once per group rather than per-emitter. Simple two-pass split.
|
||||
var alphaGroup = new List<ParticleEmitter>(32);
|
||||
var addGroup = new List<ParticleEmitter>(32);
|
||||
foreach (var (em, _) in particles.EnumerateLive())
|
||||
var run = new List<ParticleInstance>(64);
|
||||
for (int i = 0; i < draws.Count;)
|
||||
{
|
||||
var list = (em.Desc.Flags & EmitterFlags.Additive) != 0 ? addGroup : alphaGroup;
|
||||
if (list.Count == 0 || !ReferenceEquals(list[^1], em))
|
||||
list.Add(em);
|
||||
var key = draws[i].Key;
|
||||
run.Clear();
|
||||
do
|
||||
{
|
||||
run.Add(draws[i].Instance);
|
||||
i++;
|
||||
}
|
||||
while (i < draws.Count && draws[i].Key == key);
|
||||
|
||||
_gl.BlendFunc(
|
||||
BlendingFactor.SrcAlpha,
|
||||
key.Additive ? BlendingFactor.One : BlendingFactor.OneMinusSrcAlpha);
|
||||
_shader.SetInt("uUseTexture", key.UseTexture ? 1 : 0);
|
||||
_gl.BindTexture(TextureTarget.Texture2D, key.UseTexture ? key.TextureHandle : 0);
|
||||
DrawInstances(run);
|
||||
}
|
||||
|
||||
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
|
||||
foreach (var em in alphaGroup)
|
||||
DrawEmitter(em, cameraWorldPos);
|
||||
|
||||
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
|
||||
foreach (var em in addGroup)
|
||||
DrawEmitter(em, cameraWorldPos);
|
||||
|
||||
_gl.BindTexture(TextureTarget.Texture2D, 0);
|
||||
_gl.BindVertexArray(0);
|
||||
_gl.DepthMask(true);
|
||||
_gl.Disable(EnableCap.Blend);
|
||||
_gl.BindVertexArray(0);
|
||||
}
|
||||
|
||||
private void DrawEmitter(ParticleEmitter em, Vector3 cameraWorldPos)
|
||||
private List<ParticleDraw> BuildDrawList(
|
||||
ParticleSystem particles,
|
||||
Vector3 cameraWorldPos,
|
||||
ParticleRenderPass renderPass,
|
||||
Vector3 cameraRight,
|
||||
Vector3 cameraUp)
|
||||
{
|
||||
int liveCount = 0;
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
if (em.Particles[i].Alive) liveCount++;
|
||||
if (liveCount == 0) return;
|
||||
|
||||
// Ensure instance buffer is big enough.
|
||||
int needed = liveCount * 8;
|
||||
if (_instanceScratch.Length < needed)
|
||||
_instanceScratch = new float[needed + 256 * 8];
|
||||
|
||||
// Anchor adjustment for AttachLocal emitters — re-center the
|
||||
// emission volume on the camera each frame so the rain/snow
|
||||
// follows the viewer. The emitter's AnchorPos stays at the
|
||||
// spawn point, but when writing out world-space particles we
|
||||
// add (camera - emitterAnchor) so they track the camera.
|
||||
bool attachLocal = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0;
|
||||
Vector3 cameraOffset = attachLocal ? (cameraWorldPos - em.AnchorPos) : Vector3.Zero;
|
||||
|
||||
int idx = 0;
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
var draws = new List<ParticleDraw>(Math.Max(64, particles.ActiveParticleCount));
|
||||
foreach (var (em, idx) in particles.EnumerateLive())
|
||||
{
|
||||
ref var p = ref em.Particles[i];
|
||||
if (!p.Alive) continue;
|
||||
if (em.RenderPass != renderPass)
|
||||
continue;
|
||||
|
||||
Vector3 pos = p.Position + cameraOffset;
|
||||
_instanceScratch[idx * 8 + 0] = pos.X;
|
||||
_instanceScratch[idx * 8 + 1] = pos.Y;
|
||||
_instanceScratch[idx * 8 + 2] = pos.Z;
|
||||
_instanceScratch[idx * 8 + 3] = p.Size;
|
||||
ref var p = ref em.Particles[idx];
|
||||
// `p.Position` is already in world coordinates: AttachLocal
|
||||
// emitters get their AnchorPos refreshed each frame by the
|
||||
// owning subsystem (sky-PES driver, animation tick, etc.) which
|
||||
// mirrors retail's live-parent-frame read at
|
||||
// ParticleEmitter::UpdateParticles 0x0051d2d4 for is_parent_local=1.
|
||||
Vector3 pos = p.Position;
|
||||
float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
|
||||
var gfxInfo = ResolveParticleGfxInfo(em.Desc);
|
||||
uint texture = gfxInfo.TextureHandle;
|
||||
bool useTexture = texture != 0;
|
||||
bool additive = gfxInfo.HasMaterial
|
||||
? gfxInfo.Additive
|
||||
: (em.Desc.Flags & EmitterFlags.Additive) != 0;
|
||||
var key = new BatchKey(texture, useTexture, additive);
|
||||
Vector3 axisX;
|
||||
Vector3 axisY;
|
||||
if (gfxInfo.IsBillboard)
|
||||
{
|
||||
pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size);
|
||||
axisX = cameraRight * (gfxInfo.Size.X * p.Size);
|
||||
axisY = cameraUp * (gfxInfo.Size.Y * p.Size);
|
||||
}
|
||||
else
|
||||
{
|
||||
Quaternion orientation = ParticleOrientation(em, p);
|
||||
pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
|
||||
axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
|
||||
axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
|
||||
}
|
||||
|
||||
// ARGB → RGBA floats.
|
||||
float a = ((p.ColorArgb >> 24) & 0xFF) / 255f;
|
||||
float r = ((p.ColorArgb >> 16) & 0xFF) / 255f;
|
||||
float g = ((p.ColorArgb >> 8) & 0xFF) / 255f;
|
||||
float b = ( p.ColorArgb & 0xFF) / 255f;
|
||||
_instanceScratch[idx * 8 + 4] = r;
|
||||
_instanceScratch[idx * 8 + 5] = g;
|
||||
_instanceScratch[idx * 8 + 6] = b;
|
||||
_instanceScratch[idx * 8 + 7] = a;
|
||||
draws.Add(new ParticleDraw(key, new ParticleInstance(pos, axisX, axisY, p.ColorArgb, distSq)));
|
||||
}
|
||||
|
||||
idx++;
|
||||
return draws;
|
||||
}
|
||||
|
||||
private void DrawInstances(List<ParticleInstance> instances)
|
||||
{
|
||||
if (instances.Count == 0)
|
||||
return;
|
||||
|
||||
int needed = instances.Count * 16;
|
||||
if (_instanceScratch.Length < needed)
|
||||
_instanceScratch = new float[needed + 256 * 16];
|
||||
|
||||
for (int i = 0; i < instances.Count; i++)
|
||||
{
|
||||
var p = instances[i];
|
||||
int o = i * 16;
|
||||
_instanceScratch[o + 0] = p.Position.X;
|
||||
_instanceScratch[o + 1] = p.Position.Y;
|
||||
_instanceScratch[o + 2] = p.Position.Z;
|
||||
_instanceScratch[o + 3] = 0f;
|
||||
|
||||
_instanceScratch[o + 4] = p.AxisX.X;
|
||||
_instanceScratch[o + 5] = p.AxisX.Y;
|
||||
_instanceScratch[o + 6] = p.AxisX.Z;
|
||||
_instanceScratch[o + 7] = 0f;
|
||||
|
||||
_instanceScratch[o + 8] = p.AxisY.X;
|
||||
_instanceScratch[o + 9] = p.AxisY.Y;
|
||||
_instanceScratch[o + 10] = p.AxisY.Z;
|
||||
_instanceScratch[o + 11] = 0f;
|
||||
|
||||
_instanceScratch[o + 12] = ((p.ColorArgb >> 16) & 0xFF) / 255f;
|
||||
_instanceScratch[o + 13] = ((p.ColorArgb >> 8) & 0xFF) / 255f;
|
||||
_instanceScratch[o + 14] = (p.ColorArgb & 0xFF) / 255f;
|
||||
_instanceScratch[o + 15] = ((p.ColorArgb >> 24) & 0xFF) / 255f;
|
||||
}
|
||||
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
|
||||
fixed (void* bp = _instanceScratch)
|
||||
{
|
||||
_gl.BufferData(BufferTargetARB.ArrayBuffer,
|
||||
(nuint)(liveCount * 8 * sizeof(float)),
|
||||
bp, BufferUsageARB.DynamicDraw);
|
||||
_gl.BufferData(
|
||||
BufferTargetARB.ArrayBuffer,
|
||||
(nuint)(instances.Count * 16 * sizeof(float)),
|
||||
bp,
|
||||
BufferUsageARB.DynamicDraw);
|
||||
}
|
||||
|
||||
_gl.BindVertexArray(_quadVao);
|
||||
_gl.DrawElementsInstanced(PrimitiveType.Triangles, 6,
|
||||
DrawElementsType.UnsignedInt, (void*)0, (uint)liveCount);
|
||||
_gl.DrawElementsInstanced(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedInt, (void*)0, (uint)instances.Count);
|
||||
}
|
||||
|
||||
private static Vector3 GetCameraRight(ICamera camera)
|
||||
private ParticleGfxInfo ResolveParticleGfxInfo(EmitterDesc desc)
|
||||
{
|
||||
Matrix4x4.Invert(camera.View, out var inv);
|
||||
return Vector3.Normalize(new Vector3(inv.M11, inv.M12, inv.M13));
|
||||
if (_textures is null)
|
||||
return ParticleGfxInfo.Default;
|
||||
|
||||
if (desc.TextureSurfaceId != 0)
|
||||
return ParticleGfxInfo.Billboard(
|
||||
_textures.GetOrUpload(desc.TextureSurfaceId),
|
||||
Vector2.One,
|
||||
Vector3.Zero,
|
||||
additive: (desc.Flags & EmitterFlags.Additive) != 0,
|
||||
hasMaterial: false);
|
||||
|
||||
uint gfxObjId = desc.HwGfxObjId != 0 ? desc.HwGfxObjId : desc.GfxObjId;
|
||||
if (gfxObjId == 0 || _dats is null)
|
||||
return ParticleGfxInfo.Default;
|
||||
|
||||
if (!_particleGfxInfoByGfxObj.TryGetValue(gfxObjId, out var info))
|
||||
{
|
||||
info = ReadParticleGfxInfo(gfxObjId);
|
||||
_particleGfxInfoByGfxObj[gfxObjId] = info;
|
||||
}
|
||||
|
||||
return info.TextureHandle != 0 ? info : ParticleGfxInfo.Default;
|
||||
}
|
||||
|
||||
private static Vector3 GetCameraUp(ICamera camera)
|
||||
private ParticleGfxInfo ReadParticleGfxInfo(uint gfxObjId)
|
||||
{
|
||||
Matrix4x4.Invert(camera.View, out var inv);
|
||||
return Vector3.Normalize(new Vector3(inv.M21, inv.M22, inv.M23));
|
||||
try
|
||||
{
|
||||
var gfx = _dats?.Get<GfxObj>(gfxObjId);
|
||||
if (gfx is null)
|
||||
return ParticleGfxInfo.Default;
|
||||
|
||||
uint surfaceId = gfx.Surfaces.Count > 0 ? gfx.Surfaces[0].DataId : 0u;
|
||||
uint texture = surfaceId != 0 && _textures is not null ? _textures.GetOrUpload(surfaceId) : 0u;
|
||||
bool additive = false;
|
||||
if (surfaceId != 0)
|
||||
{
|
||||
var surface = _dats?.Get<Surface>(surfaceId);
|
||||
additive = surface is not null && surface.Type.HasFlag(SurfaceType.Additive);
|
||||
}
|
||||
return AuthoredParticleGfxInfo(gfx, texture, additive, surfaceId != 0);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return ParticleGfxInfo.Default;
|
||||
}
|
||||
}
|
||||
|
||||
private ParticleGfxInfo AuthoredParticleGfxInfo(GfxObj gfx, uint texture, bool additive, bool hasMaterial)
|
||||
{
|
||||
if (gfx.VertexArray.Vertices.Count == 0)
|
||||
return ParticleGfxInfo.Billboard(texture, Vector2.One, Vector3.Zero, additive, hasMaterial);
|
||||
|
||||
var min = new Vector3(float.PositiveInfinity);
|
||||
var max = new Vector3(float.NegativeInfinity);
|
||||
foreach (var (_, v) in gfx.VertexArray.Vertices)
|
||||
{
|
||||
min = Vector3.Min(min, v.Origin);
|
||||
max = Vector3.Max(max, v.Origin);
|
||||
}
|
||||
|
||||
var size = max - min;
|
||||
var center = (min + max) * 0.5f;
|
||||
if (IsPointSprite(gfx))
|
||||
{
|
||||
float sx = FallbackParticleExtent(size.X) * 0.9f;
|
||||
float sy = FallbackParticleExtent(size.Z) * 0.9f;
|
||||
return ParticleGfxInfo.Billboard(texture, new Vector2(sx, sy), center, additive, hasMaterial);
|
||||
}
|
||||
|
||||
Vector3 axisX;
|
||||
Vector3 axisY;
|
||||
Vector2 planeSize;
|
||||
if (size.Y > size.X && size.Y > size.Z)
|
||||
{
|
||||
if (size.X > size.Z)
|
||||
{
|
||||
axisX = Vector3.UnitX;
|
||||
axisY = Vector3.UnitY;
|
||||
planeSize = new Vector2(size.X, size.Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
axisX = Vector3.UnitY;
|
||||
axisY = Vector3.UnitZ;
|
||||
planeSize = new Vector2(size.Y, size.Z);
|
||||
}
|
||||
}
|
||||
else if (size.X > size.Y && size.X > size.Z)
|
||||
{
|
||||
if (size.Z > size.Y)
|
||||
{
|
||||
axisX = Vector3.UnitX;
|
||||
axisY = Vector3.UnitZ;
|
||||
planeSize = new Vector2(size.X, size.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
axisX = Vector3.UnitX;
|
||||
axisY = Vector3.UnitY;
|
||||
planeSize = new Vector2(size.X, size.Y);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (size.X > size.Y)
|
||||
{
|
||||
axisX = Vector3.UnitX;
|
||||
axisY = Vector3.UnitZ;
|
||||
planeSize = new Vector2(size.X, size.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
axisX = Vector3.UnitY;
|
||||
axisY = Vector3.UnitZ;
|
||||
planeSize = new Vector2(size.Y, size.Z);
|
||||
}
|
||||
}
|
||||
|
||||
planeSize.X = FallbackParticleExtent(planeSize.X);
|
||||
planeSize.Y = FallbackParticleExtent(planeSize.Y);
|
||||
return new ParticleGfxInfo(texture, planeSize, axisX, axisY, center, false, additive, hasMaterial);
|
||||
}
|
||||
|
||||
private bool IsPointSprite(GfxObj gfx)
|
||||
{
|
||||
if (!gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) || gfx.DIDDegrade == 0 || _dats is null)
|
||||
return false;
|
||||
|
||||
try
|
||||
{
|
||||
var degrade = _dats.Get<GfxObjDegradeInfo>(gfx.DIDDegrade);
|
||||
return degrade?.Degrades.Count > 0 && degrade.Degrades[0].DegradeMode == 2;
|
||||
}
|
||||
catch
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private static float FallbackParticleExtent(float value)
|
||||
=> value > 1e-4f ? Math.Clamp(value, 1e-4f, 10_000f) : 1f;
|
||||
|
||||
private static Quaternion ParticleOrientation(AcDream.Core.Vfx.ParticleEmitter em, Particle p)
|
||||
{
|
||||
Quaternion orientation = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0
|
||||
? em.AnchorRot
|
||||
: p.SpawnRotation;
|
||||
|
||||
if (em.Desc.Type is AcDream.Core.Vfx.ParticleType.ParabolicLVGAGR
|
||||
or AcDream.Core.Vfx.ParticleType.ParabolicLVLALR
|
||||
or AcDream.Core.Vfx.ParticleType.ParabolicGVGAGR)
|
||||
{
|
||||
Vector3 angular = p.C * p.Age;
|
||||
float radians = angular.Length();
|
||||
if (radians > 1e-6f)
|
||||
orientation = Quaternion.Normalize(orientation * Quaternion.CreateFromAxisAngle(angular / radians, radians));
|
||||
}
|
||||
|
||||
return orientation;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
|
|
@ -216,4 +439,26 @@ public sealed unsafe class ParticleRenderer : IDisposable
|
|||
_gl.DeleteVertexArray(_quadVao);
|
||||
_shader.Dispose();
|
||||
}
|
||||
|
||||
private readonly record struct ParticleGfxInfo(
|
||||
uint TextureHandle,
|
||||
Vector2 Size,
|
||||
Vector3 AxisX,
|
||||
Vector3 AxisY,
|
||||
Vector3 CenterOffset,
|
||||
bool IsBillboard,
|
||||
bool Additive,
|
||||
bool HasMaterial)
|
||||
{
|
||||
public static ParticleGfxInfo Default { get; } =
|
||||
Billboard(0u, Vector2.One, Vector3.Zero, additive: false, hasMaterial: false);
|
||||
|
||||
public static ParticleGfxInfo Billboard(
|
||||
uint textureHandle,
|
||||
Vector2 size,
|
||||
Vector3 centerOffset,
|
||||
bool additive,
|
||||
bool hasMaterial) =>
|
||||
new(textureHandle, size, Vector3.UnitX, Vector3.UnitY, centerOffset, true, additive, hasMaterial);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,15 +4,23 @@ in vec2 vTex;
|
|||
in vec4 vColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
// Procedural rain/snow streak — no texture, just a radial falloff
|
||||
// centred on the quad so droplets read as small soft circles. Good
|
||||
// enough for weather + basic spell auras without a texture pipeline.
|
||||
uniform sampler2D uParticleTexture;
|
||||
uniform bool uUseTexture;
|
||||
|
||||
void main() {
|
||||
// Signed distance from quad center (in UV space).
|
||||
vec2 d = vTex - vec2(0.5, 0.5);
|
||||
float r = length(d) * 2.0; // 0 at center, 1 at corner
|
||||
float falloff = smoothstep(1.0, 0.4, r);
|
||||
if (falloff < 0.02) discard;
|
||||
fragColor = vec4(vColor.rgb, vColor.a * falloff);
|
||||
vec4 texel;
|
||||
if (uUseTexture) {
|
||||
texel = texture(uParticleTexture, vTex);
|
||||
} else {
|
||||
vec2 d = vTex - vec2(0.5, 0.5);
|
||||
float r = length(d) * 2.0;
|
||||
float falloff = smoothstep(1.0, 0.4, r);
|
||||
texel = vec4(1.0, 1.0, 1.0, falloff);
|
||||
}
|
||||
|
||||
vec4 color = texel * vColor;
|
||||
if (color.a < 0.02)
|
||||
discard;
|
||||
|
||||
fragColor = color;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,26 +4,21 @@
|
|||
layout(location = 0) in vec2 aQuad;
|
||||
layout(location = 1) in vec2 aTex;
|
||||
|
||||
// Per-instance: world-space center + size
|
||||
layout(location = 2) in vec4 aPosAndSize;
|
||||
layout(location = 3) in vec4 aColor;
|
||||
// Per-instance: world-space center, authored sheet axes, color.
|
||||
layout(location = 2) in vec4 aCenter;
|
||||
layout(location = 3) in vec4 aAxisX;
|
||||
layout(location = 4) in vec4 aAxisY;
|
||||
layout(location = 5) in vec4 aColor;
|
||||
|
||||
uniform mat4 uViewProjection;
|
||||
uniform vec3 uCameraRight;
|
||||
uniform vec3 uCameraUp;
|
||||
|
||||
out vec2 vTex;
|
||||
out vec4 vColor;
|
||||
|
||||
void main() {
|
||||
vec3 center = aPosAndSize.xyz;
|
||||
float size = aPosAndSize.w;
|
||||
|
||||
// Billboard: offset the quad vertex along the camera's right + up
|
||||
// basis vectors so it always faces the viewer.
|
||||
vec3 world = center
|
||||
+ uCameraRight * (aQuad.x * size)
|
||||
+ uCameraUp * (aQuad.y * size);
|
||||
vec3 world = aCenter.xyz
|
||||
+ aAxisX.xyz * aQuad.x
|
||||
+ aAxisY.xyz * aQuad.y;
|
||||
|
||||
vTex = aTex;
|
||||
vColor = aColor;
|
||||
|
|
|
|||
|
|
@ -1,46 +1,15 @@
|
|||
#version 430 core
|
||||
// Sky mesh fragment shader — final composite matching retail's
|
||||
// D3D fixed-function:
|
||||
//
|
||||
// fragment.rgb = texture.rgb × vTint + lightning_flash
|
||||
// fragment.a = texture.a × (1 - uTransparency) × uSurfTranslucency
|
||||
// (uSurfTranslucency is OPACITY directly per retail's
|
||||
// D3DPolyRender::SetSurface at 0x59c7a6, NOT 1-x)
|
||||
//
|
||||
// vTint arrives from the vertex shader with retail's per-vertex
|
||||
// lighting formula baked in (Emissive + lightAmbient + lightDiffuse ×
|
||||
// max(N·L, 0)) — see sky.vert for the decompile citation. The keyframe
|
||||
// SkyObjectReplace.Luminosity override is folded into uEmissive on the
|
||||
// CPU side (SkyRenderer.cs) so vTint already saturates properly for
|
||||
// bright keyframes; the previous shader had a redundant uLuminosity
|
||||
// multiply that was double-dimming clouds, removed 2026-04-26.
|
||||
//
|
||||
// See `docs/research/2026-04-23-sky-material-state.md`.
|
||||
|
||||
in vec2 vTex;
|
||||
in vec3 vTint;
|
||||
in float vFogFactor; // 1 = no fog (near), 0 = full fog color (far)
|
||||
in float vFogFactor; // 1 = no fog, 0 = full fog color
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D uDiffuse;
|
||||
uniform float uTransparency; // 0 = fully visible, 1 = fully transparent
|
||||
// 1.0 = apply fog mix to this submesh; 0.0 = skip fog (Additive sky
|
||||
// surfaces — sun/moon/stars per retail SetFFFogAlphaDisabled(1) at
|
||||
// D3DPolyRender::SetSurface 0x59c882). Set per-submesh on the CPU side.
|
||||
uniform float uApplyFog;
|
||||
// Surface.Translucency float (0..1) used DIRECTLY as opacity (NOT 1-x).
|
||||
// Distinct from uTransparency (per-keyframe Replace override). Retail
|
||||
// D3DPolyRender::SetSurface at 0x59c7a6 (decomp 425255-425260) reads
|
||||
// Surface.Translucency when the Translucent (0x10) bit is set and feeds
|
||||
// _ftol2(translucency × 255) directly as vertex alpha. ACViewer
|
||||
// (TextureCache.cs:142) + WorldBuilder (ObjectMeshManager.cs:1115) both
|
||||
// invert it (1-x) and are wrong. For non-Translucent surfaces the CPU
|
||||
// side (GfxObjMesh.Build) sets uSurfTranslucency = 1.0 ⇒ no effect.
|
||||
uniform float uSurfTranslucency;
|
||||
uniform float uTransparency; // keyframe transparency: 0 visible, 1 transparent
|
||||
uniform float uApplyFog; // 1 for foggable sky layers; raw-additive surfaces keep retail fog disabled
|
||||
uniform float uSurfOpacity; // final surface opacity multiplier from the CPU
|
||||
|
||||
// Shared SceneLighting UBO — fog params drive the mix, flash channel
|
||||
// bumps sky brightness during lightning strikes. Matches sky.vert's
|
||||
// declaration exactly.
|
||||
struct Light {
|
||||
vec4 posAndKind;
|
||||
vec4 dirAndRange;
|
||||
|
|
@ -58,79 +27,21 @@ layout(std140, binding = 1) uniform SceneLighting {
|
|||
void main() {
|
||||
vec4 sampled = texture(uDiffuse, vTex);
|
||||
|
||||
// Composite: texture × per-vertex lit. Replace.Luminosity (per
|
||||
// keyframe) and Surface.Luminosity are both folded into uEmissive
|
||||
// on the CPU side (SkyRenderer.cs) so vTint already carries the
|
||||
// right tint for the time-of-day. Retail's fragment formula
|
||||
// (FUN_0059da60 non-luminous branch) is texture × litColor ×
|
||||
// vertex.color(=white), so `texture × vTint` is the retail-faithful
|
||||
// composite.
|
||||
vec3 rgb = sampled.rgb * vTint;
|
||||
|
||||
// Retail-faithful sky fog mix with a "fog floor" mitigation:
|
||||
//
|
||||
// Dereth sky meshes are authored at radii 1050–1820m. At midnight
|
||||
// (storm keyframes FogEnd ~400m) the raw vFogFactor saturates to 0
|
||||
// for every dome pixel — `mix(fogColor, rgb, 0)` would render the
|
||||
// entire dome as flat fogColor, destroying stars / moon / texture.
|
||||
// That was the reason fog was disabled on sky 2026-04-24 (issue #4).
|
||||
//
|
||||
// Retail clearly DOES apply fog to its sky meshes — distant horizon
|
||||
// mountains and the dome itself fade toward the fog color in retail
|
||||
// screenshots. Mechanism unknown (sky-specific FogEnd? elevation-
|
||||
// weighted? different formula?). Until pinned, the workaround is
|
||||
// a clamp on the minimum fog factor so the dome NEVER mixes more
|
||||
// than (1 - SKY_FOG_FLOOR) toward fogColor — preserves stars/moon
|
||||
// while still letting the horizon haze visibly in low-FogEnd
|
||||
// keyframes.
|
||||
//
|
||||
// SKY_FOG_FLOOR=0.2 means dome shows AT LEAST 20% raw texture, AT
|
||||
// MOST 80% fog color even at extreme distances. Tuned via dual-
|
||||
// client visual comparison 2026-04-27 — adjust if night sky goes
|
||||
// back to flat-fog or stays too vivid vs retail.
|
||||
// Skip fog mix entirely on Additive surfaces (sun, moon, stars,
|
||||
// additive cloud sheets) — retail's SetFFFogAlphaDisabled(1) at
|
||||
// D3DPolyRender::SetSurface 0x59c882. Without this gate the sun
|
||||
// dims to fog color at horizon, which doesn't match retail.
|
||||
if (uApplyFog > 0.5) {
|
||||
const float SKY_FOG_FLOOR = 0.2;
|
||||
float skyFogFactor = max(vFogFactor, SKY_FOG_FLOOR);
|
||||
rgb = mix(uFogColor.rgb, rgb, skyFogFactor);
|
||||
}
|
||||
|
||||
// Lightning additive bump — client-driven during storm flashes.
|
||||
// NOTE: the exact retail mechanism for lightning visual is still
|
||||
// under research (agent #5, 2026-04-23). Keeping the uFogParams.z
|
||||
// channel wired so if it ends up being a per-frame flash uniform
|
||||
// that's what it becomes; if lightning turns out to be a particle
|
||||
// system effect instead, this bump becomes a no-op (flash stays 0).
|
||||
float flash = uFogParams.z;
|
||||
rgb += flash * vec3(1.5, 1.5, 1.8);
|
||||
|
||||
// Normal-frame cap at 1.0 (retail D3D framebuffer clamps per-channel
|
||||
// on output). Flash relaxes ceiling to 3.0 so storm strobes blow
|
||||
// out visibly.
|
||||
float cap = mix(1.0, 3.0, clamp(flash, 0.0, 1.0));
|
||||
rgb = min(rgb, vec3(cap));
|
||||
|
||||
// Final fragment alpha:
|
||||
// uTransparency — keyframe-replace transparency override (0..1).
|
||||
// 0 = fully visible, 1 = fully transparent.
|
||||
// Applied as (1 - x).
|
||||
// uSurfTranslucency — the dat's Surface.Translucency value when the
|
||||
// Translucent flag is set, else 1.0. Despite the
|
||||
// name, retail uses this as OPACITY directly (per
|
||||
// D3DPolyRender::SetSurface at 0x59c7a6 which
|
||||
// writes _ftol2(translucency × 255) into vertex
|
||||
// alpha). Multiply directly — NOT (1 - x).
|
||||
//
|
||||
// For the rain mesh 0x01004C42/4C44 (translucency=0.5): a = 1*1*0.5 = 0.5
|
||||
// matches retail curr_alpha=127, halves the additive streak.
|
||||
// For cloud surface 0x08000023 (translucency=0.25): a = 1*1*0.25 = 0.25
|
||||
// matches retail curr_alpha=63, dim cloud (was 3× too bright with
|
||||
// the previous 1-x formula).
|
||||
// For non-Translucent surfaces uSurfTranslucency = 1.0, no effect.
|
||||
float a = sampled.a * (1.0 - uTransparency) * uSurfTranslucency;
|
||||
float a = sampled.a * (1.0 - uTransparency) * uSurfOpacity;
|
||||
if (a < 0.01) discard;
|
||||
fragColor = vec4(rgb, a);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -47,6 +47,7 @@ uniform vec3 uSunDir; // unit vector FROM surface TO sun
|
|||
|
||||
// Per-submesh (from Surface.Luminosity float):
|
||||
uniform float uEmissive;
|
||||
uniform float uDiffuseFactor;
|
||||
|
||||
// Shared SceneLighting UBO — we need uFogParams.xy (fog start/end) to
|
||||
// compute the vertex fog factor. Must match sky.frag's declaration.
|
||||
|
|
@ -87,7 +88,7 @@ void main() {
|
|||
float diff = max(dot(worldNormal, uSunDir), 0.0);
|
||||
vec3 lit = vec3(uEmissive) // material.Emissive
|
||||
+ uAmbientColor // material.Ambient(1) × light.Ambient
|
||||
+ uSunColor * diff; // material.Diffuse(1) × light.Diffuse × N·L
|
||||
+ (uSunColor * uDiffuseFactor) * diff;
|
||||
vTint = clamp(lit, 0.0, 1.0);
|
||||
|
||||
// Retail vertex-fog in 3D-range mode (FOGVERTEXMODE=LINEAR,
|
||||
|
|
|
|||
|
|
@ -106,8 +106,10 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
Vector3 cameraWorldPos,
|
||||
float dayFraction,
|
||||
DayGroupData? group,
|
||||
SkyKeyframe keyframe)
|
||||
=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe, postScenePass: false);
|
||||
SkyKeyframe keyframe,
|
||||
bool environOverrideActive = false)
|
||||
=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe,
|
||||
postScenePass: false, environOverrideActive: environOverrideActive);
|
||||
|
||||
/// <summary>
|
||||
/// Draw the POST-SCENE sky objects (the foreground rain mesh
|
||||
|
|
@ -134,8 +136,10 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
Vector3 cameraWorldPos,
|
||||
float dayFraction,
|
||||
DayGroupData? group,
|
||||
SkyKeyframe keyframe)
|
||||
=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe, postScenePass: true);
|
||||
SkyKeyframe keyframe,
|
||||
bool environOverrideActive = false)
|
||||
=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe,
|
||||
postScenePass: true, environOverrideActive: environOverrideActive);
|
||||
|
||||
/// <summary>
|
||||
/// Shared pass for <see cref="RenderSky"/> and <see cref="RenderWeather"/>.
|
||||
|
|
@ -151,7 +155,8 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
float dayFraction,
|
||||
DayGroupData? group,
|
||||
SkyKeyframe keyframe,
|
||||
bool postScenePass)
|
||||
bool postScenePass,
|
||||
bool environOverrideActive)
|
||||
{
|
||||
if (group is null || group.SkyObjects.Count == 0) return;
|
||||
|
||||
|
|
@ -209,6 +214,12 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
|
||||
float secondsSinceStart = (float)(DateTime.UtcNow - _startedAt).TotalSeconds;
|
||||
|
||||
// M1: track texture handles whose wrap mode we set to ClampToEdge
|
||||
// so we can restore them to Repeat (TextureCache's default upload
|
||||
// state) at end-of-pass. Without this, any subsequent renderer
|
||||
// sharing the texture handle would silently inherit ClampToEdge.
|
||||
var clampedTextures = new HashSet<uint>();
|
||||
|
||||
for (int i = 0; i < group.SkyObjects.Count; i++)
|
||||
{
|
||||
var obj = group.SkyObjects[i];
|
||||
|
|
@ -227,6 +238,11 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
// foreground rain — double-thick rain not matching retail.
|
||||
if (obj.IsPostScene != postScenePass) continue;
|
||||
if (!obj.IsVisible(dayFraction)) continue;
|
||||
// Retail GameSky::Draw (0x00506ff0) skips Properties bit 0x02
|
||||
// objects while an AdminEnvirons fog override is active. Normal
|
||||
// DayGroup fog/tint still draws them.
|
||||
if (environOverrideActive && (obj.Properties & 0x02u) != 0u)
|
||||
continue;
|
||||
|
||||
// Apply per-keyframe replace overrides.
|
||||
uint gfxObjId = obj.GfxObjId;
|
||||
|
|
@ -243,20 +259,18 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
// NO Dereth sky surface carries the SurfaceType.Luminous flag
|
||||
// bit (0x40) — the differentiator is purely the float field.
|
||||
float replaceLuminosity = float.NaN;
|
||||
float replaceDiffuse = float.NaN;
|
||||
if (replaces.TryGetValue((uint)i, out var rep))
|
||||
{
|
||||
if (rep.GfxObjId != 0) gfxObjId = rep.GfxObjId;
|
||||
if (rep.Rotate != 0f) headingDeg = rep.Rotate;
|
||||
transparent = Math.Clamp(rep.Transparent, 0f, 1f);
|
||||
if (rep.Luminosity > 0f) replaceLuminosity = rep.Luminosity;
|
||||
// MaxBright is a CAP: even if the surface authored Lum=1.0,
|
||||
// a per-keyframe MaxBright trims it. When no explicit
|
||||
// Luminosity replace exists, MaxBright still acts as the
|
||||
// ceiling (applied against sub.SurfLuminosity at draw time).
|
||||
// Retail GameSky::UseTime routes max_bright through
|
||||
// CPhysicsObj::SetDiffusion, so it replaces material diffuse,
|
||||
// not emissive/luminosity.
|
||||
if (rep.MaxBright > 0f)
|
||||
replaceLuminosity = float.IsNaN(replaceLuminosity)
|
||||
? rep.MaxBright
|
||||
: MathF.Min(replaceLuminosity, rep.MaxBright);
|
||||
replaceDiffuse = rep.MaxBright;
|
||||
}
|
||||
if (gfxObjId == 0) continue;
|
||||
|
||||
|
|
@ -277,18 +291,24 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
// if (((eax_13 & 4) != 0 && (eax_13 & 8) == 0))
|
||||
// int32_t var_4_1 = 0xc2f00000; // 0xc2f00000 == -120.0f
|
||||
//
|
||||
// Weather objects (property bit 0x04 set, bit 0x08 unset)
|
||||
// have their frame origin set to player_pos + (0, 0, -120m).
|
||||
// The rain cylinder GfxObjs 0x01004C42/0x01004C44 have local
|
||||
// Z range 0.11..814.90 (815m tall, 113m radius). Without the
|
||||
// offset the cylinder bottom sits at z=0.11 ABOVE the camera
|
||||
// (skyView translation is zeroed so model-origin == camera);
|
||||
// looking horizontally shows nothing, looking up shows a
|
||||
// distant cylinder. With -120m the cylinder spans z =
|
||||
// (camera-119.89)..(camera+694.90) in view space — camera
|
||||
// is inside, looking in any direction shows surrounding
|
||||
// walls — the volumetric foreground-rain look retail has.
|
||||
if (postScenePass)
|
||||
// Gate: bit 0x04 (weather) set AND bit 0x08 unset. NOT every
|
||||
// post-scene SkyObject — bit 0x01 (post-scene) is independent
|
||||
// of bit 0x04 (weather). Today's Dereth ships every post-scene
|
||||
// entry as also weather-flagged so the previous unconditional
|
||||
// offset was a no-op divergence, but a future DayGroup with a
|
||||
// post-scene-but-not-weather entry (e.g. a foreground sun rim)
|
||||
// would have been pushed 120m below the camera and rendered as
|
||||
// floor lint.
|
||||
//
|
||||
// Without the offset on the rain cylinder GfxObjs
|
||||
// 0x01004C42/0x01004C44 (local Z range 0.11..814.90) the
|
||||
// cylinder bottom sits at z=0.11 ABOVE the camera (skyView
|
||||
// translation is zeroed so model-origin == camera); looking
|
||||
// horizontally shows nothing. With -120m the cylinder spans z
|
||||
// = (camera-119.89)..(camera+694.90) — camera is inside,
|
||||
// looking in any direction shows surrounding walls — the
|
||||
// volumetric foreground-rain look retail has.
|
||||
if (postScenePass && obj.IsWeather && (obj.Properties & 0x08u) == 0u)
|
||||
model = model * Matrix4x4.CreateTranslation(0f, 0f, -120f);
|
||||
|
||||
_shader.SetMatrix4("uModel", model);
|
||||
|
|
@ -343,20 +363,17 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
float effEmissive = float.IsNaN(replaceLuminosity)
|
||||
? sub.SurfLuminosity
|
||||
: replaceLuminosity;
|
||||
float effDiffuse = float.IsNaN(replaceDiffuse)
|
||||
? sub.SurfDiffuse
|
||||
: replaceDiffuse;
|
||||
_shader.SetFloat("uEmissive", effEmissive);
|
||||
_shader.SetFloat("uDiffuseFactor", effDiffuse);
|
||||
|
||||
// Retail per-Surface translucency override (D3DPolyRender::SetSurface
|
||||
// at 0x59c7a6, decomp 425255-425260): when the Surface's
|
||||
// Translucent (0x10) bit is set, retail computes
|
||||
// curr_alpha = _ftol2(translucency × 255) and writes it as vertex
|
||||
// alpha — i.e. the dat's Translucency float is the OPACITY
|
||||
// directly, NOT inverted. ACViewer and WorldBuilder both invert
|
||||
// it (1 - x) and are wrong by the same misread. The shader uses
|
||||
// it directly as an opacity multiplier; for non-Translucent
|
||||
// surfaces the GfxObjMesh.Build() path keeps SurfTranslucency=1.0
|
||||
// (no effect). Critical for rain (Translucency=0.5 → opacity 0.5)
|
||||
// and clouds (Translucency=0.25 → opacity 0.25, dim like retail).
|
||||
_shader.SetFloat("uSurfTranslucency", sub.SurfTranslucency);
|
||||
// Material alpha is final opacity: 1 - Surface.Translucency
|
||||
// for Translucent surfaces, 1 for non-Translucent surfaces.
|
||||
// The CPU computes it once so the shader just multiplies it
|
||||
// with texture alpha and keyframe transparency.
|
||||
_shader.SetFloat("uSurfOpacity", sub.SurfOpacity);
|
||||
|
||||
// Retail D3DPolyRender::SetSurface at 0x59c882 calls
|
||||
// SetFFFogAlphaDisabled(1) when the Additive flag (0x10000)
|
||||
|
|
@ -364,9 +381,12 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
// additive cloud sheet are drawn WITHOUT fog. Skipping fog
|
||||
// on additive surfaces keeps the sun bright at horizon
|
||||
// dusk/dawn (where fog would otherwise dim it to fog color).
|
||||
// Non-additive sky meshes (the dome, opaque cloud layers)
|
||||
// still mix toward fog with the floor mitigation in sky.frag.
|
||||
_shader.SetFloat("uApplyFog", sub.IsAdditive ? 0f : 1f);
|
||||
// Non-additive sky meshes (the dome/background layers)
|
||||
// still mix toward keyframe fog with the floor mitigation
|
||||
// in sky.frag. That restores the broad green/purple Rainy
|
||||
// DayGroup tint behind the cloud sheet while raw-additive
|
||||
// 0x08000023 remains unfogged and keeps the pink detail.
|
||||
_shader.SetFloat("uApplyFog", sub.DisableFog ? 0f : 1f);
|
||||
|
||||
uint tex = _textures.GetOrUpload(sub.SurfaceId);
|
||||
_gl.ActiveTexture(TextureUnit.Texture0);
|
||||
|
|
@ -396,11 +416,25 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
bool needsRepeat = sub.NeedsUvRepeat
|
||||
|| obj.TexVelocityX != 0f
|
||||
|| obj.TexVelocityY != 0f;
|
||||
int wrapMode = needsRepeat
|
||||
? (int)TextureWrapMode.Repeat
|
||||
: (int)TextureWrapMode.ClampToEdge;
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, wrapMode);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, wrapMode);
|
||||
if (!needsRepeat)
|
||||
{
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
|
||||
(int)TextureWrapMode.ClampToEdge);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
|
||||
(int)TextureWrapMode.ClampToEdge);
|
||||
clampedTextures.Add(tex);
|
||||
}
|
||||
// No else branch: TextureCache uploads with Repeat, so a
|
||||
// texture whose wrap was clamped earlier this pass and is
|
||||
// re-bound now still needs to be told to Repeat.
|
||||
else if (clampedTextures.Contains(tex))
|
||||
{
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
|
||||
(int)TextureWrapMode.Repeat);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
|
||||
(int)TextureWrapMode.Repeat);
|
||||
clampedTextures.Remove(tex);
|
||||
}
|
||||
|
||||
_gl.BindVertexArray(sub.Vao);
|
||||
_gl.DrawElements(PrimitiveType.Triangles,
|
||||
|
|
@ -410,6 +444,18 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
}
|
||||
}
|
||||
|
||||
// M1: restore wrap mode on every texture this pass clamped, so
|
||||
// the rest of the pipeline sees TextureCache's default Repeat
|
||||
// state regardless of which sky-mesh order we drew.
|
||||
foreach (var tex in clampedTextures)
|
||||
{
|
||||
_gl.BindTexture(TextureTarget.Texture2D, tex);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
|
||||
(int)TextureWrapMode.Repeat);
|
||||
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
|
||||
(int)TextureWrapMode.Repeat);
|
||||
}
|
||||
|
||||
// Restore GL state expected by the rest of the pipeline.
|
||||
_gl.Disable(EnableCap.Blend);
|
||||
_gl.DepthMask(true);
|
||||
|
|
@ -639,7 +685,7 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
Console.WriteLine(
|
||||
$"[sky-dump] Surface[{i}] 0x{surfaceId:X8} Type=0x{rawType:X8} ({names}) " +
|
||||
$"OrigTexture=0x{origTex:X8} Translucency={trans} " +
|
||||
$"SurfLuminosity={surface.Luminosity:F4} SurfTranslucency={surface.Translucency:F4}");
|
||||
$"SurfLuminosity={surface.Luminosity:F4} SurfaceTranslucency={surface.Translucency:F4}");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -692,8 +738,10 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
SurfaceId = sm.SurfaceId,
|
||||
IsAdditive = isAdditive,
|
||||
SurfLuminosity = sm.Luminosity,
|
||||
SurfDiffuse = sm.Diffuse,
|
||||
NeedsUvRepeat = sm.NeedsUvRepeat,
|
||||
SurfTranslucency = sm.SurfTranslucency,
|
||||
SurfOpacity = sm.SurfOpacity,
|
||||
DisableFog = sm.DisableFog,
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -733,6 +781,7 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
/// <c>docs/research/2026-04-23-sky-retail-verbatim.md</c> §6.
|
||||
/// </summary>
|
||||
public float SurfLuminosity;
|
||||
public float SurfDiffuse;
|
||||
/// <summary>
|
||||
/// True when the source mesh's authored UVs exceed [0,1] (e.g.
|
||||
/// the inner sky/star layer 0x010015EF and the cloud meshes —
|
||||
|
|
@ -744,17 +793,11 @@ public sealed unsafe class SkyRenderer : IDisposable
|
|||
/// </summary>
|
||||
public bool NeedsUvRepeat;
|
||||
/// <summary>
|
||||
/// <c>Surface.Translucency</c> float (0..1) carried through from
|
||||
/// <see cref="GfxObjSubMesh.SurfTranslucency"/>. Passed to the
|
||||
/// sky fragment shader as <c>uSurfTranslucency</c> and used
|
||||
/// DIRECTLY as opacity (NOT <c>1 - x</c>). Retail's
|
||||
/// <c>D3DPolyRender::SetSurface</c> at <c>0x59c7a6</c>
|
||||
/// (decomp lines 425255-425260) computes
|
||||
/// <c>curr_alpha = _ftol2(translucency × 255)</c> and writes that
|
||||
/// as vertex.color.alpha — i.e. translucency is opacity directly.
|
||||
/// For non-Translucent surfaces the GfxObjMesh.Build() path keeps
|
||||
/// this at 1.0 so they stay fully opaque.
|
||||
/// Final surface opacity from <see cref="GfxObjSubMesh.SurfOpacity"/>.
|
||||
/// Translucent surfaces use <c>1 - Surface.Translucency</c>; other
|
||||
/// surfaces stay at 1.0.
|
||||
/// </summary>
|
||||
public float SurfTranslucency;
|
||||
public float SurfOpacity;
|
||||
public bool DisableFog;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -178,8 +178,9 @@ public sealed unsafe class TextureCache : IDisposable
|
|||
if (surfaceTexture is null || surfaceTexture.Textures.Count == 0)
|
||||
return DecodedTexture.Magenta;
|
||||
|
||||
var rs = _dats.Get<RenderSurface>((uint)surfaceTexture.Textures[0]);
|
||||
if (rs is null)
|
||||
uint renderSurfaceId = (uint)surfaceTexture.Textures[0];
|
||||
if (!_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var rs)
|
||||
&& !_dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out rs))
|
||||
return DecodedTexture.Magenta;
|
||||
|
||||
// Start with the texture's default palette, then apply overlays.
|
||||
|
|
|
|||
|
|
@ -200,21 +200,14 @@ public static class GfxObjMesh
|
|||
// docs/research/2026-04-23-sky-retail-verbatim.md §6).
|
||||
var translucency = TranslucencyKind.Opaque;
|
||||
var luminosity = 0f;
|
||||
// SurfTranslucency = the OPACITY multiplier the shader applies
|
||||
// to fragment alpha. 1.0 = fully opaque (default, non-Translucent
|
||||
// surfaces). For Translucent-flag surfaces, retail's
|
||||
// D3DPolyRender::SetSurface at 0x59c7a6 (decomp lines 425255-
|
||||
// 425260) computes curr_alpha = _ftol2(translucency × 255) and
|
||||
// feeds that as vertex.color.alpha — so the dat's Translucency
|
||||
// float is the OPACITY directly (NOT inverted). For rain
|
||||
// (translucency=0.5) opacity is 0.5; for cloud surface
|
||||
// 0x08000023 (translucency=0.25) opacity is 0.25 — that's why
|
||||
// retail's clouds are dim and acdream's were 3× too bright
|
||||
// before this fix (we used 1-translucency, inverting the
|
||||
// semantic). ACViewer's TextureCache.cs:142 and WorldBuilder's
|
||||
// ObjectMeshManager.cs:1115 also use 1-translucency and are
|
||||
// both wrong by the same misread.
|
||||
var surfTranslucency = 1.0f;
|
||||
// SurfOpacity = (1 - Surface.Translucency) for Translucent
|
||||
// surfaces, 1.0 otherwise. See
|
||||
// TranslucencyKindExtensions.OpacityFromSurfaceTranslucency for
|
||||
// the decomp citation (CMaterial::SetTranslucencySimple at
|
||||
// 0x005396f0 writes material alpha as 1 - translucency).
|
||||
var diffuse = 1f;
|
||||
var surfOpacity = 1f;
|
||||
var disableFog = false;
|
||||
if (dats is not null)
|
||||
{
|
||||
var surface = dats.Get<Surface>(surfaceId);
|
||||
|
|
@ -222,13 +215,16 @@ public static class GfxObjMesh
|
|||
{
|
||||
translucency = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
|
||||
luminosity = surface.Luminosity;
|
||||
diffuse = surface.Diffuse;
|
||||
// Apply the dat's Translucency value as opacity ONLY
|
||||
// when the Translucent flag (0x10) is set on the
|
||||
// Surface. Without this gate, surfaces with
|
||||
// Translucency=0 (non-Translucent default) would
|
||||
// render fully transparent.
|
||||
if (((uint)surface.Type & (uint)DatReaderWriter.Enums.SurfaceType.Translucent) != 0)
|
||||
surfTranslucency = surface.Translucency;
|
||||
surfOpacity = TranslucencyKindExtensions.OpacityFromSurfaceTranslucency(
|
||||
surface.Type,
|
||||
surface.Translucency);
|
||||
disableFog = TranslucencyKindExtensions.DisablesFixedFunctionFog(surface.Type);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -256,8 +252,10 @@ public static class GfxObjMesh
|
|||
{
|
||||
Translucency = translucency,
|
||||
Luminosity = luminosity,
|
||||
Diffuse = diffuse,
|
||||
NeedsUvRepeat = needsUvRepeat,
|
||||
SurfTranslucency = surfTranslucency,
|
||||
SurfOpacity = surfOpacity,
|
||||
DisableFog = disableFog,
|
||||
});
|
||||
}
|
||||
return result;
|
||||
|
|
|
|||
|
|
@ -13,67 +13,40 @@ public sealed record GfxObjSubMesh(
|
|||
{
|
||||
/// <summary>
|
||||
/// How this sub-mesh should be composited into the frame.
|
||||
/// Populated from Surface.Type flags at upload time (requires a DatCollection).
|
||||
/// Defaults to <see cref="TranslucencyKind.Opaque"/> so offline fixtures
|
||||
/// that don't supply dat access compile and pass unchanged.
|
||||
/// Populated from Surface.Type flags at upload time.
|
||||
/// </summary>
|
||||
public TranslucencyKind Translucency { get; init; } = TranslucencyKind.Opaque;
|
||||
|
||||
/// <summary>
|
||||
/// Self-illumination strength of the Surface (<c>Surface.Luminosity</c>
|
||||
/// field, 0..1 fraction — NOT the <c>SurfaceType.Luminous</c> flag bit).
|
||||
/// Retail uses this as an emissive coefficient in the per-vertex
|
||||
/// lighting formula:
|
||||
/// <code>
|
||||
/// tint = clamp(vec3(Luminosity) + AmbColor + diffuse * DirColor, 0, 1)
|
||||
/// fragment = texture * tint
|
||||
/// </code>
|
||||
/// For Dereth's sky meshes, the DOME (0x010015EE) and SUN/MOON
|
||||
/// (0x01001348) have <c>Luminosity=1.0</c> (self-illuminated — emissive
|
||||
/// saturates the lighting math so the baked texture always renders
|
||||
/// at full brightness). CLOUDS (0x010015EF, 0x01004C36) have
|
||||
/// <c>Luminosity=0.0</c> (lit by ambient+diffuse — pick up the
|
||||
/// time-of-day tint). See
|
||||
/// <c>docs/research/2026-04-23-sky-retail-verbatim.md</c> §6.
|
||||
/// Defaults to 0.0 (fully lit) so non-sky meshes render through the
|
||||
/// normal lighting path without change.
|
||||
/// Surface.Luminosity. Retail uses this as material emissive.
|
||||
/// </summary>
|
||||
public float Luminosity { get; init; } = 0f;
|
||||
|
||||
/// <summary>
|
||||
/// True when at least one vertex's UV component lies outside the
|
||||
/// <c>[0, 1]</c> range, meaning the mesh was authored to have its
|
||||
/// texture tile across the geometry (i.e. it expects
|
||||
/// <c>GL_REPEAT</c>/<c>D3DTADDRESS_WRAP</c>). The sky renderer reads
|
||||
/// this to decide between <c>GL_REPEAT</c> (this flag set, or any
|
||||
/// scrolling layer) and <c>GL_CLAMP_TO_EDGE</c> (all UVs strictly
|
||||
/// in <c>[0,1]</c>), which avoids wall-seam bleed on the dome
|
||||
/// (UVs in <c>[0,1]</c>) while still tiling the inner star/cloud
|
||||
/// layers (UVs in <c>[~0.4, ~4.6]</c>) correctly.
|
||||
/// Defaults to false so non-sky consumers get the previous behavior.
|
||||
/// Surface.Diffuse. Retail sky keyframes route SkyObjectReplace.MaxBright
|
||||
/// through CPhysicsObj::SetDiffusion (0x005119e0), which lands in
|
||||
/// CMaterial::SetDiffuseSimple (0x00539750).
|
||||
/// </summary>
|
||||
public float Diffuse { get; init; } = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// True when at least one vertex UV component lies outside [0, 1], so
|
||||
/// the mesh expects texture repeat instead of clamp.
|
||||
/// </summary>
|
||||
public bool NeedsUvRepeat { get; init; } = false;
|
||||
|
||||
/// <summary>
|
||||
/// <c>Surface.Translucency</c> float (0..1) treated as an OPACITY
|
||||
/// multiplier on fragment alpha. 1.0 = fully opaque (default for
|
||||
/// non-Translucent surfaces). Distinct from the
|
||||
/// <see cref="TranslucencyKind"/> classifier above, which buckets the
|
||||
/// flag bits. Retail's <c>D3DPolyRender::SetSurface</c> at
|
||||
/// <c>0x59c7a6</c> (decomp lines 425255-425260) reads
|
||||
/// <c>Surface.Translucency</c> when the <c>Translucent</c> (0x10) bit
|
||||
/// is set, computes <c>curr_alpha = _ftol2(translucency × 255)</c>,
|
||||
/// and writes that as vertex alpha — i.e. the dat's Translucency float
|
||||
/// is used DIRECTLY as opacity, NOT inverted. ACViewer
|
||||
/// (<c>TextureCache.cs:142</c>) and WorldBuilder
|
||||
/// (<c>ObjectMeshManager.cs:1115</c>) both use <c>1 - translucency</c>
|
||||
/// and are wrong by the same misread.
|
||||
/// For the rain Surface 0x080000C5 (translucency=0.5): opacity = 0.5;
|
||||
/// with the <c>(SrcAlpha, One)</c> additive blend the rain streaks
|
||||
/// contribute at half intensity. For cloud surface 0x08000023
|
||||
/// (translucency=0.25): opacity = 0.25 (matches retail's dim clouds).
|
||||
/// Defaults to 1.0 (fully opaque) so non-Translucent surfaces render
|
||||
/// at full opacity without change.
|
||||
/// Final opacity multiplier derived from Surface.Translucency. Retail
|
||||
/// translucency is transparency: 0.0 is opaque and 1.0 is invisible.
|
||||
/// CMaterial::SetTranslucencySimple at 0x005396f0 writes material alpha
|
||||
/// as 1 - translucency.
|
||||
/// </summary>
|
||||
public float SurfTranslucency { get; init; } = 1f;
|
||||
public float SurfOpacity { get; init; } = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// True when the raw Surface.Type has the Additive bit. Retail disables
|
||||
/// fixed-function fog alpha for this raw bit even if the final blend mode
|
||||
/// is forced to AlphaBlend by the Translucent+ClipMap branch.
|
||||
/// </summary>
|
||||
public bool DisableFog { get; init; } = false;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -106,4 +106,25 @@ public static class TranslucencyKindExtensions
|
|||
|
||||
return TranslucencyKind.Opaque;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retail translucency is transparency: 0 = opaque, 1 = invisible.
|
||||
/// CMaterial::SetTranslucencySimple at 0x005396f0 writes material alpha
|
||||
/// as <c>1 - translucency</c>.
|
||||
/// </summary>
|
||||
public static float OpacityFromSurfaceTranslucency(SurfaceType type, float translucency)
|
||||
{
|
||||
if ((type & SurfaceType.Translucent) == 0)
|
||||
return 1f;
|
||||
|
||||
return Math.Clamp(1f - translucency, 0f, 1f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// D3DPolyRender::SetSurface at 0x0059c882 disables fixed-function fog
|
||||
/// alpha whenever the raw Additive surface bit is present, even when the
|
||||
/// Translucent+ClipMap branch later forces alpha blending.
|
||||
/// </summary>
|
||||
public static bool DisablesFixedFunctionFog(SurfaceType type)
|
||||
=> (type & SurfaceType.Additive) != 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -37,9 +37,9 @@ public static class SurfaceDecoder
|
|||
PixelFormat.PFID_R8G8B8 => DecodeR8G8B8(rs),
|
||||
PixelFormat.PFID_A8R8G8B8 => DecodeA8R8G8B8(rs),
|
||||
PixelFormat.PFID_X8R8G8B8 => DecodeX8R8G8B8(rs),
|
||||
PixelFormat.PFID_DXT1 => DecodeBc(rs, CompressionFormat.Bc1),
|
||||
PixelFormat.PFID_DXT3 => DecodeBc(rs, CompressionFormat.Bc2),
|
||||
PixelFormat.PFID_DXT5 => DecodeBc(rs, CompressionFormat.Bc3),
|
||||
PixelFormat.PFID_DXT1 => DecodeBc(rs, CompressionFormat.Bc1, isClipMap),
|
||||
PixelFormat.PFID_DXT3 => DecodeBc(rs, CompressionFormat.Bc2, isClipMap),
|
||||
PixelFormat.PFID_DXT5 => DecodeBc(rs, CompressionFormat.Bc3, isClipMap),
|
||||
PixelFormat.PFID_A8 or PixelFormat.PFID_CUSTOM_LSCAPE_ALPHA => DecodeA8(rs),
|
||||
PixelFormat.PFID_P8 when palette is not null => DecodeP8(rs, palette, isClipMap),
|
||||
PixelFormat.PFID_INDEX16 when palette is not null => DecodeIndex16(rs, palette, isClipMap),
|
||||
|
|
@ -245,7 +245,7 @@ public static class SurfaceDecoder
|
|||
return new DecodedTexture(rgba, rs.Width, rs.Height);
|
||||
}
|
||||
|
||||
private static DecodedTexture DecodeBc(RenderSurface rs, CompressionFormat format)
|
||||
private static DecodedTexture DecodeBc(RenderSurface rs, CompressionFormat format, bool isClipMap)
|
||||
{
|
||||
var pixels = BcDecoder.DecodeRaw(rs.SourceData, rs.Width, rs.Height, format);
|
||||
var rgba = new byte[rs.Width * rs.Height * 4];
|
||||
|
|
@ -256,6 +256,8 @@ public static class SurfaceDecoder
|
|||
rgba[s + 1] = pixels[i].g;
|
||||
rgba[s + 2] = pixels[i].b;
|
||||
rgba[s + 3] = pixels[i].a;
|
||||
if (isClipMap && rgba[s + 0] == 0 && rgba[s + 1] == 0 && rgba[s + 2] == 0)
|
||||
rgba[s + 3] = 0;
|
||||
}
|
||||
return new DecodedTexture(rgba, rs.Width, rs.Height);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,73 +1,38 @@
|
|||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Numerics;
|
||||
using DatReaderWriter;
|
||||
using DatParticleEmitter = DatReaderWriter.DBObjs.ParticleEmitter;
|
||||
using DatEmitterType = DatReaderWriter.Enums.EmitterType;
|
||||
using DatParticleType = DatReaderWriter.Enums.ParticleType;
|
||||
|
||||
namespace AcDream.Core.Vfx;
|
||||
|
||||
/// <summary>
|
||||
/// Resolves <see cref="EmitterDesc"/> instances by their retail emitter
|
||||
/// dat id (<c>0x32xxxxxx</c> range). The current build of
|
||||
/// Chorizite.DatReaderWriter (v2.1.7) doesn't yet ship a
|
||||
/// <c>ParticleEmitterInfo</c> DBObj class, so we maintain a small
|
||||
/// registry of synthesized descriptors for the handful of emitters
|
||||
/// acdream actually needs (portal swirl, chimney smoke, fireplace
|
||||
/// flames, footstep dust, spell auras, weapon trails) and fall back to
|
||||
/// a generic "puff" for unknown ids. When a future DRW release adds
|
||||
/// the dat-type, this class will additionally load + cache from dats.
|
||||
///
|
||||
/// <para>
|
||||
/// Field mapping once the dat-type arrives (docs/research/deepdives/
|
||||
/// r04-vfx-particles.md §1 + references/DatReaderWriter's own generated
|
||||
/// <c>ParticleEmitterInfo.generated.cs</c>):
|
||||
/// <list type="bullet">
|
||||
/// <item><description>
|
||||
/// <c>Birthrate</c> → <c>1 / EmitRate</c> (retail stores the avg
|
||||
/// time between spawns, not the rate).
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// <c>Lifespan ± LifespanRand</c> → <c>LifetimeMin / LifetimeMax</c>
|
||||
/// range.
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// <c>A, MinA, MaxA</c> → primary initial velocity with magnitude
|
||||
/// jitter; <c>B</c> / <c>C</c> are secondary spread components.
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// <c>StartScale, FinalScale</c> / <c>StartTrans, FinalTrans</c>
|
||||
/// interpolate linearly over life.
|
||||
/// </description></item>
|
||||
/// </list>
|
||||
/// </para>
|
||||
/// Resolves retail <c>ParticleEmitterInfo</c> dat records
|
||||
/// (<c>0x32xxxxxx</c>) into acdream runtime descriptors.
|
||||
/// </summary>
|
||||
public sealed class EmitterDescRegistry
|
||||
{
|
||||
private const uint FallbackEmitterId = 0xFFFFFFFFu;
|
||||
|
||||
private readonly Func<uint, DatParticleEmitter?>? _resolver;
|
||||
private readonly ConcurrentDictionary<uint, EmitterDesc> _byId = new();
|
||||
|
||||
public EmitterDescRegistry()
|
||||
: this((Func<uint, DatParticleEmitter?>?)null)
|
||||
{
|
||||
// Seed with a handful of well-known AC emitter ids plus a
|
||||
// fallback. Ids here come from empirical ACViewer dat dumps —
|
||||
// see r04 §5.2 for the more complete inventory.
|
||||
Register(new EmitterDesc
|
||||
{
|
||||
DatId = 0xFFFFFFFFu, // "default" sentinel
|
||||
Type = ParticleType.LocalVelocity,
|
||||
Flags = EmitterFlags.Billboard | EmitterFlags.FaceCamera,
|
||||
EmitRate = 10f,
|
||||
MaxParticles = 32,
|
||||
LifetimeMin = 0.6f,
|
||||
LifetimeMax = 1.2f,
|
||||
OffsetDir = new Vector3(0, 0, 1),
|
||||
MinOffset = 0f,
|
||||
MaxOffset = 0.1f,
|
||||
SpawnDiskRadius = 0.1f,
|
||||
InitialVelocity = new Vector3(0, 0, 0.5f),
|
||||
VelocityJitter = 0.3f,
|
||||
StartSize = 0.25f,
|
||||
EndSize = 0.6f,
|
||||
StartAlpha = 0.85f,
|
||||
EndAlpha = 0f,
|
||||
});
|
||||
}
|
||||
|
||||
public EmitterDescRegistry(DatCollection dats)
|
||||
: this(id => SafeGet(dats, id))
|
||||
{
|
||||
}
|
||||
|
||||
public EmitterDescRegistry(Func<uint, DatParticleEmitter?>? resolver)
|
||||
{
|
||||
_resolver = resolver;
|
||||
Register(BuildFallback());
|
||||
}
|
||||
|
||||
public void Register(EmitterDesc desc)
|
||||
|
|
@ -78,10 +43,159 @@ public sealed class EmitterDescRegistry
|
|||
|
||||
public EmitterDesc Get(uint emitterId)
|
||||
{
|
||||
if (_byId.TryGetValue(emitterId, out var desc)) return desc;
|
||||
if (_byId.TryGetValue(0xFFFFFFFFu, out var fallback)) return fallback;
|
||||
if (_byId.TryGetValue(emitterId, out var desc))
|
||||
return desc;
|
||||
|
||||
if (_resolver is not null)
|
||||
{
|
||||
var dat = _resolver(emitterId);
|
||||
if (dat is not null)
|
||||
{
|
||||
desc = FromDat(emitterId, dat);
|
||||
_byId[emitterId] = desc;
|
||||
return desc;
|
||||
}
|
||||
}
|
||||
|
||||
if (_byId.TryGetValue(FallbackEmitterId, out var fallback))
|
||||
return fallback;
|
||||
|
||||
throw new InvalidOperationException("No default emitter registered in registry.");
|
||||
}
|
||||
|
||||
public int Count => _byId.Count;
|
||||
|
||||
public static EmitterDesc FromDat(uint emitterId, DatParticleEmitter dat)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(dat);
|
||||
|
||||
float birthrate = MathF.Max(0f, (float)dat.Birthrate);
|
||||
float lifespan = MathF.Max(0f, (float)dat.Lifespan);
|
||||
float lifespanRand = MathF.Abs((float)dat.LifespanRand);
|
||||
float lifetimeMin = MathF.Max(0f, lifespan - lifespanRand);
|
||||
float lifetimeMax = MathF.Max(lifetimeMin, lifespan + lifespanRand);
|
||||
|
||||
// ParticleEmitterInfo has no "additive" field; retail derives blend
|
||||
// state from the particle GfxObj surface material.
|
||||
var flags = EmitterFlags.Billboard | EmitterFlags.FaceCamera;
|
||||
if (dat.IsParentLocal)
|
||||
flags |= EmitterFlags.AttachLocal;
|
||||
|
||||
// ParticleEmitterInfo stores translucency, not opacity. Retail feeds
|
||||
// StartTrans/FinalTrans to PhysicsPart::SetTranslucency; the GL path
|
||||
// uses the complement as source alpha.
|
||||
float startOpacity = 1f - Math.Clamp((float)dat.StartTrans, 0f, 1f);
|
||||
float endOpacity = 1f - Math.Clamp((float)dat.FinalTrans, 0f, 1f);
|
||||
|
||||
return new EmitterDesc
|
||||
{
|
||||
DatId = emitterId,
|
||||
Type = MapParticleType(dat.ParticleType),
|
||||
EmitterKind = MapEmitterKind(dat.EmitterType),
|
||||
Flags = flags,
|
||||
GfxObjId = dat.GfxObjId.DataId,
|
||||
HwGfxObjId = dat.HwGfxObjId.DataId,
|
||||
Birthrate = birthrate,
|
||||
EmitRate = dat.EmitterType == DatEmitterType.BirthratePerSec && birthrate > 0f
|
||||
? 1f / birthrate
|
||||
: 0f,
|
||||
MaxParticles = Math.Max(1, dat.MaxParticles),
|
||||
InitialParticles = Math.Max(0, dat.InitialParticles),
|
||||
TotalParticles = Math.Max(0, dat.TotalParticles),
|
||||
TotalDuration = MathF.Max(0f, (float)dat.TotalSeconds),
|
||||
Lifespan = lifespan,
|
||||
LifespanRand = lifespanRand,
|
||||
LifetimeMin = lifetimeMin,
|
||||
LifetimeMax = lifetimeMax,
|
||||
OffsetDir = dat.OffsetDir,
|
||||
MinOffset = dat.MinOffset,
|
||||
MaxOffset = dat.MaxOffset,
|
||||
SpawnDiskRadius = dat.MaxOffset,
|
||||
InitialVelocity = dat.A,
|
||||
Gravity = dat.B,
|
||||
A = dat.A,
|
||||
MinA = dat.MinA,
|
||||
MaxA = dat.MaxA,
|
||||
B = dat.B,
|
||||
MinB = dat.MinB,
|
||||
MaxB = dat.MaxB,
|
||||
C = dat.C,
|
||||
MinC = dat.MinC,
|
||||
MaxC = dat.MaxC,
|
||||
StartSize = dat.StartScale,
|
||||
EndSize = dat.FinalScale,
|
||||
ScaleRand = dat.ScaleRand,
|
||||
StartAlpha = startOpacity,
|
||||
EndAlpha = endOpacity,
|
||||
TransRand = dat.TransRand,
|
||||
};
|
||||
}
|
||||
|
||||
private static DatParticleEmitter? SafeGet(DatCollection dats, uint id)
|
||||
{
|
||||
if (dats is null)
|
||||
return null;
|
||||
try
|
||||
{
|
||||
return dats.Get<DatParticleEmitter>(id);
|
||||
}
|
||||
catch
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private static EmitterDesc BuildFallback() => new()
|
||||
{
|
||||
DatId = FallbackEmitterId,
|
||||
Type = ParticleType.LocalVelocity,
|
||||
EmitterKind = ParticleEmitterKind.BirthratePerSec,
|
||||
Flags = EmitterFlags.Billboard | EmitterFlags.FaceCamera,
|
||||
Birthrate = 0.1f,
|
||||
EmitRate = 10f,
|
||||
MaxParticles = 32,
|
||||
LifetimeMin = 0.6f,
|
||||
LifetimeMax = 1.2f,
|
||||
Lifespan = 0.9f,
|
||||
LifespanRand = 0.3f,
|
||||
OffsetDir = new Vector3(0, 0, 1),
|
||||
MinOffset = 0f,
|
||||
MaxOffset = 0.1f,
|
||||
SpawnDiskRadius = 0.1f,
|
||||
InitialVelocity = new Vector3(0, 0, 0.5f),
|
||||
VelocityJitter = 0.3f,
|
||||
A = new Vector3(0, 0, 0.5f),
|
||||
MinA = 1f,
|
||||
MaxA = 1f,
|
||||
B = Vector3.Zero,
|
||||
C = Vector3.Zero,
|
||||
StartSize = 0.25f,
|
||||
EndSize = 0.6f,
|
||||
StartAlpha = 0.85f,
|
||||
EndAlpha = 0f,
|
||||
};
|
||||
|
||||
private static ParticleEmitterKind MapEmitterKind(DatEmitterType type) => type switch
|
||||
{
|
||||
DatEmitterType.BirthratePerSec => ParticleEmitterKind.BirthratePerSec,
|
||||
DatEmitterType.BirthratePerMeter => ParticleEmitterKind.BirthratePerMeter,
|
||||
_ => ParticleEmitterKind.Unknown,
|
||||
};
|
||||
|
||||
private static ParticleType MapParticleType(DatParticleType type) => type switch
|
||||
{
|
||||
DatParticleType.Still => ParticleType.Still,
|
||||
DatParticleType.LocalVelocity => ParticleType.LocalVelocity,
|
||||
DatParticleType.ParabolicLVGA => ParticleType.ParabolicLVGA,
|
||||
DatParticleType.ParabolicLVGAGR => ParticleType.ParabolicLVGAGR,
|
||||
DatParticleType.Swarm => ParticleType.Swarm,
|
||||
DatParticleType.Explode => ParticleType.Explode,
|
||||
DatParticleType.Implode => ParticleType.Implode,
|
||||
DatParticleType.ParabolicLVLA => ParticleType.ParabolicLVLA,
|
||||
DatParticleType.ParabolicLVLALR => ParticleType.ParabolicLVLALR,
|
||||
DatParticleType.ParabolicGVGA => ParticleType.ParabolicGVGA,
|
||||
DatParticleType.ParabolicGVGAGR => ParticleType.ParabolicGVGAGR,
|
||||
DatParticleType.GlobalVelocity => ParticleType.GlobalVelocity,
|
||||
_ => ParticleType.Unknown,
|
||||
};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Numerics;
|
||||
using System.Threading;
|
||||
using AcDream.Core.Physics;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
|
|
@ -62,10 +63,30 @@ public sealed class ParticleHookSink : IAnimationHookSink
|
|||
// key ("the smoke trail I spawned 2 seconds ago"), so we track by
|
||||
// (entity, emitterId).
|
||||
private readonly ConcurrentDictionary<(uint EntityId, uint EmitterId), int> _handlesByKey = new();
|
||||
// entityId → set of live emitter handles. Dictionary-as-set so we can
|
||||
// remove individual handles when their emitter dies (M4 fix —
|
||||
// ConcurrentBag couldn't drop entries, so handles for naturally-expired
|
||||
// emitters used to leak).
|
||||
private readonly ConcurrentDictionary<uint, ConcurrentDictionary<int, byte>> _handlesByEntity = new();
|
||||
// Reverse lookup: handle → (entity, key) for O(1) cleanup on EmitterDied.
|
||||
private readonly ConcurrentDictionary<int, (uint EntityId, uint KeyId)> _trackingByHandle = new();
|
||||
private readonly ConcurrentDictionary<uint, ParticleRenderPass> _renderPassByEntity = new();
|
||||
private readonly ConcurrentDictionary<uint, Quaternion> _rotationByEntity = new();
|
||||
private int _anonymousEmitterSerial;
|
||||
|
||||
public ParticleHookSink(ParticleSystem system)
|
||||
{
|
||||
_system = system ?? throw new ArgumentNullException(nameof(system));
|
||||
_system.EmitterDied += OnEmitterDied;
|
||||
}
|
||||
|
||||
private void OnEmitterDied(int handle)
|
||||
{
|
||||
if (!_trackingByHandle.TryRemove(handle, out var t))
|
||||
return;
|
||||
_handlesByKey.TryRemove((t.EntityId, t.KeyId), out _);
|
||||
if (_handlesByEntity.TryGetValue(t.EntityId, out var bag))
|
||||
bag.TryRemove(handle, out _);
|
||||
}
|
||||
|
||||
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook)
|
||||
|
|
@ -104,6 +125,54 @@ public sealed class ParticleHookSink : IAnimationHookSink
|
|||
}
|
||||
}
|
||||
|
||||
public void SetEntityRenderPass(uint entityId, ParticleRenderPass renderPass)
|
||||
=> _renderPassByEntity[entityId] = renderPass;
|
||||
|
||||
public void SetEntityRotation(uint entityId, Quaternion rotation)
|
||||
=> _rotationByEntity[entityId] = rotation;
|
||||
|
||||
public void ClearEntityRenderPass(uint entityId)
|
||||
=> _renderPassByEntity.TryRemove(entityId, out _);
|
||||
|
||||
/// <summary>
|
||||
/// Refresh every live emitter on this entity to a new world anchor +
|
||||
/// rotation. The owning subsystem (sky-PES driver, animation tick)
|
||||
/// drives this each frame for AttachLocal emitters so they track their
|
||||
/// moving parent — retail-faithful via
|
||||
/// <c>ParticleEmitter::UpdateParticles</c> at <c>0x0051d2d4</c>, which
|
||||
/// re-reads the parent frame each tick when <c>is_parent_local != 0</c>.
|
||||
/// Safe to call for entities with no live emitters (no-op).
|
||||
/// </summary>
|
||||
public void UpdateEntityAnchor(uint entityId, Vector3 anchor, Quaternion rotation)
|
||||
{
|
||||
_rotationByEntity[entityId] = rotation;
|
||||
if (!_handlesByEntity.TryGetValue(entityId, out var bag))
|
||||
return;
|
||||
foreach (var handle in bag.Keys)
|
||||
_system.UpdateEmitterAnchor(handle, anchor, rotation);
|
||||
}
|
||||
|
||||
public void StopAllForEntity(uint entityId, bool fadeOut)
|
||||
{
|
||||
if (_handlesByEntity.TryRemove(entityId, out var handles))
|
||||
{
|
||||
foreach (var handle in handles.Keys)
|
||||
{
|
||||
_system.StopEmitter(handle, fadeOut);
|
||||
_trackingByHandle.TryRemove(handle, out _);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var key in _handlesByKey.Keys)
|
||||
{
|
||||
if (key.EntityId == entityId)
|
||||
_handlesByKey.TryRemove(key, out _);
|
||||
}
|
||||
|
||||
ClearEntityRenderPass(entityId);
|
||||
_rotationByEntity.TryRemove(entityId, out _);
|
||||
}
|
||||
|
||||
private void SpawnFromHook(
|
||||
uint entityId,
|
||||
Vector3 worldPos,
|
||||
|
|
@ -115,15 +184,35 @@ public sealed class ParticleHookSink : IAnimationHookSink
|
|||
// Spawn position: entity pose + hook offset. PartIndex will be
|
||||
// used when the renderer passes per-part transforms through; for
|
||||
// now, fold it into the root pos.
|
||||
var anchor = worldPos + offset;
|
||||
var rotation = _rotationByEntity.TryGetValue(entityId, out var rot)
|
||||
? rot
|
||||
: Quaternion.Identity;
|
||||
var anchor = worldPos + Vector3.Transform(offset, rotation);
|
||||
var renderPass = _renderPassByEntity.TryGetValue(entityId, out var pass)
|
||||
? pass
|
||||
: ParticleRenderPass.Scene;
|
||||
|
||||
int handle = _system.SpawnEmitterById(
|
||||
emitterId: emitterInfoId,
|
||||
anchor: anchor,
|
||||
rot: Quaternion.Identity,
|
||||
rot: rotation,
|
||||
attachedObjectId: entityId,
|
||||
attachedPartIndex: partIndex);
|
||||
attachedPartIndex: partIndex,
|
||||
renderPass: renderPass);
|
||||
|
||||
_handlesByKey[(entityId, logicalId)] = handle;
|
||||
uint keyId = logicalId != 0
|
||||
? logicalId
|
||||
: 0x80000000u | (uint)Interlocked.Increment(ref _anonymousEmitterSerial);
|
||||
if (logicalId != 0 && _handlesByKey.TryRemove((entityId, keyId), out var oldHandle))
|
||||
{
|
||||
_system.StopEmitter(oldHandle, fadeOut: false);
|
||||
_trackingByHandle.TryRemove(oldHandle, out _);
|
||||
}
|
||||
|
||||
_handlesByKey[(entityId, keyId)] = handle;
|
||||
_handlesByEntity
|
||||
.GetOrAdd(entityId, _ => new ConcurrentDictionary<int, byte>())
|
||||
.TryAdd(handle, 0);
|
||||
_trackingByHandle[handle] = (entityId, keyId);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,33 +5,18 @@ using System.Numerics;
|
|||
namespace AcDream.Core.Vfx;
|
||||
|
||||
/// <summary>
|
||||
/// Runtime particle orchestrator — port of retail's <c>CParticleManager</c>
|
||||
/// (r04 §2). Owns a pool of active <see cref="ParticleEmitter"/> instances,
|
||||
/// advances each per-frame via one of 13 motion integrators, fades colour /
|
||||
/// scale over life, and exposes a flat particle stream for the renderer.
|
||||
///
|
||||
/// <para>
|
||||
/// Not thread-safe — called only from the render thread (same thread that
|
||||
/// drives TickAnimations).
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Handle-based API so callers can stop a specific emitter later (cast
|
||||
/// interrupt, fadeout). <see cref="SpawnEmitter"/> returns a positive
|
||||
/// integer; <see cref="StopEmitter"/> accepts it.
|
||||
/// </para>
|
||||
/// Runtime particle orchestrator. The data and update rules are a direct
|
||||
/// port of retail's <c>ParticleEmitterInfo</c>, <c>ParticleEmitter</c>, and
|
||||
/// <c>Particle::Update</c> paths from the named retail decompilation.
|
||||
/// </summary>
|
||||
public sealed class ParticleSystem : IParticleSystem
|
||||
{
|
||||
private readonly EmitterDescRegistry _registry;
|
||||
private readonly Random _rng;
|
||||
|
||||
// All live emitters keyed by our handle. Lookup is cheap; iteration is
|
||||
// per-frame so we also keep a flat list for stable ordering (draw order).
|
||||
private readonly Dictionary<int, ParticleEmitter> _byHandle = new();
|
||||
private readonly List<int> _handleOrder = new();
|
||||
private int _nextHandle = 1;
|
||||
|
||||
private int _nextHandle = 1;
|
||||
private float _time;
|
||||
private int _activeParticleCount;
|
||||
|
||||
|
|
@ -49,7 +34,8 @@ public sealed class ParticleSystem : IParticleSystem
|
|||
Vector3 anchor,
|
||||
Quaternion? rot = null,
|
||||
uint attachedObjectId = 0,
|
||||
int attachedPartIndex = -1)
|
||||
int attachedPartIndex = -1,
|
||||
ParticleRenderPass renderPass = ParticleRenderPass.Scene)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(desc);
|
||||
|
||||
|
|
@ -61,43 +47,45 @@ public sealed class ParticleSystem : IParticleSystem
|
|||
AnchorRot = rot ?? Quaternion.Identity,
|
||||
AttachedObjectId = attachedObjectId,
|
||||
AttachedPartIndex = attachedPartIndex,
|
||||
RenderPass = renderPass,
|
||||
Particles = new Particle[Math.Max(1, desc.MaxParticles)],
|
||||
StartedAt = _time,
|
||||
LastEmitTime = _time,
|
||||
LastEmitOffset = anchor,
|
||||
};
|
||||
|
||||
_byHandle[handle] = emitter;
|
||||
_handleOrder.Add(handle);
|
||||
|
||||
for (int i = 0; i < desc.InitialParticles; i++)
|
||||
SpawnOne(emitter, allowWhenFull: false);
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Convenience: spawn by retail emitter id — the registry resolves to
|
||||
/// the correct <see cref="EmitterDesc"/>, or falls back to the default
|
||||
/// if unknown. Used by the hook sink when a CreateParticleHook arrives.
|
||||
/// </summary>
|
||||
public int SpawnEmitterById(
|
||||
uint emitterId,
|
||||
Vector3 anchor,
|
||||
Quaternion? rot = null,
|
||||
uint attachedObjectId = 0,
|
||||
int attachedPartIndex = -1)
|
||||
int attachedPartIndex = -1,
|
||||
ParticleRenderPass renderPass = ParticleRenderPass.Scene)
|
||||
{
|
||||
var desc = _registry.Get(emitterId);
|
||||
return SpawnEmitter(desc, anchor, rot, attachedObjectId, attachedPartIndex);
|
||||
return SpawnEmitter(desc, anchor, rot, attachedObjectId, attachedPartIndex, renderPass);
|
||||
}
|
||||
|
||||
public void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f)
|
||||
{
|
||||
// Full PhysicsScript dispatch is on hold until the DatReaderWriter
|
||||
// library exposes ParticleEmitterInfo / PhysicsScript. For now,
|
||||
// this is a no-op — callers use SpawnEmitter or the hook sink.
|
||||
// Full PhysicsScript scheduling lives in PhysicsScriptRunner.
|
||||
}
|
||||
|
||||
public void StopEmitter(int handle, bool fadeOut)
|
||||
{
|
||||
if (!_byHandle.TryGetValue(handle, out var em)) return;
|
||||
if (!_byHandle.TryGetValue(handle, out var em))
|
||||
return;
|
||||
|
||||
em.Finished = true;
|
||||
// fadeOut=false would stop instantly; our renderer currently drops
|
||||
// Finished emitters that have no living particles each tick.
|
||||
if (!fadeOut)
|
||||
{
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
|
|
@ -105,259 +93,454 @@ public sealed class ParticleSystem : IParticleSystem
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refresh an active emitter's world anchor + orientation. Required for
|
||||
/// retail's <c>is_parent_local=1</c> (acdream's
|
||||
/// <see cref="EmitterFlags.AttachLocal"/>) semantics: retail
|
||||
/// <c>ParticleEmitter::UpdateParticles</c> at <c>0x0051d2d4</c> reads the
|
||||
/// LIVE parent frame each tick when <c>is_parent_local != 0</c>. The
|
||||
/// caller (typically a tick loop tracking a moving parent — the camera
|
||||
/// for sky-PES, an entity for animation hooks) drives this every frame.
|
||||
/// </summary>
|
||||
public void UpdateEmitterAnchor(int handle, Vector3 anchor, Quaternion? rot = null)
|
||||
{
|
||||
if (!_byHandle.TryGetValue(handle, out var em))
|
||||
return;
|
||||
em.AnchorPos = anchor;
|
||||
if (rot.HasValue)
|
||||
em.AnchorRot = rot.Value;
|
||||
}
|
||||
|
||||
/// <summary>True when the given handle still maps to a live emitter.</summary>
|
||||
public bool IsEmitterAlive(int handle) => _byHandle.ContainsKey(handle);
|
||||
|
||||
/// <summary>
|
||||
/// Fired exactly once per emitter when it is removed from the live set
|
||||
/// (either because it finished naturally or was stopped without fade).
|
||||
/// Subscribers (e.g. <see cref="ParticleHookSink"/>) use this to prune
|
||||
/// per-entity handle tracking so the per-entity bag doesn't grow without
|
||||
/// bound during a long session.
|
||||
/// </summary>
|
||||
public event Action<int>? EmitterDied;
|
||||
|
||||
public void Tick(float dt)
|
||||
{
|
||||
if (dt <= 0f) return;
|
||||
if (dt <= 0f)
|
||||
return;
|
||||
|
||||
_time += dt;
|
||||
_activeParticleCount = 0;
|
||||
|
||||
// Iterate handles by a snapshot so StopEmitter-inside-emit is safe.
|
||||
for (int i = 0; i < _handleOrder.Count; i++)
|
||||
{
|
||||
int handle = _handleOrder[i];
|
||||
if (!_byHandle.TryGetValue(handle, out var em)) continue;
|
||||
if (!_byHandle.TryGetValue(handle, out var em))
|
||||
continue;
|
||||
|
||||
AdvanceEmitter(em, dt);
|
||||
_activeParticleCount += CountAlive(em);
|
||||
AdvanceEmitter(em);
|
||||
int live = CountAlive(em);
|
||||
em.ActiveCount = live;
|
||||
_activeParticleCount += live;
|
||||
|
||||
bool durationDone = em.Desc.TotalDuration > 0f
|
||||
&& (_time - em.StartedAt) > em.Desc.TotalDuration;
|
||||
if (durationDone) em.Finished = true;
|
||||
if (em.Desc.TotalDuration > 0f && (_time - em.StartedAt) > em.Desc.TotalDuration)
|
||||
em.Finished = true;
|
||||
|
||||
// Drop emitter entirely when it has no live particles AND is
|
||||
// marked finished (duration elapsed, StopEmitter, etc).
|
||||
if (em.Finished && CountAlive(em) == 0)
|
||||
if (em.Desc.TotalParticles > 0 && em.TotalEmitted >= em.Desc.TotalParticles)
|
||||
em.Finished = true;
|
||||
|
||||
if (em.Finished && live == 0)
|
||||
{
|
||||
_byHandle.Remove(handle);
|
||||
_handleOrder.RemoveAt(i);
|
||||
i--;
|
||||
EmitterDied?.Invoke(handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enumerate every live particle with its emitter description for
|
||||
/// the renderer. Yields (emitter, particleIndex) so the caller can
|
||||
/// read <c>em.Particles[idx]</c> directly.
|
||||
/// </summary>
|
||||
public IEnumerable<(ParticleEmitter Emitter, int Index)> EnumerateLive()
|
||||
{
|
||||
foreach (var handle in _handleOrder)
|
||||
{
|
||||
if (!_byHandle.TryGetValue(handle, out var em)) continue;
|
||||
if (!_byHandle.TryGetValue(handle, out var em))
|
||||
continue;
|
||||
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
{
|
||||
if (em.Particles[i].Alive) yield return (em, i);
|
||||
if (em.Particles[i].Alive)
|
||||
yield return (em, i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Private: emission + integration ──────────────────────────────────────
|
||||
|
||||
private void AdvanceEmitter(ParticleEmitter em, float dt)
|
||||
private void AdvanceEmitter(ParticleEmitter em)
|
||||
{
|
||||
if (!em.Finished && em.Desc.EmitRate > 0f)
|
||||
{
|
||||
em.EmittedAccumulator += dt * em.Desc.EmitRate;
|
||||
while (em.EmittedAccumulator >= 1.0f)
|
||||
{
|
||||
em.EmittedAccumulator -= 1.0f;
|
||||
SpawnOne(em);
|
||||
}
|
||||
}
|
||||
|
||||
// Update every particle slot.
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
{
|
||||
ref var p = ref em.Particles[i];
|
||||
if (!p.Alive) continue;
|
||||
if (!p.Alive)
|
||||
continue;
|
||||
|
||||
p.Age += dt;
|
||||
if (p.Age >= p.Lifetime)
|
||||
p.Age = _time - p.SpawnedAt;
|
||||
if (p.Lifetime <= 0f || p.Age >= p.Lifetime)
|
||||
{
|
||||
p.Alive = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
Integrate(ref p, em, dt);
|
||||
|
||||
p.Position = ComputePosition(em, p);
|
||||
float tLife = Math.Clamp(p.Age / p.Lifetime, 0f, 1f);
|
||||
p.Size = Lerp(em.Desc.StartSize, em.Desc.EndSize, tLife);
|
||||
float alpha = Lerp(em.Desc.StartAlpha, em.Desc.EndAlpha, tLife);
|
||||
p.Size = Lerp(p.StartSize, p.EndSize, tLife);
|
||||
p.Rotation = Lerp(em.Desc.StartRotation, em.Desc.EndRotation, tLife);
|
||||
float alpha = Lerp(p.StartAlpha, p.EndAlpha, tLife);
|
||||
p.ColorArgb = Color32(alpha, em.Desc.StartColorArgb, em.Desc.EndColorArgb, tLife);
|
||||
}
|
||||
|
||||
if (em.Finished || _time < em.StartedAt + em.Desc.StartDelay)
|
||||
return;
|
||||
|
||||
while (ShouldEmitParticle(em))
|
||||
{
|
||||
if (!SpawnOne(em, allowWhenFull: false))
|
||||
break;
|
||||
}
|
||||
|
||||
if (em.Desc.Birthrate <= 0f && em.Desc.EmitRate > 0f)
|
||||
{
|
||||
float dt = _time - em.LastEmitTime;
|
||||
em.EmittedAccumulator += dt * em.Desc.EmitRate;
|
||||
em.LastEmitTime = _time;
|
||||
while (em.EmittedAccumulator >= 1f)
|
||||
{
|
||||
em.EmittedAccumulator -= 1f;
|
||||
if (!SpawnOne(em, allowWhenFull: false))
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnOne(ParticleEmitter em)
|
||||
private bool ShouldEmitParticle(ParticleEmitter em)
|
||||
{
|
||||
// Find a free slot; overwrite the oldest if pool is full.
|
||||
int slot = -1;
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
var desc = em.Desc;
|
||||
if (desc.TotalParticles > 0 && em.TotalEmitted >= desc.TotalParticles)
|
||||
return false;
|
||||
|
||||
if (CountAlive(em) >= desc.MaxParticles)
|
||||
return false;
|
||||
|
||||
if (desc.Birthrate <= 0f)
|
||||
return false;
|
||||
|
||||
return desc.EmitterKind switch
|
||||
{
|
||||
if (!em.Particles[i].Alive) { slot = i; break; }
|
||||
}
|
||||
ParticleEmitterKind.BirthratePerSec => (_time - em.LastEmitTime) > desc.Birthrate,
|
||||
ParticleEmitterKind.BirthratePerMeter =>
|
||||
Vector3.DistanceSquared(em.AnchorPos, em.LastEmitOffset) > desc.Birthrate * desc.Birthrate,
|
||||
_ => false,
|
||||
};
|
||||
}
|
||||
|
||||
private bool SpawnOne(ParticleEmitter em, bool allowWhenFull)
|
||||
{
|
||||
int slot = FindFreeSlot(em);
|
||||
if (slot < 0 && allowWhenFull)
|
||||
slot = FindOldestSlot(em);
|
||||
if (slot < 0)
|
||||
{
|
||||
// Pool saturated; overwrite the slot closest to dying (oldest
|
||||
// by age / lifetime ratio). Matches retail's behaviour of
|
||||
// recycling the expiring particle rather than dropping.
|
||||
float best = -1f;
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
{
|
||||
ref var p = ref em.Particles[i];
|
||||
float r = p.Lifetime > 0 ? p.Age / p.Lifetime : 1f;
|
||||
if (r > best) { best = r; slot = i; }
|
||||
}
|
||||
if (slot < 0) return;
|
||||
}
|
||||
return false;
|
||||
|
||||
ref var particle = ref em.Particles[slot];
|
||||
particle = default;
|
||||
particle.Alive = true;
|
||||
particle.Age = 0f;
|
||||
particle.Lifetime = Lerp(em.Desc.LifetimeMin, em.Desc.LifetimeMax,
|
||||
(float)_rng.NextDouble());
|
||||
|
||||
// Position = emitter anchor + random offset in a disk perpendicular
|
||||
// to OffsetDir. This models the retail annulus.
|
||||
Vector3 disk = RandomDiskVector(em.Desc.OffsetDir, em.Desc.MaxOffset);
|
||||
particle.Position = em.AnchorPos + disk;
|
||||
particle.SpawnedAt = _time;
|
||||
particle.Lifetime = RandomLifespan(em.Desc);
|
||||
particle.EmissionOrigin = em.AnchorPos;
|
||||
particle.SpawnRotation = em.AnchorRot;
|
||||
|
||||
// Velocity = initial vector ± jitter in all three axes.
|
||||
Vector3 v = em.Desc.InitialVelocity;
|
||||
if (em.Desc.VelocityJitter > 0f)
|
||||
Vector3 localOffset = RandomOffset(em.Desc);
|
||||
Vector3 localA = RandomVector(em.Desc.A, em.Desc.MinA, em.Desc.MaxA);
|
||||
Vector3 localB = RandomVector(em.Desc.B, em.Desc.MinB, em.Desc.MaxB);
|
||||
Vector3 localC = RandomVector(em.Desc.C, em.Desc.MinC, em.Desc.MaxC);
|
||||
|
||||
if (localA == Vector3.Zero && em.Desc.InitialVelocity != Vector3.Zero)
|
||||
{
|
||||
v += new Vector3(
|
||||
RandomCentered(em.Desc.VelocityJitter),
|
||||
RandomCentered(em.Desc.VelocityJitter),
|
||||
RandomCentered(em.Desc.VelocityJitter));
|
||||
localA = em.Desc.InitialVelocity;
|
||||
if (em.Desc.VelocityJitter > 0f)
|
||||
{
|
||||
localA += new Vector3(
|
||||
RandomCentered(em.Desc.VelocityJitter),
|
||||
RandomCentered(em.Desc.VelocityJitter),
|
||||
RandomCentered(em.Desc.VelocityJitter));
|
||||
}
|
||||
}
|
||||
particle.Velocity = v;
|
||||
particle.Size = em.Desc.StartSize;
|
||||
particle.Rotation = em.Desc.StartRotation;
|
||||
particle.ColorArgb = em.Desc.StartColorArgb;
|
||||
if (localB == Vector3.Zero && em.Desc.Gravity != Vector3.Zero)
|
||||
localB = em.Desc.Gravity;
|
||||
|
||||
InitParticleVectors(em, ref particle, localOffset, localA, localB, localC);
|
||||
|
||||
particle.Velocity = particle.A;
|
||||
particle.StartSize = RandomScale(em.Desc.StartSize, em.Desc.ScaleRand);
|
||||
particle.EndSize = RandomScale(em.Desc.EndSize, em.Desc.ScaleRand);
|
||||
particle.StartAlpha = RandomTrans(em.Desc.StartAlpha, em.Desc.TransRand);
|
||||
particle.EndAlpha = RandomTrans(em.Desc.EndAlpha, em.Desc.TransRand);
|
||||
particle.Size = particle.StartSize;
|
||||
particle.ColorArgb = Color32(particle.StartAlpha, em.Desc.StartColorArgb, em.Desc.EndColorArgb, 0f);
|
||||
particle.Position = ComputePosition(em, particle);
|
||||
|
||||
em.TotalEmitted++;
|
||||
em.LastEmitTime = _time;
|
||||
em.LastEmitOffset = em.AnchorPos;
|
||||
return true;
|
||||
}
|
||||
|
||||
// ── 13 retail motion integrators (r04 §3) ────────────────────────────────
|
||||
|
||||
private void Integrate(ref Particle p, ParticleEmitter em, float dt)
|
||||
private Vector3 ComputePosition(ParticleEmitter em, Particle p)
|
||||
{
|
||||
float t = p.Age;
|
||||
Vector3 origin = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0
|
||||
? em.AnchorPos
|
||||
: p.EmissionOrigin;
|
||||
Vector3 offset = p.Offset;
|
||||
Vector3 a = p.A;
|
||||
Vector3 b = p.B;
|
||||
Vector3 c = p.C;
|
||||
|
||||
return em.Desc.Type switch
|
||||
{
|
||||
ParticleType.Still => origin + offset,
|
||||
ParticleType.LocalVelocity or ParticleType.GlobalVelocity =>
|
||||
origin + offset + t * a,
|
||||
ParticleType.ParabolicLVGA or ParticleType.ParabolicLVLA or ParticleType.ParabolicGVGA =>
|
||||
origin + offset + t * a + 0.5f * t * t * b,
|
||||
ParticleType.ParabolicLVGAGR or ParticleType.ParabolicLVLALR or ParticleType.ParabolicGVGAGR =>
|
||||
origin + offset + t * a + 0.5f * t * t * b,
|
||||
ParticleType.Swarm =>
|
||||
origin + offset + t * a + new Vector3(
|
||||
MathF.Cos(t * b.X) * c.X,
|
||||
MathF.Sin(t * b.Y) * c.Y,
|
||||
MathF.Cos(t * b.Z) * c.Z),
|
||||
ParticleType.Explode =>
|
||||
origin + offset + new Vector3(
|
||||
(t * b.X + c.X * a.X) * t,
|
||||
(t * b.Y + c.Y * a.X) * t,
|
||||
(t * b.Z + c.Z * a.X + a.Z) * t),
|
||||
ParticleType.Implode =>
|
||||
origin + offset + MathF.Cos(a.X * t) * c + t * t * b,
|
||||
_ => origin + offset + t * a,
|
||||
};
|
||||
}
|
||||
|
||||
private void InitParticleVectors(
|
||||
ParticleEmitter em,
|
||||
ref Particle particle,
|
||||
Vector3 localOffset,
|
||||
Vector3 localA,
|
||||
Vector3 localB,
|
||||
Vector3 localC)
|
||||
{
|
||||
// Retail Particle::Init 0x0051c930 resolves local/global vector
|
||||
// spaces once at spawn; Particle::Update 0x0051c290 then integrates
|
||||
// those stored world-space coefficients each frame.
|
||||
particle.Offset = ToSpawnWorld(em, localOffset);
|
||||
particle.A = localA;
|
||||
particle.B = localB;
|
||||
particle.C = localC;
|
||||
|
||||
switch (em.Desc.Type)
|
||||
{
|
||||
case ParticleType.Still:
|
||||
// No motion. Age + fade only.
|
||||
break;
|
||||
|
||||
case ParticleType.LocalVelocity:
|
||||
// Constant spawn velocity, no acceleration.
|
||||
p.Position += p.Velocity * dt;
|
||||
break;
|
||||
|
||||
case ParticleType.GlobalVelocity:
|
||||
// Uses emitter's InitialVelocity (global/world-space);
|
||||
// each particle keeps its own copy already (set at spawn),
|
||||
// so behaves identically to LocalVelocity at runtime.
|
||||
p.Position += p.Velocity * dt;
|
||||
break;
|
||||
|
||||
case ParticleType.Parabolic:
|
||||
case ParticleType.ParabolicLVGV:
|
||||
case ParticleType.ParabolicLVGA:
|
||||
particle.A = ToSpawnWorld(em, localA);
|
||||
break;
|
||||
|
||||
case ParticleType.ParabolicLVLA:
|
||||
case ParticleType.ParabolicGVGA:
|
||||
case ParticleType.ParabolicGVLA:
|
||||
case ParticleType.ParabolicLALV:
|
||||
// Velocity decays with gravity; position integrates.
|
||||
p.Velocity += em.Desc.Gravity * dt;
|
||||
p.Position += p.Velocity * dt;
|
||||
particle.A = ToSpawnWorld(em, localA);
|
||||
particle.B = ToSpawnWorld(em, localB);
|
||||
break;
|
||||
|
||||
case ParticleType.ParabolicLVGAGR:
|
||||
particle.A = ToSpawnWorld(em, localA);
|
||||
particle.C = localC;
|
||||
break;
|
||||
|
||||
case ParticleType.Swarm:
|
||||
// Orbital drift around anchor. Apply a tangential swirl.
|
||||
{
|
||||
Vector3 toCenter = em.AnchorPos - p.Position;
|
||||
Vector3 axis = em.Desc.OffsetDir == Vector3.Zero ? Vector3.UnitZ : em.Desc.OffsetDir;
|
||||
Vector3 tangent = Vector3.Normalize(Vector3.Cross(axis, toCenter));
|
||||
p.Velocity = Vector3.Lerp(p.Velocity, tangent * em.Desc.InitialVelocity.Length(), dt * 4f);
|
||||
p.Position += p.Velocity * dt;
|
||||
}
|
||||
particle.A = ToSpawnWorld(em, localA);
|
||||
break;
|
||||
|
||||
case ParticleType.Explode:
|
||||
// Push outward along (position - anchor).
|
||||
{
|
||||
Vector3 dir = p.Position - em.AnchorPos;
|
||||
if (dir.LengthSquared() < 1e-6f) dir = Vector3.UnitZ;
|
||||
else dir = Vector3.Normalize(dir);
|
||||
p.Velocity = dir * em.Desc.InitialVelocity.Length();
|
||||
p.Position += p.Velocity * dt;
|
||||
}
|
||||
particle.A = localA;
|
||||
particle.B = localB;
|
||||
particle.C = RandomExplodeDirection(localC);
|
||||
break;
|
||||
|
||||
case ParticleType.Implode:
|
||||
// Pull inward toward anchor.
|
||||
{
|
||||
Vector3 dir = em.AnchorPos - p.Position;
|
||||
float dist = dir.Length();
|
||||
if (dist < 0.01f) { p.Alive = false; break; }
|
||||
dir /= dist;
|
||||
p.Velocity = dir * em.Desc.InitialVelocity.Length();
|
||||
p.Position += p.Velocity * dt;
|
||||
}
|
||||
particle.A = localA;
|
||||
particle.B = localB;
|
||||
particle.Offset = new Vector3(
|
||||
particle.Offset.X * localC.X,
|
||||
particle.Offset.Y * localC.Y,
|
||||
particle.Offset.Z * localC.Z);
|
||||
particle.C = particle.Offset;
|
||||
break;
|
||||
|
||||
default:
|
||||
p.Position += p.Velocity * dt;
|
||||
case ParticleType.ParabolicLVLALR:
|
||||
particle.A = ToSpawnWorld(em, localA);
|
||||
particle.B = ToSpawnWorld(em, localB);
|
||||
particle.C = ToSpawnWorld(em, localC);
|
||||
break;
|
||||
|
||||
case ParticleType.ParabolicGVGAGR:
|
||||
particle.C = localC;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// ── Utility ──────────────────────────────────────────────────────────────
|
||||
private static Vector3 ToSpawnWorld(ParticleEmitter em, Vector3 value)
|
||||
=> em.AnchorRot == Quaternion.Identity ? value : Vector3.Transform(value, em.AnchorRot);
|
||||
|
||||
private Vector3 RandomExplodeDirection(Vector3 localC)
|
||||
{
|
||||
float yaw = RandomRange(-MathF.PI, MathF.PI);
|
||||
float pitch = RandomRange(-MathF.PI, MathF.PI);
|
||||
float cosPitch = MathF.Cos(pitch);
|
||||
Vector3 c = new(
|
||||
MathF.Cos(yaw) * localC.X * cosPitch,
|
||||
MathF.Sin(yaw) * localC.Y * cosPitch,
|
||||
MathF.Sin(pitch) * localC.Z);
|
||||
|
||||
return NormalizeCheckSmall(ref c) ? Vector3.Zero : c;
|
||||
}
|
||||
|
||||
private int FindFreeSlot(ParticleEmitter em)
|
||||
{
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
{
|
||||
if (!em.Particles[i].Alive)
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
private static int FindOldestSlot(ParticleEmitter em)
|
||||
{
|
||||
int slot = -1;
|
||||
float best = -1f;
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
{
|
||||
ref var p = ref em.Particles[i];
|
||||
float r = p.Lifetime > 0f ? p.Age / p.Lifetime : 1f;
|
||||
if (r > best)
|
||||
{
|
||||
best = r;
|
||||
slot = i;
|
||||
}
|
||||
}
|
||||
|
||||
return slot;
|
||||
}
|
||||
|
||||
private static int CountAlive(ParticleEmitter em)
|
||||
{
|
||||
int n = 0;
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
if (em.Particles[i].Alive) n++;
|
||||
{
|
||||
if (em.Particles[i].Alive)
|
||||
n++;
|
||||
}
|
||||
|
||||
return n;
|
||||
}
|
||||
|
||||
private float RandomLifespan(EmitterDesc desc)
|
||||
{
|
||||
float lifespan = desc.Lifespan > 0f ? desc.Lifespan : (desc.LifetimeMin + desc.LifetimeMax) * 0.5f;
|
||||
float rand = desc.LifespanRand > 0f ? desc.LifespanRand : MathF.Abs(desc.LifetimeMax - desc.LifetimeMin) * 0.5f;
|
||||
float value = lifespan + RandomCentered(rand);
|
||||
if (value <= 0f && desc.LifetimeMax > 0f)
|
||||
value = Lerp(desc.LifetimeMin, desc.LifetimeMax, (float)_rng.NextDouble());
|
||||
return MathF.Max(0f, value);
|
||||
}
|
||||
|
||||
private Vector3 RandomOffset(EmitterDesc desc)
|
||||
{
|
||||
float min = MathF.Min(desc.MinOffset, desc.MaxOffset);
|
||||
float max = MathF.Max(desc.MinOffset, desc.MaxOffset);
|
||||
if (max <= 0f)
|
||||
return Vector3.Zero;
|
||||
|
||||
Vector3 axis = NormalizeOrZero(desc.OffsetDir);
|
||||
Vector3 v = new(
|
||||
RandomCentered(1f),
|
||||
RandomCentered(1f),
|
||||
RandomCentered(1f));
|
||||
|
||||
if (axis != Vector3.Zero)
|
||||
v -= axis * Vector3.Dot(v, axis);
|
||||
|
||||
if (v.LengthSquared() < 1e-8f)
|
||||
v = axis != Vector3.Zero ? Perpendicular(axis) : Vector3.UnitX;
|
||||
else
|
||||
v = Vector3.Normalize(v);
|
||||
|
||||
return v * Lerp(min, max, (float)_rng.NextDouble());
|
||||
}
|
||||
|
||||
private Vector3 RandomVector(Vector3 direction, float min, float max)
|
||||
{
|
||||
if (direction == Vector3.Zero)
|
||||
return Vector3.Zero;
|
||||
|
||||
if (max < min)
|
||||
(min, max) = (max, min);
|
||||
|
||||
return direction * Lerp(min, max, (float)_rng.NextDouble());
|
||||
}
|
||||
|
||||
private float RandomScale(float baseValue, float rand)
|
||||
=> Math.Clamp(baseValue + RandomCentered(rand), 0.1f, 10f);
|
||||
|
||||
private float RandomTrans(float baseValue, float rand)
|
||||
=> Math.Clamp(baseValue + RandomCentered(rand), 0f, 1f);
|
||||
|
||||
private float RandomCentered(float halfWidth)
|
||||
=> ((float)_rng.NextDouble() - 0.5f) * 2f * halfWidth;
|
||||
|
||||
private float RandomRange(float min, float max)
|
||||
=> Lerp(min, max, (float)_rng.NextDouble());
|
||||
|
||||
private static float Lerp(float a, float b, float t) => a + (b - a) * t;
|
||||
|
||||
private static Vector3 NormalizeOrZero(Vector3 v)
|
||||
=> v.LengthSquared() > 1e-8f ? Vector3.Normalize(v) : Vector3.Zero;
|
||||
|
||||
private static bool NormalizeCheckSmall(ref Vector3 v)
|
||||
{
|
||||
float length = v.Length();
|
||||
if (length < 1e-8f)
|
||||
return true;
|
||||
|
||||
v /= length;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static Vector3 Perpendicular(Vector3 v)
|
||||
{
|
||||
Vector3 basis = MathF.Abs(v.X) < 0.9f ? Vector3.UnitX : Vector3.UnitY;
|
||||
return Vector3.Normalize(Vector3.Cross(v, basis));
|
||||
}
|
||||
|
||||
private static uint Color32(float alpha, uint startArgb, uint endArgb, float t)
|
||||
{
|
||||
// Blend RGB channels linearly; apply alpha override from fade.
|
||||
byte sa = (byte)((startArgb >> 24) & 0xFF);
|
||||
byte sr = (byte)((startArgb >> 16) & 0xFF);
|
||||
byte sg = (byte)((startArgb >> 8) & 0xFF);
|
||||
byte sb = (byte)( startArgb & 0xFF);
|
||||
byte ea = (byte)((endArgb >> 24) & 0xFF);
|
||||
byte sg = (byte)((startArgb >> 8) & 0xFF);
|
||||
byte sb = (byte)(startArgb & 0xFF);
|
||||
byte er = (byte)((endArgb >> 16) & 0xFF);
|
||||
byte eg = (byte)((endArgb >> 8) & 0xFF);
|
||||
byte eb = (byte)( endArgb & 0xFF);
|
||||
byte eg = (byte)((endArgb >> 8) & 0xFF);
|
||||
byte eb = (byte)(endArgb & 0xFF);
|
||||
|
||||
byte r = (byte)Math.Clamp(sr + (er - sr) * t, 0f, 255f);
|
||||
byte g = (byte)Math.Clamp(sg + (eg - sg) * t, 0f, 255f);
|
||||
byte b = (byte)Math.Clamp(sb + (eb - sb) * t, 0f, 255f);
|
||||
byte a = (byte)Math.Clamp(alpha * 255f, 0f, 255f);
|
||||
return ((uint)a << 24) | ((uint)r << 16) | ((uint)g << 8) | b;
|
||||
}
|
||||
|
||||
private Vector3 RandomDiskVector(Vector3 axis, float maxRadius)
|
||||
{
|
||||
if (maxRadius <= 0f) return Vector3.Zero;
|
||||
// Two perpendicular vectors to axis.
|
||||
Vector3 n = Vector3.Normalize(axis == Vector3.Zero ? Vector3.UnitZ : axis);
|
||||
Vector3 t1 = Math.Abs(n.X) < 0.9f
|
||||
? Vector3.Normalize(Vector3.Cross(n, Vector3.UnitX))
|
||||
: Vector3.Normalize(Vector3.Cross(n, Vector3.UnitY));
|
||||
Vector3 t2 = Vector3.Normalize(Vector3.Cross(n, t1));
|
||||
float theta = (float)(_rng.NextDouble() * Math.PI * 2.0);
|
||||
float r = maxRadius * MathF.Sqrt((float)_rng.NextDouble());
|
||||
return (t1 * MathF.Cos(theta) + t2 * MathF.Sin(theta)) * r;
|
||||
}
|
||||
|
||||
private float RandomCentered(float halfWidth)
|
||||
{
|
||||
return ((float)_rng.NextDouble() - 0.5f) * 2f * halfWidth;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -139,15 +139,7 @@ public sealed class PhysicsScriptRunner
|
|||
_active.RemoveAt(i);
|
||||
}
|
||||
|
||||
_active.Add(new ActiveScript
|
||||
{
|
||||
Script = script,
|
||||
ScriptId = scriptId,
|
||||
EntityId = entityId,
|
||||
AnchorWorld = anchorWorldPos,
|
||||
StartTimeAbs = _now,
|
||||
NextHookIndex = 0,
|
||||
});
|
||||
AddActiveScript(script, scriptId, entityId, anchorWorldPos, delaySeconds: 0);
|
||||
|
||||
if (DiagEnabled)
|
||||
{
|
||||
|
|
@ -159,6 +151,24 @@ public sealed class PhysicsScriptRunner
|
|||
return true;
|
||||
}
|
||||
|
||||
private void AddActiveScript(
|
||||
DatPhysicsScript script,
|
||||
uint scriptId,
|
||||
uint entityId,
|
||||
Vector3 anchorWorldPos,
|
||||
float delaySeconds)
|
||||
{
|
||||
_active.Add(new ActiveScript
|
||||
{
|
||||
Script = script,
|
||||
ScriptId = scriptId,
|
||||
EntityId = entityId,
|
||||
AnchorWorld = anchorWorldPos,
|
||||
StartTimeAbs = _now + Math.Max(0f, delaySeconds),
|
||||
NextHookIndex = 0,
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Advance every active script by <paramref name="dtSeconds"/>.
|
||||
/// Fires each hook whose <see cref="PhysicsScriptData.StartTime"/>
|
||||
|
|
@ -233,18 +243,18 @@ public sealed class PhysicsScriptRunner
|
|||
if (hook is CallPESHook call)
|
||||
{
|
||||
// CallPESHook.PES = sub-script id; Pause = delay before the
|
||||
// sub-script starts (retail's ScriptManager links it into
|
||||
// the list with StartTime = now + Pause). For our flat-list
|
||||
// design we just recurse Play() — the sub-script schedules
|
||||
// its own hooks from its own time zero. If Pause > 0 we
|
||||
// delay by baking it into the sub-script's StartTimeAbs.
|
||||
Play(call.PES, a.EntityId, a.AnchorWorld);
|
||||
if (call.Pause > 0f && _active.Count > 0)
|
||||
// sub-script starts. Retail links it into the active script
|
||||
// list with StartTime = now + Pause; our flat list preserves
|
||||
// that timing without replacing the currently running script.
|
||||
var subScript = ResolveScript(call.PES);
|
||||
if (subScript is null || subScript.ScriptData.Count == 0)
|
||||
{
|
||||
var sub = _active[^1];
|
||||
sub.StartTimeAbs = _now + call.Pause;
|
||||
_active[^1] = sub;
|
||||
if (DiagEnabled)
|
||||
Console.WriteLine($"[pes] CallPES: script 0x{call.PES:X8} not found / empty");
|
||||
return;
|
||||
}
|
||||
|
||||
AddActiveScript(subScript, call.PES, a.EntityId, a.AnchorWorld, call.Pause);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -4,90 +4,123 @@ using System.Numerics;
|
|||
|
||||
namespace AcDream.Core.Vfx;
|
||||
|
||||
// ─────────────────────────────────────────────────────────────────────
|
||||
// Scaffold for R4 — VFX / particle system data model.
|
||||
// Full research: docs/research/deepdives/r04-vfx-particles.md
|
||||
// Runtime GPU batching lives in AcDream.App/Rendering/Vfx (Silk.NET GL).
|
||||
// ─────────────────────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 13 retail particle motion integrators. See r04 §1.
|
||||
/// Parabolic variants apply gravity with different orientation/decay rules.
|
||||
/// Retail particle motion integrators from <c>ParticleType</c> in
|
||||
/// <c>acclient.h</c>. Values are the retail dat values.
|
||||
/// </summary>
|
||||
public enum ParticleType
|
||||
{
|
||||
Still = 0, // static, fades out in place
|
||||
LocalVelocity = 1, // moves at its spawn velocity
|
||||
Parabolic = 2, // gravity arc
|
||||
ParabolicLVGV = 3, // local+global velocity parabolic
|
||||
ParabolicLVGA = 4,
|
||||
ParabolicLVLA = 5,
|
||||
ParabolicGVGA = 6,
|
||||
ParabolicGVLA = 7,
|
||||
ParabolicLALV = 8,
|
||||
Swarm = 9, // orbits spawn point with randomness
|
||||
Explode = 10, // all particles push outward
|
||||
Implode = 11, // all particles pull inward
|
||||
GlobalVelocity = 12,
|
||||
Unknown = 0,
|
||||
Still = 1,
|
||||
LocalVelocity = 2,
|
||||
ParabolicLVGA = 3,
|
||||
ParabolicLVGAGR = 4,
|
||||
Swarm = 5,
|
||||
Explode = 6,
|
||||
Implode = 7,
|
||||
ParabolicLVLA = 8,
|
||||
ParabolicLVLALR = 9,
|
||||
ParabolicGVGA = 10,
|
||||
ParabolicGVGAGR = 11,
|
||||
GlobalVelocity = 12,
|
||||
NumParticleType = 13,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retail <c>EmitterType</c> from <c>acclient.h</c>.
|
||||
/// </summary>
|
||||
public enum ParticleEmitterKind
|
||||
{
|
||||
Unknown = 0,
|
||||
BirthratePerSec = 1,
|
||||
BirthratePerMeter = 2,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Render stage for an active particle emitter.
|
||||
/// </summary>
|
||||
public enum ParticleRenderPass
|
||||
{
|
||||
Scene = 0,
|
||||
SkyPreScene = 1,
|
||||
SkyPostScene = 2,
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum EmitterFlags : uint
|
||||
{
|
||||
None = 0,
|
||||
Additive = 0x01, // blend mode: SrcAlpha / One (vs default SrcAlpha / InvSrcAlpha)
|
||||
Billboard = 0x02,
|
||||
None = 0,
|
||||
Additive = 0x01,
|
||||
Billboard = 0x02,
|
||||
FaceCamera = 0x04,
|
||||
AttachLocal= 0x08, // particles follow parent anchor frame
|
||||
AttachLocal = 0x08,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Per-emitter configuration from the <c>ParticleEmitterInfo</c> dat.
|
||||
/// See r04 §1 + DatReaderWriter.ParticleEmitterInfo.
|
||||
/// Per-emitter configuration from the retail <c>ParticleEmitterInfo</c>
|
||||
/// dat object.
|
||||
/// </summary>
|
||||
public sealed class EmitterDesc
|
||||
{
|
||||
public uint DatId { get; init; }
|
||||
public ParticleType Type { get; init; }
|
||||
public EmitterFlags Flags { get; init; }
|
||||
public uint TextureSurfaceId { get; init; } // 0x06xxxxxx
|
||||
public uint SoundOnSpawn { get; init; }
|
||||
public uint DatId { get; init; }
|
||||
public ParticleType Type { get; init; }
|
||||
public ParticleEmitterKind EmitterKind { get; init; } = ParticleEmitterKind.BirthratePerSec;
|
||||
public EmitterFlags Flags { get; init; }
|
||||
public uint TextureSurfaceId { get; init; }
|
||||
public uint GfxObjId { get; init; }
|
||||
public uint HwGfxObjId { get; init; }
|
||||
public uint SoundOnSpawn { get; init; }
|
||||
|
||||
// Emission behavior
|
||||
public float EmitRate { get; init; } // particles / sec
|
||||
public int MaxParticles { get; init; }
|
||||
public float LifetimeMin { get; init; }
|
||||
public float LifetimeMax { get; init; }
|
||||
public float StartDelay { get; init; }
|
||||
public float TotalDuration { get; init; } // 0 = infinite
|
||||
// Emission behavior.
|
||||
public float Birthrate { get; init; }
|
||||
public float EmitRate { get; init; }
|
||||
public int MaxParticles { get; init; }
|
||||
public int InitialParticles { get; init; }
|
||||
public int TotalParticles { get; init; }
|
||||
public float LifetimeMin { get; init; }
|
||||
public float LifetimeMax { get; init; }
|
||||
public float Lifespan { get; init; }
|
||||
public float LifespanRand { get; init; }
|
||||
public float StartDelay { get; init; }
|
||||
public float TotalDuration { get; init; }
|
||||
|
||||
// Spawn geometry (disk annulus perpendicular to OffsetDir)
|
||||
public Vector3 OffsetDir { get; init; } = new(0, 0, 1);
|
||||
public float MinOffset { get; init; }
|
||||
public float MaxOffset { get; init; }
|
||||
public float SpawnDiskRadius { get; init; }
|
||||
// Spawn geometry.
|
||||
public Vector3 OffsetDir { get; init; } = new(0, 0, 1);
|
||||
public float MinOffset { get; init; }
|
||||
public float MaxOffset { get; init; }
|
||||
public float SpawnDiskRadius { get; init; }
|
||||
|
||||
// Initial kinematics
|
||||
public Vector3 InitialVelocity { get; init; }
|
||||
public float VelocityJitter { get; init; }
|
||||
public Vector3 Gravity { get; init; } = new(0, 0, -9.8f);
|
||||
// Kinematics. A/B/C are the retail vector coefficients.
|
||||
public Vector3 InitialVelocity { get; init; }
|
||||
public float VelocityJitter { get; init; }
|
||||
public Vector3 Gravity { get; init; } = new(0, 0, -9.8f);
|
||||
public Vector3 A { get; init; }
|
||||
public float MinA { get; init; } = 1f;
|
||||
public float MaxA { get; init; } = 1f;
|
||||
public Vector3 B { get; init; }
|
||||
public float MinB { get; init; } = 1f;
|
||||
public float MaxB { get; init; } = 1f;
|
||||
public Vector3 C { get; init; }
|
||||
public float MinC { get; init; } = 1f;
|
||||
public float MaxC { get; init; } = 1f;
|
||||
|
||||
// Appearance over lifetime (retail: start + end, linearly interpolated)
|
||||
public uint StartColorArgb { get; init; } = 0xFFFFFFFF;
|
||||
public uint EndColorArgb { get; init; } = 0xFFFFFFFF;
|
||||
public float StartAlpha { get; init; } = 1f;
|
||||
public float EndAlpha { get; init; } = 0f;
|
||||
public float StartSize { get; init; } = 0.5f;
|
||||
public float EndSize { get; init; } = 0.5f;
|
||||
public float StartRotation { get; init; }
|
||||
public float EndRotation { get; init; }
|
||||
// Appearance over lifetime.
|
||||
public uint StartColorArgb { get; init; } = 0xFFFFFFFF;
|
||||
public uint EndColorArgb { get; init; } = 0xFFFFFFFF;
|
||||
public float StartAlpha { get; init; } = 1f;
|
||||
public float EndAlpha { get; init; } = 0f;
|
||||
public float StartSize { get; init; } = 0.5f;
|
||||
public float EndSize { get; init; } = 0.5f;
|
||||
public float ScaleRand { get; init; }
|
||||
public float TransRand { get; init; }
|
||||
public float StartRotation { get; init; }
|
||||
public float EndRotation { get; init; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A PhysicsScript (0x3Axxxxxx range in retail) is a list of hooks to
|
||||
/// fire at specific start-times. Each hook creates an emitter or plays
|
||||
/// a sound. Chaining hooks at different times gives "animation".
|
||||
/// See r04 §6.
|
||||
/// </summary>
|
||||
public sealed class PhysicsScript
|
||||
{
|
||||
|
|
@ -98,34 +131,43 @@ public sealed class PhysicsScript
|
|||
public sealed record PhysicsScriptHook(
|
||||
float StartTime,
|
||||
PhysicsScriptHookType Type,
|
||||
uint RefDataId, // EmitterInfo / Sound / PartTransform
|
||||
int PartIndex, // attach to this part
|
||||
uint RefDataId,
|
||||
int PartIndex,
|
||||
Vector3 Offset,
|
||||
bool IsParentLocal);
|
||||
|
||||
public enum PhysicsScriptHookType
|
||||
{
|
||||
CreateParticle = 18, // matches retail animation-hook type
|
||||
DestroyParticle= 19,
|
||||
PlaySound = 1,
|
||||
AnimationDone = 2,
|
||||
CreateParticle = 18,
|
||||
DestroyParticle = 19,
|
||||
PlaySound = 1,
|
||||
AnimationDone = 2,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Individual runtime particle. Owned by the <c>ParticleSystem</c>;
|
||||
/// advanced per-frame.
|
||||
/// Individual runtime particle. Owned by the <c>ParticleSystem</c>.
|
||||
/// </summary>
|
||||
public struct Particle
|
||||
{
|
||||
public Vector3 Position;
|
||||
public Vector3 Velocity;
|
||||
public float SpawnedAt;
|
||||
public float Lifetime; // seconds
|
||||
public float Age;
|
||||
public uint ColorArgb; // current
|
||||
public float Size;
|
||||
public float Rotation;
|
||||
public bool Alive;
|
||||
public Vector3 EmissionOrigin;
|
||||
public Quaternion SpawnRotation;
|
||||
public Vector3 Position;
|
||||
public Vector3 Velocity;
|
||||
public Vector3 Offset;
|
||||
public Vector3 A;
|
||||
public Vector3 B;
|
||||
public Vector3 C;
|
||||
public float SpawnedAt;
|
||||
public float Lifetime;
|
||||
public float Age;
|
||||
public float StartSize;
|
||||
public float EndSize;
|
||||
public float StartAlpha;
|
||||
public float EndAlpha;
|
||||
public uint ColorArgb;
|
||||
public float Size;
|
||||
public float Rotation;
|
||||
public bool Alive;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -134,16 +176,20 @@ public struct Particle
|
|||
/// </summary>
|
||||
public sealed class ParticleEmitter
|
||||
{
|
||||
public EmitterDesc Desc { get; init; } = null!;
|
||||
public Vector3 AnchorPos { get; set; }
|
||||
public Quaternion AnchorRot { get; set; } = Quaternion.Identity;
|
||||
public uint AttachedObjectId { get; set; } // 0 = world-space only
|
||||
public int AttachedPartIndex { get; set; } = -1;
|
||||
public Particle[] Particles { get; init; } = null!;
|
||||
public int ActiveCount;
|
||||
public float EmittedAccumulator; // fractional particles pending
|
||||
public float StartedAt; // game-time seconds
|
||||
public bool Finished;
|
||||
public EmitterDesc Desc { get; init; } = null!;
|
||||
public Vector3 AnchorPos { get; set; }
|
||||
public Quaternion AnchorRot { get; set; } = Quaternion.Identity;
|
||||
public uint AttachedObjectId { get; set; }
|
||||
public int AttachedPartIndex { get; set; } = -1;
|
||||
public Particle[] Particles { get; init; } = null!;
|
||||
public ParticleRenderPass RenderPass { get; init; }
|
||||
public int ActiveCount;
|
||||
public float EmittedAccumulator;
|
||||
public float StartedAt;
|
||||
public float LastEmitTime;
|
||||
public Vector3 LastEmitOffset;
|
||||
public int TotalEmitted;
|
||||
public bool Finished;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -151,20 +197,25 @@ public sealed class ParticleEmitter
|
|||
/// </summary>
|
||||
public interface IParticleSystem
|
||||
{
|
||||
/// <summary>Spawn an emitter attached to a world position (or entity).</summary>
|
||||
int SpawnEmitter(EmitterDesc desc, Vector3 anchor, Quaternion? rot = null,
|
||||
uint attachedObjectId = 0, int attachedPartIndex = -1);
|
||||
/// <summary>Spawn an emitter attached to a world position or entity.</summary>
|
||||
int SpawnEmitter(
|
||||
EmitterDesc desc,
|
||||
Vector3 anchor,
|
||||
Quaternion? rot = null,
|
||||
uint attachedObjectId = 0,
|
||||
int attachedPartIndex = -1,
|
||||
ParticleRenderPass renderPass = ParticleRenderPass.Scene);
|
||||
|
||||
/// <summary>Fire a full PhysicsScript at a target (the retail PlayScript dispatch).</summary>
|
||||
/// <summary>Fire a full PhysicsScript at a target.</summary>
|
||||
void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f);
|
||||
|
||||
/// <summary>Advance all active emitters by dt seconds.</summary>
|
||||
void Tick(float dt);
|
||||
|
||||
/// <summary>Stop an emitter early (e.g. cast interrupted).</summary>
|
||||
/// <summary>Stop an emitter early.</summary>
|
||||
void StopEmitter(int handle, bool fadeOut);
|
||||
|
||||
/// <summary>Current active particle count (for HUD stats).</summary>
|
||||
/// <summary>Current active particle count.</summary>
|
||||
int ActiveParticleCount { get; }
|
||||
int ActiveEmitterCount { get; }
|
||||
int ActiveEmitterCount { get; }
|
||||
}
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@ public sealed class SkyObjectData
|
|||
public float TexVelocityX;
|
||||
public float TexVelocityY;
|
||||
public uint GfxObjId;
|
||||
public uint PesObjectId;
|
||||
public uint Properties;
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -531,6 +532,7 @@ public static class SkyDescLoader
|
|||
TexVelocityX = s.TexVelocityX,
|
||||
TexVelocityY = s.TexVelocityY,
|
||||
GfxObjId = s.DefaultGfxObjectId?.DataId ?? 0u,
|
||||
PesObjectId = s.DefaultPesObjectId?.DataId ?? 0u,
|
||||
Properties = s.Properties,
|
||||
};
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue