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:
Erik 2026-04-28 22:47:11 +02:00
parent 1f82b7604e
commit ec1bbb4f43
28 changed files with 2444 additions and 780 deletions

View file

@ -2,64 +2,69 @@ using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Vfx;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
/// <summary>
/// Simple billboard-quad particle renderer. One draw call per emitter:
/// the CPU streams (position, size, rotation, packed color) into a
/// per-instance VBO; a unit quad VBO gets instanced and the vertex
/// shader rotates the quad around the camera forward vector so it
/// always faces the viewer.
///
/// <para>
/// Not a retail-perfect port of the D3D7 fixed-function particle pipe;
/// good enough for rain, snow, and the basic spell auras we need for
/// Phase G.1's weather + E.3's playback. Trails + spot-light
/// interactions deferred.
/// </para>
///
/// <para>
/// Emitters tagged with <see cref="EmitterFlags.AttachLocal"/> get
/// re-anchored to the current camera position each frame so the rain
/// volume follows the player (r12 §7). This is the cheap version of
/// retail's "IsParentLocal" flag on held emitters.
/// </para>
/// Instanced renderer for retail particle emitters.
/// </summary>
public sealed unsafe class ParticleRenderer : IDisposable
{
private readonly record struct BatchKey(uint TextureHandle, bool UseTexture, bool Additive);
private readonly record struct ParticleDraw(BatchKey Key, ParticleInstance Instance);
private readonly struct ParticleInstance
{
public readonly Vector3 Position;
public readonly Vector3 AxisX;
public readonly Vector3 AxisY;
public readonly uint ColorArgb;
public readonly float DistanceSq;
public ParticleInstance(Vector3 position, Vector3 axisX, Vector3 axisY, uint colorArgb, float distanceSq)
{
Position = position;
AxisX = axisX;
AxisY = axisY;
ColorArgb = colorArgb;
DistanceSq = distanceSq;
}
}
private readonly GL _gl;
private readonly Shader _shader;
private readonly TextureCache? _textures;
private readonly DatCollection? _dats;
private readonly Dictionary<uint, ParticleGfxInfo> _particleGfxInfoByGfxObj = new();
// Unit-quad vertex buffer (-0.5..+0.5 in XY). 4 verts, 6 indices.
private readonly uint _quadVao;
private readonly uint _quadVbo;
private readonly uint _quadEbo;
// Instance buffer — 8 floats per particle: posX,Y,Z, size, colorR,G,B,A.
private readonly uint _instanceVbo;
private float[] _instanceScratch = new float[256 * 8];
public ParticleRenderer(GL gl, string shadersDir)
private float[] _instanceScratch = new float[256 * 16];
public ParticleRenderer(GL gl, string shadersDir, TextureCache? textures = null, DatCollection? dats = null)
{
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
_textures = textures;
_dats = dats;
_shader = new Shader(_gl,
System.IO.Path.Combine(shadersDir, "particle.vert"),
System.IO.Path.Combine(shadersDir, "particle.frag"));
// Unit quad around origin (XY plane, Z = 0). The vertex shader
// reads this, then offsets into world space using the
// per-instance (pos, size) values.
float[] quadVerts = new float[]
float[] quadVerts =
{
// pos x,y uv
-0.5f, -0.5f, 0f, 0f,
0.5f, -0.5f, 1f, 0f,
0.5f, 0.5f, 1f, 1f,
-0.5f, 0.5f, 0f, 1f,
};
uint[] quadIdx = new uint[] { 0, 1, 2, 0, 2, 3 };
uint[] quadIdx = { 0, 1, 2, 0, 2, 3 };
_quadVao = _gl.GenVertexArray();
_gl.BindVertexArray(_quadVao);
@ -67,8 +72,14 @@ public sealed unsafe class ParticleRenderer : IDisposable
_quadVbo = _gl.GenBuffer();
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _quadVbo);
fixed (void* p = quadVerts)
_gl.BufferData(BufferTargetARB.ArrayBuffer,
(nuint)(quadVerts.Length * sizeof(float)), p, BufferUsageARB.StaticDraw);
{
_gl.BufferData(
BufferTargetARB.ArrayBuffer,
(nuint)(quadVerts.Length * sizeof(float)),
p,
BufferUsageARB.StaticDraw);
}
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void*)0);
_gl.EnableVertexAttribArray(1);
@ -77,135 +88,347 @@ public sealed unsafe class ParticleRenderer : IDisposable
_quadEbo = _gl.GenBuffer();
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _quadEbo);
fixed (void* p = quadIdx)
_gl.BufferData(BufferTargetARB.ElementArrayBuffer,
(nuint)(quadIdx.Length * sizeof(uint)), p, BufferUsageARB.StaticDraw);
{
_gl.BufferData(
BufferTargetARB.ElementArrayBuffer,
(nuint)(quadIdx.Length * sizeof(uint)),
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);
}
}