using System; using System.Collections.Generic; using System.Numerics; using AcDream.App.Rendering.Wb; using AcDream.Content; using AcDream.Core.Meshing; using AcDream.Core.Vfx; using DatReaderWriter; using DatReaderWriter.DBObjs; using DatReaderWriter.Enums; using Silk.NET.OpenGL; namespace AcDream.App.Rendering; /// /// Instanced renderer for retail particle emitters. /// 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 record struct MeshBatchKey(uint GfxObjId, int BatchIndex); private readonly record struct MeshParticleDraw( MeshBatchKey Key, ObjectRenderBatch Batch, MeshParticleInstance 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 struct MeshParticleInstance { public readonly Matrix4x4 Model; public readonly uint ColorArgb; public readonly float DistanceSq; public MeshParticleInstance(Matrix4x4 model, uint colorArgb, float distanceSq) { Model = model; ColorArgb = colorArgb; DistanceSq = distanceSq; } } private readonly GL _gl; private readonly Shader _shader; private readonly Shader? _meshShader; private readonly TextureCache? _textures; private readonly DatCollection? _dats; private readonly WbMeshAdapter? _meshAdapter; private readonly ParticleSystem _particles; private readonly Dictionary _particleGfxInfoByGfxObj = new(); private readonly Dictionary _geometryKindByGfxObj = new(); private readonly Dictionary _meshBlendBySurface = new(); private readonly ParticleMeshReferenceTracker? _meshReferences; private readonly HashSet _meshLoadRequestedThisFrame = new(); private readonly int _meshTextureHandleLoc = -1; private readonly int _meshTextureLayerLoc = -1; private readonly uint _quadVao; private readonly uint _quadVbo; private readonly uint _quadEbo; private readonly uint _instanceVbo; private readonly uint _meshVao; private readonly uint _meshInstanceVbo; private float[] _instanceScratch = new float[256 * 16]; private float[] _meshInstanceScratch = new float[256 * 20]; // MP-Alloc (2026-07-05): Draw() is called up to ~11 times per frame // (sky pre/post, scene, per-visible-cell, dynamics, unattached passes), // each previously `new`ing a List (BuildDrawList) and a // List (the per-batch `run` list) that became garbage // as soon as the call returned. All Draw() calls happen sequentially on // the render thread (verified: every call site in GameWindow.cs is a // plain synchronous invocation from the single-threaded OnRender chain, // none dispatched via Task.Run/Parallel) and each call fully drains its // lists before returning, so a single pair of reused fields is safe - // no call overlaps another's use of these buffers. private readonly List _drawListScratch = new(64); private readonly List _runScratch = new(64); private readonly List _meshDrawListScratch = new(64); private readonly List _meshRunScratch = new(64); private readonly List _submissionScratch = new(128); public ParticleRenderer( GL gl, string shadersDir, ParticleSystem particles, TextureCache? textures = null, DatCollection? dats = null, WbMeshAdapter? meshAdapter = null) { _gl = gl ?? throw new ArgumentNullException(nameof(gl)); _textures = textures; _dats = dats; _meshAdapter = meshAdapter; _particles = particles ?? throw new ArgumentNullException(nameof(particles)); if (_meshAdapter is not null) { _meshReferences = new ParticleMeshReferenceTracker( gfxObjId => _meshAdapter.IncrementRefCount(gfxObjId), gfxObjId => _meshAdapter.DecrementRefCount(gfxObjId)); } _shader = new Shader(_gl, System.IO.Path.Combine(shadersDir, "particle.vert"), System.IO.Path.Combine(shadersDir, "particle.frag")); if (_meshAdapter?.MeshManager?.GlobalBuffer is not null) { _meshShader = new Shader(_gl, System.IO.Path.Combine(shadersDir, "particle_mesh.vert"), System.IO.Path.Combine(shadersDir, "particle_mesh.frag")); _meshTextureHandleLoc = _gl.GetUniformLocation(_meshShader.Program, "uTextureHandle"); _meshTextureLayerLoc = _gl.GetUniformLocation(_meshShader.Program, "uTextureLayer"); } float[] quadVerts = { -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 = { 0, 1, 2, 0, 2, 3 }; _quadVao = _gl.GenVertexArray(); _gl.BindVertexArray(_quadVao); _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.EnableVertexAttribArray(0); _gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void*)0); _gl.EnableVertexAttribArray(1); _gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void*)(2 * sizeof(float))); _quadEbo = _gl.GenBuffer(); _gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _quadEbo); fixed (void* p = quadIdx) { _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 * 16 * sizeof(float)), (void*)0, BufferUsageARB.DynamicDraw); _gl.EnableVertexAttribArray(2); _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, 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); _meshVao = _gl.GenVertexArray(); _meshInstanceVbo = _gl.GenBuffer(); _gl.BindBuffer(BufferTargetARB.ArrayBuffer, _meshInstanceVbo); _gl.BufferData( BufferTargetARB.ArrayBuffer, (nuint)(256 * 20 * sizeof(float)), (void*)0, BufferUsageARB.DynamicDraw); _gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0); _particles.EmitterDied += OnEmitterDied; } /// /// Starts one render frame. Wb point-of-use recovery is limited to one /// request per missing GfxObj even though portal slicing may invoke Draw /// many times during the frame. /// public void BeginFrame() => _meshLoadRequestedThisFrame.Clear(); public void Draw( ICamera camera, Vector3 cameraWorldPos, ParticleRenderPass renderPass = ParticleRenderPass.Scene, Func? emitterFilter = null) { if (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)); BuildDrawLists(cameraWorldPos, renderPass, cameraRight, cameraUp, emitterFilter); if (_submissionScratch.Count > 0) DrawOrdered(camera); } private void DrawOrdered(ICamera camera) { ParticleSubmissionOrdering.Sort(_submissionScratch); GlobalMeshBuffer? global = _meshAdapter?.MeshManager?.GlobalBuffer; _gl.Enable(EnableCap.DepthTest); _gl.Enable(EnableCap.Blend); _gl.DepthMask(false); _gl.ActiveTexture(TextureUnit.Texture0); ParticleSubmissionKind? activeKind = null; for (int i = 0; i < _submissionScratch.Count;) { ParticleSubmission submission = _submissionScratch[i]; if (submission.Kind == ParticleSubmissionKind.Billboard) { ParticleDraw draw = _drawListScratch[submission.DrawIndex]; BatchKey key = draw.Key; if (activeKind != ParticleSubmissionKind.Billboard) { PrepareBillboardPipeline(camera); activeKind = ParticleSubmissionKind.Billboard; } _runScratch.Clear(); do { _runScratch.Add(_drawListScratch[submission.DrawIndex].Instance); i++; if (i >= _submissionScratch.Count) break; submission = _submissionScratch[i]; } while (submission.Kind == ParticleSubmissionKind.Billboard && _drawListScratch[submission.DrawIndex].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(_runScratch); continue; } if (_meshShader is null || global is null) { i++; continue; } MeshParticleDraw meshDraw = _meshDrawListScratch[submission.DrawIndex]; MeshBatchKey meshKey = meshDraw.Key; ObjectRenderBatch batch = meshDraw.Batch; if (activeKind != ParticleSubmissionKind.Mesh) { PrepareMeshPipeline(camera, global); activeKind = ParticleSubmissionKind.Mesh; } _meshRunScratch.Clear(); do { _meshRunScratch.Add(_meshDrawListScratch[submission.DrawIndex].Instance); i++; if (i >= _submissionScratch.Count) break; submission = _submissionScratch[i]; } while (submission.Kind == ParticleSubmissionKind.Mesh && _meshDrawListScratch[submission.DrawIndex].Key == meshKey); ApplyMeshCullMode(batch.CullMode); TranslucencyKind blend = ResolveMeshBlend(batch); _gl.BlendFunc( blend == TranslucencyKind.InvAlpha ? BlendingFactor.OneMinusSrcAlpha : BlendingFactor.SrcAlpha, blend switch { TranslucencyKind.Additive => BlendingFactor.One, TranslucencyKind.InvAlpha => BlendingFactor.SrcAlpha, _ => BlendingFactor.OneMinusSrcAlpha, }); _gl.ProgramUniform2( _meshShader.Program, _meshTextureHandleLoc, (uint)(batch.BindlessTextureHandle & 0xFFFFFFFFu), (uint)(batch.BindlessTextureHandle >> 32)); _gl.ProgramUniform1(_meshShader.Program, _meshTextureLayerLoc, batch.TextureIndex); UploadMeshInstances(_meshRunScratch); _gl.DrawElementsInstancedBaseVertex( PrimitiveType.Triangles, (uint)batch.IndexCount, DrawElementsType.UnsignedShort, (void*)(batch.FirstIndex * sizeof(ushort)), (uint)_meshRunScratch.Count, (int)batch.BaseVertex); } _gl.BindTexture(TextureTarget.Texture2D, 0); _gl.BindVertexArray(0); _gl.DepthMask(true); _gl.Disable(EnableCap.Blend); _gl.Disable(EnableCap.CullFace); } private void PrepareBillboardPipeline(ICamera camera) { _shader.Use(); _shader.SetMatrix4("uViewProjection", camera.View * camera.Projection); _shader.SetInt("uParticleTexture", 0); _gl.Disable(EnableCap.CullFace); _gl.BindVertexArray(_quadVao); } private void PrepareMeshPipeline(ICamera camera, GlobalMeshBuffer global) { _meshShader!.Use(); _meshShader.SetMatrix4("uViewProjection", camera.View * camera.Projection); _gl.FrontFace(FrontFaceDirection.CW); _gl.BindVertexArray(_meshVao); // GlobalMeshBuffer may grow and replace either backing buffer. Bind // today's buffer names on every pipeline switch instead of caching // them in this VAO at construction time. _gl.BindBuffer(BufferTargetARB.ArrayBuffer, global.VBO); int vertexStride = VertexPositionNormalTexture.Size; _gl.EnableVertexAttribArray(0); _gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)0); _gl.EnableVertexAttribArray(1); _gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)(3 * sizeof(float))); _gl.EnableVertexAttribArray(2); _gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)(6 * sizeof(float))); _gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, global.IBO); _gl.BindBuffer(BufferTargetARB.ArrayBuffer, _meshInstanceVbo); const int instanceStride = 20 * sizeof(float); for (uint column = 0; column < 4; column++) { uint location = 3 + column; _gl.EnableVertexAttribArray(location); _gl.VertexAttribPointer( location, 4, VertexAttribPointerType.Float, false, instanceStride, (void*)(column * 4 * sizeof(float))); _gl.VertexAttribDivisor(location, 1); } _gl.EnableVertexAttribArray(7); _gl.VertexAttribPointer(7, 4, VertexAttribPointerType.Float, false, instanceStride, (void*)(16 * sizeof(float))); _gl.VertexAttribDivisor(7, 1); } private void BuildDrawLists( Vector3 cameraWorldPos, ParticleRenderPass renderPass, Vector3 cameraRight, Vector3 cameraUp, Func? emitterFilter) { var draws = _drawListScratch; draws.Clear(); _meshDrawListScratch.Clear(); _submissionScratch.Clear(); int sequence = 0; foreach (var (em, idx) in _particles.EnumerateLive()) { if (!em.PresentationVisible) continue; if (em.RenderPass != renderPass) continue; if (emitterFilter is not null && !emitterFilter(em)) continue; 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); uint gfxObjId = em.Desc.HwGfxObjId != 0 ? em.Desc.HwGfxObjId : em.Desc.GfxObjId; if (gfxObjId != 0 && ResolveGeometryKind(gfxObjId) == RetailParticleGeometryKind.FullMesh && TryAppendMeshDraws(em, p, gfxObjId, distSq, ref sequence)) { continue; } 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); } int drawIndex = draws.Count; draws.Add(new ParticleDraw(key, new ParticleInstance(pos, axisX, axisY, p.ColorArgb, distSq))); _submissionScratch.Add(new ParticleSubmission( ParticleSubmissionKind.Billboard, drawIndex, distSq, sequence++)); } } private bool TryAppendMeshDraws( AcDream.Core.Vfx.ParticleEmitter emitter, Particle particle, uint gfxObjId, float distanceSq, ref int sequence) { if (_meshAdapter is null || _meshShader is null) return true; _meshReferences!.Register(emitter.Handle, gfxObjId); ObjectRenderData? renderData = _meshAdapter.TryGetRenderData(gfxObjId); if (renderData is null) { if (_meshLoadRequestedThisFrame.Add(gfxObjId)) _meshAdapter.EnsureLoaded(gfxObjId); return true; } Quaternion orientation = ParticleOrientation(emitter, particle); Matrix4x4 model = Matrix4x4.CreateScale(particle.Size) * Matrix4x4.CreateFromQuaternion(orientation) * Matrix4x4.CreateTranslation(particle.Position); var instance = new MeshParticleInstance(model, particle.ColorArgb, distanceSq); for (int batchIndex = 0; batchIndex < renderData.Batches.Count; batchIndex++) { ObjectRenderBatch batch = renderData.Batches[batchIndex]; if (batch.IndexCount <= 0 || batch.BindlessTextureHandle == 0) continue; int drawIndex = _meshDrawListScratch.Count; _meshDrawListScratch.Add(new MeshParticleDraw( new MeshBatchKey(gfxObjId, batchIndex), batch, instance)); _submissionScratch.Add(new ParticleSubmission( ParticleSubmissionKind.Mesh, drawIndex, distanceSq, sequence++)); } return true; } private void DrawInstances(List 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)(instances.Count * 16 * sizeof(float)), bp, BufferUsageARB.DynamicDraw); } _gl.BindVertexArray(_quadVao); _gl.DrawElementsInstanced(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedInt, (void*)0, (uint)instances.Count); } private void UploadMeshInstances(List instances) { int needed = instances.Count * 20; if (_meshInstanceScratch.Length < needed) _meshInstanceScratch = new float[needed + 256 * 20]; for (int i = 0; i < instances.Count; i++) { MeshParticleInstance instance = instances[i]; Matrix4x4 model = instance.Model; int o = i * 20; _meshInstanceScratch[o + 0] = model.M11; _meshInstanceScratch[o + 1] = model.M12; _meshInstanceScratch[o + 2] = model.M13; _meshInstanceScratch[o + 3] = model.M14; _meshInstanceScratch[o + 4] = model.M21; _meshInstanceScratch[o + 5] = model.M22; _meshInstanceScratch[o + 6] = model.M23; _meshInstanceScratch[o + 7] = model.M24; _meshInstanceScratch[o + 8] = model.M31; _meshInstanceScratch[o + 9] = model.M32; _meshInstanceScratch[o + 10] = model.M33; _meshInstanceScratch[o + 11] = model.M34; _meshInstanceScratch[o + 12] = model.M41; _meshInstanceScratch[o + 13] = model.M42; _meshInstanceScratch[o + 14] = model.M43; _meshInstanceScratch[o + 15] = model.M44; _meshInstanceScratch[o + 16] = ((instance.ColorArgb >> 16) & 0xFF) / 255f; _meshInstanceScratch[o + 17] = ((instance.ColorArgb >> 8) & 0xFF) / 255f; _meshInstanceScratch[o + 18] = (instance.ColorArgb & 0xFF) / 255f; _meshInstanceScratch[o + 19] = ((instance.ColorArgb >> 24) & 0xFF) / 255f; } _gl.BindBuffer(BufferTargetARB.ArrayBuffer, _meshInstanceVbo); fixed (void* bp = _meshInstanceScratch) { _gl.BufferData( BufferTargetARB.ArrayBuffer, (nuint)(instances.Count * 20 * sizeof(float)), bp, BufferUsageARB.DynamicDraw); } } private void ApplyMeshCullMode(CullMode mode) { _gl.FrontFace(FrontFaceDirection.CW); switch (mode) { case CullMode.None: _gl.Disable(EnableCap.CullFace); break; case CullMode.Clockwise: _gl.Enable(EnableCap.CullFace); _gl.CullFace(TriangleFace.Front); break; case CullMode.CounterClockwise: case CullMode.Landblock: _gl.Enable(EnableCap.CullFace); _gl.CullFace(TriangleFace.Back); break; } } private TranslucencyKind ResolveMeshBlend(ObjectRenderBatch batch) { uint surfaceId = batch.Key.SurfaceId; if (surfaceId == 0 || _dats is null) return batch.IsAdditive ? TranslucencyKind.Additive : TranslucencyKind.AlphaBlend; if (_meshBlendBySurface.TryGetValue(surfaceId, out TranslucencyKind blend)) return blend; blend = RetailParticleBlendResolver.Resolve( surfaceId, batch.IsAdditive, id => _dats.Get(id), Console.Error.WriteLine); _meshBlendBySurface[surfaceId] = blend; return blend; } private RetailParticleGeometryKind ResolveGeometryKind(uint gfxObjId) { if (_geometryKindByGfxObj.TryGetValue(gfxObjId, out RetailParticleGeometryKind kind)) return kind; uint? firstDegradeMode = null; try { if (_dats?.Get(gfxObjId) is { } gfx && gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) && gfx.DIDDegrade != 0 && _dats.Get(gfx.DIDDegrade) is { Degrades.Count: > 0 } degrade) { firstDegradeMode = degrade.Degrades[0].DegradeMode; } } catch (Exception ex) { // Missing/corrupt content must not invent a billboard. Cache the // retail full-mesh choice and let WbMeshAdapter's normal missing- // asset diagnostics decide whether geometry can be presented. Console.Error.WriteLine( $"[particle-geometry] Failed to decode GfxObj 0x{gfxObjId:X8} degrade metadata: {ex.Message}"); } kind = RetailParticleGeometryClassifier.Classify(firstDegradeMode); _geometryKindByGfxObj[gfxObjId] = kind; return kind; } private void OnEmitterDied(int handle) => _meshReferences?.Release(handle); private ParticleGfxInfo ResolveParticleGfxInfo(EmitterDesc desc) { 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 ParticleGfxInfo ReadParticleGfxInfo(uint gfxObjId) { try { var gfx = _dats?.Get(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(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(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() { _particles.EmitterDied -= OnEmitterDied; _meshReferences?.Dispose(); _gl.DeleteBuffer(_quadVbo); _gl.DeleteBuffer(_quadEbo); _gl.DeleteBuffer(_instanceVbo); _gl.DeleteBuffer(_meshInstanceVbo); _gl.DeleteVertexArray(_quadVao); _gl.DeleteVertexArray(_meshVao); _shader.Dispose(); _meshShader?.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); } }