Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the interior seals (live-verified by the user). Commits the session render-rewrite foundation together with the fixes that made it functional. - HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit); only its count is capped. CellViewDedupTests added. - Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey). - Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81 loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled). Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway, confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight): docs/research/2026-06-07-indoor-render-session-handoff.md. Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
468 lines
17 KiB
C#
468 lines
17 KiB
C#
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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/// 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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private readonly uint _quadVao;
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private readonly uint _quadVbo;
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private readonly uint _quadEbo;
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private readonly uint _instanceVbo;
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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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float[] quadVerts =
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{
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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 = { 0, 1, 2, 0, 2, 3 };
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_quadVao = _gl.GenVertexArray();
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_gl.BindVertexArray(_quadVao);
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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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{
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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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_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void*)(2 * sizeof(float)));
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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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{
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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,
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BufferUsageARB.StaticDraw);
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}
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_instanceVbo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
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_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(256 * 16 * sizeof(float)), (void*)0, BufferUsageARB.DynamicDraw);
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_gl.EnableVertexAttribArray(2);
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_gl.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)0);
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_gl.VertexAttribDivisor(2, 1);
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_gl.EnableVertexAttribArray(3);
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_gl.VertexAttribPointer(3, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)(4 * sizeof(float)));
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_gl.VertexAttribDivisor(3, 1);
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_gl.EnableVertexAttribArray(4);
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_gl.VertexAttribPointer(4, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)(8 * sizeof(float)));
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_gl.VertexAttribDivisor(4, 1);
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_gl.EnableVertexAttribArray(5);
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_gl.VertexAttribPointer(5, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)(12 * sizeof(float)));
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_gl.VertexAttribDivisor(5, 1);
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_gl.BindVertexArray(0);
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}
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public void Draw(
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ParticleSystem particles,
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ICamera camera,
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Vector3 cameraWorldPos,
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ParticleRenderPass renderPass = ParticleRenderPass.Scene,
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Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter = null)
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{
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if (particles is null || camera is null)
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return;
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Matrix4x4.Invert(camera.View, out var invView);
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Vector3 cameraRight = Vector3.Normalize(new Vector3(invView.M11, invView.M12, invView.M13));
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Vector3 cameraUp = Vector3.Normalize(new Vector3(invView.M21, invView.M22, invView.M23));
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var draws = BuildDrawList(particles, cameraWorldPos, renderPass, cameraRight, cameraUp, emitterFilter);
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if (draws.Count == 0)
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return;
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draws.Sort(static (a, b) => b.Instance.DistanceSq.CompareTo(a.Instance.DistanceSq));
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_shader.Use();
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_shader.SetMatrix4("uViewProjection", camera.View * camera.Projection);
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_shader.SetInt("uParticleTexture", 0);
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_gl.Enable(EnableCap.DepthTest);
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_gl.Enable(EnableCap.Blend);
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_gl.DepthMask(false);
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_gl.Disable(EnableCap.CullFace);
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_gl.ActiveTexture(TextureUnit.Texture0);
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var run = new List<ParticleInstance>(64);
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for (int i = 0; i < draws.Count;)
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{
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var key = draws[i].Key;
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run.Clear();
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do
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{
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run.Add(draws[i].Instance);
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i++;
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}
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while (i < draws.Count && draws[i].Key == key);
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_gl.BlendFunc(
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BlendingFactor.SrcAlpha,
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key.Additive ? BlendingFactor.One : BlendingFactor.OneMinusSrcAlpha);
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_shader.SetInt("uUseTexture", key.UseTexture ? 1 : 0);
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_gl.BindTexture(TextureTarget.Texture2D, key.UseTexture ? key.TextureHandle : 0);
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DrawInstances(run);
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}
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_gl.BindTexture(TextureTarget.Texture2D, 0);
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_gl.BindVertexArray(0);
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_gl.DepthMask(true);
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_gl.Disable(EnableCap.Blend);
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}
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private List<ParticleDraw> BuildDrawList(
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ParticleSystem particles,
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Vector3 cameraWorldPos,
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ParticleRenderPass renderPass,
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Vector3 cameraRight,
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Vector3 cameraUp,
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Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter)
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{
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var draws = new List<ParticleDraw>(Math.Max(64, particles.ActiveParticleCount));
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foreach (var (em, idx) in particles.EnumerateLive())
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{
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if (em.RenderPass != renderPass)
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continue;
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if (emitterFilter is not null && !emitterFilter(em))
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continue;
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ref var p = ref em.Particles[idx];
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// `p.Position` is already in world coordinates: AttachLocal
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// emitters get their AnchorPos refreshed each frame by the
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// owning subsystem (sky-PES driver, animation tick, etc.) which
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// mirrors retail's live-parent-frame read at
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// ParticleEmitter::UpdateParticles 0x0051d2d4 for is_parent_local=1.
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Vector3 pos = p.Position;
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float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
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var gfxInfo = ResolveParticleGfxInfo(em.Desc);
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uint texture = gfxInfo.TextureHandle;
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bool useTexture = texture != 0;
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bool additive = gfxInfo.HasMaterial
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? gfxInfo.Additive
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: (em.Desc.Flags & EmitterFlags.Additive) != 0;
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var key = new BatchKey(texture, useTexture, additive);
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Vector3 axisX;
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Vector3 axisY;
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if (gfxInfo.IsBillboard)
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{
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pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size);
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axisX = cameraRight * (gfxInfo.Size.X * p.Size);
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axisY = cameraUp * (gfxInfo.Size.Y * p.Size);
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}
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else
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{
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Quaternion orientation = ParticleOrientation(em, p);
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pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
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axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
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axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
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}
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draws.Add(new ParticleDraw(key, new ParticleInstance(pos, axisX, axisY, p.ColorArgb, distSq)));
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}
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return draws;
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}
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private void DrawInstances(List<ParticleInstance> instances)
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{
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if (instances.Count == 0)
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return;
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int needed = instances.Count * 16;
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if (_instanceScratch.Length < needed)
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_instanceScratch = new float[needed + 256 * 16];
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for (int i = 0; i < instances.Count; i++)
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{
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var p = instances[i];
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int o = i * 16;
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_instanceScratch[o + 0] = p.Position.X;
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_instanceScratch[o + 1] = p.Position.Y;
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_instanceScratch[o + 2] = p.Position.Z;
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_instanceScratch[o + 3] = 0f;
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_instanceScratch[o + 4] = p.AxisX.X;
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_instanceScratch[o + 5] = p.AxisX.Y;
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_instanceScratch[o + 6] = p.AxisX.Z;
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_instanceScratch[o + 7] = 0f;
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_instanceScratch[o + 8] = p.AxisY.X;
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_instanceScratch[o + 9] = p.AxisY.Y;
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_instanceScratch[o + 10] = p.AxisY.Z;
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_instanceScratch[o + 11] = 0f;
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_instanceScratch[o + 12] = ((p.ColorArgb >> 16) & 0xFF) / 255f;
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_instanceScratch[o + 13] = ((p.ColorArgb >> 8) & 0xFF) / 255f;
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_instanceScratch[o + 14] = (p.ColorArgb & 0xFF) / 255f;
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_instanceScratch[o + 15] = ((p.ColorArgb >> 24) & 0xFF) / 255f;
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}
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
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fixed (void* bp = _instanceScratch)
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{
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_gl.BufferData(
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BufferTargetARB.ArrayBuffer,
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(nuint)(instances.Count * 16 * sizeof(float)),
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bp,
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BufferUsageARB.DynamicDraw);
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}
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_gl.BindVertexArray(_quadVao);
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_gl.DrawElementsInstanced(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedInt, (void*)0, (uint)instances.Count);
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}
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private ParticleGfxInfo ResolveParticleGfxInfo(EmitterDesc desc)
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{
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if (_textures is null)
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return ParticleGfxInfo.Default;
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if (desc.TextureSurfaceId != 0)
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return ParticleGfxInfo.Billboard(
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_textures.GetOrUpload(desc.TextureSurfaceId),
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Vector2.One,
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Vector3.Zero,
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additive: (desc.Flags & EmitterFlags.Additive) != 0,
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hasMaterial: false);
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uint gfxObjId = desc.HwGfxObjId != 0 ? desc.HwGfxObjId : desc.GfxObjId;
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if (gfxObjId == 0 || _dats is null)
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return ParticleGfxInfo.Default;
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if (!_particleGfxInfoByGfxObj.TryGetValue(gfxObjId, out var info))
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{
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info = ReadParticleGfxInfo(gfxObjId);
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_particleGfxInfoByGfxObj[gfxObjId] = info;
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}
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return info.TextureHandle != 0 ? info : ParticleGfxInfo.Default;
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}
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private ParticleGfxInfo ReadParticleGfxInfo(uint gfxObjId)
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{
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try
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{
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var gfx = _dats?.Get<GfxObj>(gfxObjId);
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if (gfx is null)
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return ParticleGfxInfo.Default;
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uint surfaceId = gfx.Surfaces.Count > 0 ? gfx.Surfaces[0].DataId : 0u;
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uint texture = surfaceId != 0 && _textures is not null ? _textures.GetOrUpload(surfaceId) : 0u;
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bool additive = false;
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if (surfaceId != 0)
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{
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var surface = _dats?.Get<Surface>(surfaceId);
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additive = surface is not null && surface.Type.HasFlag(SurfaceType.Additive);
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}
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return AuthoredParticleGfxInfo(gfx, texture, additive, surfaceId != 0);
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}
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catch
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{
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return ParticleGfxInfo.Default;
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}
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}
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private ParticleGfxInfo AuthoredParticleGfxInfo(GfxObj gfx, uint texture, bool additive, bool hasMaterial)
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{
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if (gfx.VertexArray.Vertices.Count == 0)
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return ParticleGfxInfo.Billboard(texture, Vector2.One, Vector3.Zero, additive, hasMaterial);
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var min = new Vector3(float.PositiveInfinity);
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var max = new Vector3(float.NegativeInfinity);
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foreach (var (_, v) in gfx.VertexArray.Vertices)
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{
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min = Vector3.Min(min, v.Origin);
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max = Vector3.Max(max, v.Origin);
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}
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var size = max - min;
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var center = (min + max) * 0.5f;
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if (IsPointSprite(gfx))
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{
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float sx = FallbackParticleExtent(size.X) * 0.9f;
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float sy = FallbackParticleExtent(size.Z) * 0.9f;
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return ParticleGfxInfo.Billboard(texture, new Vector2(sx, sy), center, additive, hasMaterial);
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}
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Vector3 axisX;
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Vector3 axisY;
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Vector2 planeSize;
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if (size.Y > size.X && size.Y > size.Z)
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{
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if (size.X > size.Z)
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{
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axisX = Vector3.UnitX;
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axisY = Vector3.UnitY;
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planeSize = new Vector2(size.X, size.Y);
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}
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else
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{
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axisX = Vector3.UnitY;
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axisY = Vector3.UnitZ;
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planeSize = new Vector2(size.Y, size.Z);
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}
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}
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else if (size.X > size.Y && size.X > size.Z)
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{
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if (size.Z > size.Y)
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{
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axisX = Vector3.UnitX;
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axisY = Vector3.UnitZ;
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planeSize = new Vector2(size.X, size.Z);
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}
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else
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{
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axisX = Vector3.UnitX;
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axisY = Vector3.UnitY;
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planeSize = new Vector2(size.X, size.Y);
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}
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}
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else
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{
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if (size.X > size.Y)
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{
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axisX = Vector3.UnitX;
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axisY = Vector3.UnitZ;
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planeSize = new Vector2(size.X, size.Z);
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}
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else
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{
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axisX = Vector3.UnitY;
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axisY = Vector3.UnitZ;
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planeSize = new Vector2(size.Y, size.Z);
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}
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}
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planeSize.X = FallbackParticleExtent(planeSize.X);
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planeSize.Y = FallbackParticleExtent(planeSize.Y);
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return new ParticleGfxInfo(texture, planeSize, axisX, axisY, center, false, additive, hasMaterial);
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}
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private bool IsPointSprite(GfxObj gfx)
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{
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if (!gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) || gfx.DIDDegrade == 0 || _dats is null)
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return false;
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try
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{
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var degrade = _dats.Get<GfxObjDegradeInfo>(gfx.DIDDegrade);
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return degrade?.Degrades.Count > 0 && degrade.Degrades[0].DegradeMode == 2;
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}
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catch
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{
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return false;
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}
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}
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private static float FallbackParticleExtent(float value)
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=> value > 1e-4f ? Math.Clamp(value, 1e-4f, 10_000f) : 1f;
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private static Quaternion ParticleOrientation(AcDream.Core.Vfx.ParticleEmitter em, Particle p)
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{
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Quaternion orientation = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0
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? em.AnchorRot
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: p.SpawnRotation;
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if (em.Desc.Type is AcDream.Core.Vfx.ParticleType.ParabolicLVGAGR
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or AcDream.Core.Vfx.ParticleType.ParabolicLVLALR
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or AcDream.Core.Vfx.ParticleType.ParabolicGVGAGR)
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{
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Vector3 angular = p.C * p.Age;
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float radians = angular.Length();
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if (radians > 1e-6f)
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orientation = Quaternion.Normalize(orientation * Quaternion.CreateFromAxisAngle(angular / radians, radians));
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}
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return orientation;
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}
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public void Dispose()
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{
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_gl.DeleteBuffer(_quadVbo);
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_gl.DeleteBuffer(_quadEbo);
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_gl.DeleteBuffer(_instanceVbo);
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_gl.DeleteVertexArray(_quadVao);
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_shader.Dispose();
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}
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private readonly record struct ParticleGfxInfo(
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uint TextureHandle,
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Vector2 Size,
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Vector3 AxisX,
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Vector3 AxisY,
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Vector3 CenterOffset,
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bool IsBillboard,
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bool Additive,
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bool HasMaterial)
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{
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public static ParticleGfxInfo Default { get; } =
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Billboard(0u, Vector2.One, Vector3.Zero, additive: false, hasMaterial: false);
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public static ParticleGfxInfo Billboard(
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uint textureHandle,
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Vector2 size,
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Vector3 centerOffset,
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bool additive,
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bool hasMaterial) =>
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new(textureHandle, size, Vector3.UnitX, Vector3.UnitY, centerOffset, true, additive, hasMaterial);
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}
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}
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