Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance. Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range. Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending. Co-authored-by: OpenAI Codex <codex@openai.com>
869 lines
33 KiB
C#
869 lines
33 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.App.Rendering.Wb;
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using AcDream.Content;
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using AcDream.Core.Meshing;
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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 record struct MeshBatchKey(uint GfxObjId, int BatchIndex);
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private readonly record struct MeshParticleDraw(
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MeshBatchKey Key,
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ObjectRenderBatch Batch,
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MeshParticleInstance 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 struct MeshParticleInstance
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{
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public readonly Matrix4x4 Model;
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public readonly uint ColorArgb;
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public readonly float DistanceSq;
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public MeshParticleInstance(Matrix4x4 model, uint colorArgb, float distanceSq)
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{
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Model = model;
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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 Shader? _meshShader;
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private readonly TextureCache? _textures;
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private readonly DatCollection? _dats;
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private readonly WbMeshAdapter? _meshAdapter;
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private readonly ParticleSystem _particles;
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private readonly Dictionary<uint, ParticleGfxInfo> _particleGfxInfoByGfxObj = new();
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private readonly Dictionary<uint, RetailParticleGeometryKind> _geometryKindByGfxObj = new();
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private readonly Dictionary<uint, TranslucencyKind> _meshBlendBySurface = new();
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private readonly ParticleMeshReferenceTracker? _meshReferences;
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private readonly HashSet<uint> _meshLoadRequestedThisFrame = new();
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private readonly int _meshTextureHandleLoc = -1;
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private readonly int _meshTextureLayerLoc = -1;
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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 readonly uint _meshVao;
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private readonly uint _meshInstanceVbo;
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private float[] _instanceScratch = new float[256 * 16];
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private float[] _meshInstanceScratch = new float[256 * 20];
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// MP-Alloc (2026-07-05): Draw() is called up to ~11 times per frame
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// (sky pre/post, scene, per-visible-cell, dynamics, unattached passes),
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// each previously `new`ing a List<ParticleDraw> (BuildDrawList) and a
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// List<ParticleInstance> (the per-batch `run` list) that became garbage
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// as soon as the call returned. All Draw() calls happen sequentially on
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// the render thread (verified: every call site in GameWindow.cs is a
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// plain synchronous invocation from the single-threaded OnRender chain,
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// none dispatched via Task.Run/Parallel) and each call fully drains its
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// lists before returning, so a single pair of reused fields is safe -
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// no call overlaps another's use of these buffers.
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private readonly List<ParticleDraw> _drawListScratch = new(64);
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private readonly List<ParticleInstance> _runScratch = new(64);
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private readonly List<MeshParticleDraw> _meshDrawListScratch = new(64);
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private readonly List<MeshParticleInstance> _meshRunScratch = new(64);
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private readonly List<ParticleSubmission> _submissionScratch = new(128);
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public ParticleRenderer(
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GL gl,
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string shadersDir,
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ParticleSystem particles,
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TextureCache? textures = null,
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DatCollection? dats = null,
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WbMeshAdapter? meshAdapter = 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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_meshAdapter = meshAdapter;
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_particles = particles ?? throw new ArgumentNullException(nameof(particles));
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if (_meshAdapter is not null)
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{
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_meshReferences = new ParticleMeshReferenceTracker(
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gfxObjId => _meshAdapter.IncrementRefCount(gfxObjId),
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gfxObjId => _meshAdapter.DecrementRefCount(gfxObjId));
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}
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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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if (_meshAdapter?.MeshManager?.GlobalBuffer is not null)
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{
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_meshShader = new Shader(_gl,
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System.IO.Path.Combine(shadersDir, "particle_mesh.vert"),
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System.IO.Path.Combine(shadersDir, "particle_mesh.frag"));
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_meshTextureHandleLoc = _gl.GetUniformLocation(_meshShader.Program, "uTextureHandle");
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_meshTextureLayerLoc = _gl.GetUniformLocation(_meshShader.Program, "uTextureLayer");
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}
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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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_meshVao = _gl.GenVertexArray();
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_meshInstanceVbo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _meshInstanceVbo);
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_gl.BufferData(
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BufferTargetARB.ArrayBuffer,
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(nuint)(256 * 20 * sizeof(float)),
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(void*)0,
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BufferUsageARB.DynamicDraw);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
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_particles.EmitterDied += OnEmitterDied;
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}
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/// <summary>
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/// Starts one render frame. Wb point-of-use recovery is limited to one
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/// request per missing GfxObj even though portal slicing may invoke Draw
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/// many times during the frame.
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/// </summary>
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public void BeginFrame()
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=> _meshLoadRequestedThisFrame.Clear();
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public void Draw(
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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 (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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BuildDrawLists(cameraWorldPos, renderPass, cameraRight, cameraUp, emitterFilter);
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if (_submissionScratch.Count > 0)
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DrawOrdered(camera);
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}
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private void DrawOrdered(ICamera camera)
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{
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ParticleSubmissionOrdering.Sort(_submissionScratch);
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GlobalMeshBuffer? global = _meshAdapter?.MeshManager?.GlobalBuffer;
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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.ActiveTexture(TextureUnit.Texture0);
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ParticleSubmissionKind? activeKind = null;
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for (int i = 0; i < _submissionScratch.Count;)
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{
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ParticleSubmission submission = _submissionScratch[i];
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if (submission.Kind == ParticleSubmissionKind.Billboard)
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{
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ParticleDraw draw = _drawListScratch[submission.DrawIndex];
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BatchKey key = draw.Key;
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if (activeKind != ParticleSubmissionKind.Billboard)
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{
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PrepareBillboardPipeline(camera);
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activeKind = ParticleSubmissionKind.Billboard;
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}
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_runScratch.Clear();
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do
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{
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_runScratch.Add(_drawListScratch[submission.DrawIndex].Instance);
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i++;
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if (i >= _submissionScratch.Count)
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break;
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submission = _submissionScratch[i];
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}
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while (submission.Kind == ParticleSubmissionKind.Billboard
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&& _drawListScratch[submission.DrawIndex].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(_runScratch);
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continue;
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}
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if (_meshShader is null || global is null)
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{
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i++;
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continue;
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}
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MeshParticleDraw meshDraw = _meshDrawListScratch[submission.DrawIndex];
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MeshBatchKey meshKey = meshDraw.Key;
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ObjectRenderBatch batch = meshDraw.Batch;
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if (activeKind != ParticleSubmissionKind.Mesh)
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{
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PrepareMeshPipeline(camera, global);
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activeKind = ParticleSubmissionKind.Mesh;
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}
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_meshRunScratch.Clear();
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do
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{
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_meshRunScratch.Add(_meshDrawListScratch[submission.DrawIndex].Instance);
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i++;
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if (i >= _submissionScratch.Count)
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break;
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submission = _submissionScratch[i];
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}
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while (submission.Kind == ParticleSubmissionKind.Mesh
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&& _meshDrawListScratch[submission.DrawIndex].Key == meshKey);
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ApplyMeshCullMode(batch.CullMode);
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TranslucencyKind blend = ResolveMeshBlend(batch);
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_gl.BlendFunc(
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blend == TranslucencyKind.InvAlpha
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? BlendingFactor.OneMinusSrcAlpha
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: BlendingFactor.SrcAlpha,
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blend switch
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{
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TranslucencyKind.Additive => BlendingFactor.One,
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TranslucencyKind.InvAlpha => BlendingFactor.SrcAlpha,
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_ => BlendingFactor.OneMinusSrcAlpha,
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});
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_gl.ProgramUniform2(
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_meshShader.Program,
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_meshTextureHandleLoc,
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(uint)(batch.BindlessTextureHandle & 0xFFFFFFFFu),
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(uint)(batch.BindlessTextureHandle >> 32));
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_gl.ProgramUniform1(_meshShader.Program, _meshTextureLayerLoc, batch.TextureIndex);
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UploadMeshInstances(_meshRunScratch);
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_gl.DrawElementsInstancedBaseVertex(
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PrimitiveType.Triangles,
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(uint)batch.IndexCount,
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DrawElementsType.UnsignedShort,
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(void*)(batch.FirstIndex * sizeof(ushort)),
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(uint)_meshRunScratch.Count,
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(int)batch.BaseVertex);
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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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_gl.Disable(EnableCap.CullFace);
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}
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private void PrepareBillboardPipeline(ICamera camera)
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{
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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.Disable(EnableCap.CullFace);
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_gl.BindVertexArray(_quadVao);
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}
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private void PrepareMeshPipeline(ICamera camera, GlobalMeshBuffer global)
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{
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_meshShader!.Use();
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_meshShader.SetMatrix4("uViewProjection", camera.View * camera.Projection);
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_gl.FrontFace(FrontFaceDirection.CW);
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_gl.BindVertexArray(_meshVao);
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// GlobalMeshBuffer may grow and replace either backing buffer. Bind
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// today's buffer names on every pipeline switch instead of caching
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// them in this VAO at construction time.
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, global.VBO);
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int vertexStride = VertexPositionNormalTexture.Size;
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_gl.EnableVertexAttribArray(0);
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_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)0);
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_gl.EnableVertexAttribArray(1);
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_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)(3 * sizeof(float)));
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_gl.EnableVertexAttribArray(2);
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_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, (uint)vertexStride, (void*)(6 * sizeof(float)));
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_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, global.IBO);
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _meshInstanceVbo);
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const int instanceStride = 20 * sizeof(float);
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for (uint column = 0; column < 4; column++)
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{
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uint location = 3 + column;
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_gl.EnableVertexAttribArray(location);
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_gl.VertexAttribPointer(
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location,
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4,
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VertexAttribPointerType.Float,
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false,
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instanceStride,
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(void*)(column * 4 * sizeof(float)));
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_gl.VertexAttribDivisor(location, 1);
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}
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_gl.EnableVertexAttribArray(7);
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_gl.VertexAttribPointer(7, 4, VertexAttribPointerType.Float, false, instanceStride, (void*)(16 * sizeof(float)));
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_gl.VertexAttribDivisor(7, 1);
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}
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private void BuildDrawLists(
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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 = _drawListScratch;
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draws.Clear();
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_meshDrawListScratch.Clear();
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_submissionScratch.Clear();
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int sequence = 0;
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foreach (var em in _particles.EnumerateEmitters())
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{
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if (!em.PresentationVisible || !em.ViewEligible)
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continue;
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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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for (int idx = 0; idx < em.Particles.Length; idx++)
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{
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ref var p = ref em.Particles[idx];
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if (!p.Alive)
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continue;
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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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uint gfxObjId = em.Desc.HwGfxObjId != 0 ? em.Desc.HwGfxObjId : em.Desc.GfxObjId;
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if (gfxObjId != 0
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&& ResolveGeometryKind(gfxObjId) == RetailParticleGeometryKind.FullMesh
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&& TryAppendMeshDraws(em, p, gfxObjId, distSq, ref sequence))
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{
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continue;
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}
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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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int drawIndex = draws.Count;
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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<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)(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<MeshParticleInstance> 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<Surface>(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<GfxObj>(gfxObjId) is { } gfx
|
|
&& gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade)
|
|
&& gfx.DIDDegrade != 0
|
|
&& _dats.Get<GfxObjDegradeInfo>(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<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()
|
|
{
|
|
_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);
|
|
}
|
|
}
|