diff options
Diffstat (limited to 'src/client')
-rw-r--r-- | src/client/particles.cpp | 442 | ||||
-rw-r--r-- | src/client/particles.h | 70 |
2 files changed, 424 insertions, 88 deletions
diff --git a/src/client/particles.cpp b/src/client/particles.cpp index 288826a5f..a1de1bb98 100644 --- a/src/client/particles.cpp +++ b/src/client/particles.cpp @@ -34,23 +34,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "settings.h" /* - Utility -*/ - -static f32 random_f32(f32 min, f32 max) -{ - return rand() / (float)RAND_MAX * (max - min) + min; -} - -static v3f random_v3f(v3f min, v3f max) -{ - return v3f( - random_f32(min.X, max.X), - random_f32(min.Y, max.Y), - random_f32(min.Z, max.Z)); -} - -/* Particle */ @@ -59,25 +42,71 @@ Particle::Particle( LocalPlayer *player, ClientEnvironment *env, const ParticleParameters &p, - video::ITexture *texture, + const ClientTexRef& texture, v2f texpos, v2f texsize, video::SColor color ): scene::ISceneNode(((Client *)gamedef)->getSceneManager()->getRootSceneNode(), - ((Client *)gamedef)->getSceneManager()) + ((Client *)gamedef)->getSceneManager()), + m_texture(texture) { // Misc m_gamedef = gamedef; m_env = env; + // translate blend modes to GL blend functions + video::E_BLEND_FACTOR bfsrc, bfdst; + video::E_BLEND_OPERATION blendop; + const auto blendmode = texture.tex != nullptr + ? texture.tex -> blendmode + : ParticleParamTypes::BlendMode::alpha; + + switch (blendmode) { + case ParticleParamTypes::BlendMode::alpha: + bfsrc = video::EBF_SRC_ALPHA; + bfdst = video::EBF_ONE_MINUS_SRC_ALPHA; + blendop = video::EBO_ADD; + break; + + case ParticleParamTypes::BlendMode::add: + bfsrc = video::EBF_SRC_ALPHA; + bfdst = video::EBF_DST_ALPHA; + blendop = video::EBO_ADD; + break; + + case ParticleParamTypes::BlendMode::sub: + bfsrc = video::EBF_SRC_ALPHA; + bfdst = video::EBF_DST_ALPHA; + blendop = video::EBO_REVSUBTRACT; + break; + + case ParticleParamTypes::BlendMode::screen: + bfsrc = video::EBF_ONE; + bfdst = video::EBF_ONE_MINUS_SRC_COLOR; + blendop = video::EBO_ADD; + break; + + default: assert(false); + } + // Texture m_material.setFlag(video::EMF_LIGHTING, false); m_material.setFlag(video::EMF_BACK_FACE_CULLING, false); m_material.setFlag(video::EMF_BILINEAR_FILTER, false); m_material.setFlag(video::EMF_FOG_ENABLE, true); - m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - m_material.setTexture(0, texture); + + // correctly render layered transparent particles -- see #10398 + m_material.setFlag(video::EMF_ZWRITE_ENABLE, true); + + // enable alpha blending and set blend mode + m_material.MaterialType = video::EMT_ONETEXTURE_BLEND; + m_material.MaterialTypeParam = video::pack_textureBlendFunc( + bfsrc, bfdst, + video::EMFN_MODULATE_1X, + video::EAS_TEXTURE | video::EAS_VERTEX_COLOR); + m_material.BlendOperation = blendop; + m_material.setTexture(0, m_texture.ref); m_texpos = texpos; m_texsize = texsize; m_animation = p.animation; @@ -90,6 +119,9 @@ Particle::Particle( m_pos = p.pos; m_velocity = p.vel; m_acceleration = p.acc; + m_drag = p.drag; + m_jitter = p.jitter; + m_bounce = p.bounce; m_expiration = p.expirationtime; m_player = player; m_size = p.size; @@ -98,6 +130,8 @@ Particle::Particle( m_object_collision = p.object_collision; m_vertical = p.vertical; m_glow = p.glow; + m_alpha = 0; + m_parent = nullptr; // Irrlicht stuff const float c = p.size / 2; @@ -111,6 +145,14 @@ Particle::Particle( updateVertices(); } +Particle::~Particle() +{ + /* if our textures aren't owned by a particlespawner, we need to clean + * them up ourselves when the particle dies */ + if (m_parent == nullptr) + delete m_texture.tex; +} + void Particle::OnRegisterSceneNode() { if (IsVisible) @@ -134,6 +176,12 @@ void Particle::render() void Particle::step(float dtime) { m_time += dtime; + + // apply drag (not handled by collisionMoveSimple) and brownian motion + v3f av = vecAbsolute(m_velocity); + av -= av * (m_drag * dtime); + m_velocity = av*vecSign(m_velocity) + v3f(m_jitter.pickWithin())*dtime; + if (m_collisiondetection) { aabb3f box = m_collisionbox; v3f p_pos = m_pos * BS; @@ -141,17 +189,41 @@ void Particle::step(float dtime) collisionMoveResult r = collisionMoveSimple(m_env, m_gamedef, BS * 0.5f, box, 0.0f, dtime, &p_pos, &p_velocity, m_acceleration * BS, nullptr, m_object_collision); - if (m_collision_removal && r.collides) { - // force expiration of the particle - m_expiration = -1.0; + + f32 bounciness = m_bounce.pickWithin(); + if (r.collides && (m_collision_removal || bounciness > 0)) { + if (m_collision_removal) { + // force expiration of the particle + m_expiration = -1.0f; + } else if (bounciness > 0) { + /* cheap way to get a decent bounce effect is to only invert the + * largest component of the velocity vector, so e.g. you don't + * have a rock immediately bounce back in your face when you try + * to skip it across the water (as would happen if we simply + * downscaled and negated the velocity vector). this means + * bounciness will work properly for cubic objects, but meshes + * with diagonal angles and entities will not yield the correct + * visual. this is probably unavoidable */ + if (av.Y > av.X && av.Y > av.Z) { + m_velocity.Y = -(m_velocity.Y * bounciness); + } else if (av.X > av.Y && av.X > av.Z) { + m_velocity.X = -(m_velocity.X * bounciness); + } else if (av.Z > av.Y && av.Z > av.X) { + m_velocity.Z = -(m_velocity.Z * bounciness); + } else { // well now we're in a bit of a pickle + m_velocity = -(m_velocity * bounciness); + } + } } else { - m_pos = p_pos / BS; m_velocity = p_velocity / BS; } + m_pos = p_pos / BS; } else { + // apply acceleration m_velocity += m_acceleration * dtime; m_pos += m_velocity * dtime; } + if (m_animation.type != TAT_NONE) { m_animation_time += dtime; int frame_length_i, frame_count; @@ -165,11 +237,21 @@ void Particle::step(float dtime) } } + // animate particle alpha in accordance with settings + if (m_texture.tex != nullptr) + m_alpha = m_texture.tex -> alpha.blend(m_time / (m_expiration+0.1f)); + else + m_alpha = 1.f; + // Update lighting updateLight(); // Update model updateVertices(); + + // Update position -- see #10398 + v3s16 camera_offset = m_env->getCameraOffset(); + setPosition(m_pos*BS - intToFloat(camera_offset, BS)); } void Particle::updateLight() @@ -189,7 +271,7 @@ void Particle::updateLight() light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0); u8 m_light = decode_light(light + m_glow); - m_color.set(255, + m_color.set(m_alpha*255, m_light * m_base_color.getRed() / 255, m_light * m_base_color.getGreen() / 255, m_light * m_base_color.getBlue() / 255); @@ -198,6 +280,12 @@ void Particle::updateLight() void Particle::updateVertices() { f32 tx0, tx1, ty0, ty1; + v2f scale; + + if (m_texture.tex != nullptr) + scale = m_texture.tex -> scale.blend(m_time / (m_expiration+0.1)); + else + scale = v2f(1.f, 1.f); if (m_animation.type != TAT_NONE) { const v2u32 texsize = m_material.getTexture(0)->getSize(); @@ -218,16 +306,24 @@ void Particle::updateVertices() ty1 = m_texpos.Y + m_texsize.Y; } - m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2, + auto half = m_size * .5f, + hx = half * scale.X, + hy = half * scale.Y; + m_vertices[0] = video::S3DVertex(-hx, -hy, 0, 0, 0, 0, m_color, tx0, ty1); - m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2, + m_vertices[1] = video::S3DVertex(hx, -hy, 0, 0, 0, 0, m_color, tx1, ty1); - m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2, + m_vertices[2] = video::S3DVertex(hx, hy, 0, 0, 0, 0, m_color, tx1, ty0); - m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2, + m_vertices[3] = video::S3DVertex(-hx, hy, 0, 0, 0, 0, m_color, tx0, ty0); - v3s16 camera_offset = m_env->getCameraOffset(); + + // see #10398 + // v3s16 camera_offset = m_env->getCameraOffset(); + // particle position is now handled by step() + m_box.reset(v3f()); + for (video::S3DVertex &vertex : m_vertices) { if (m_vertical) { v3f ppos = m_player->getPosition()/BS; @@ -238,7 +334,6 @@ void Particle::updateVertices() vertex.Pos.rotateXZBy(m_player->getYaw()); } m_box.addInternalPoint(vertex.Pos); - vertex.Pos += m_pos*BS - intToFloat(camera_offset, BS); } } @@ -251,7 +346,8 @@ ParticleSpawner::ParticleSpawner( LocalPlayer *player, const ParticleSpawnerParameters &p, u16 attached_id, - video::ITexture *texture, + std::unique_ptr<ClientTexture[]>& texpool, + size_t texcount, ParticleManager *p_manager ): m_particlemanager(p_manager), p(p) @@ -259,21 +355,66 @@ ParticleSpawner::ParticleSpawner( m_gamedef = gamedef; m_player = player; m_attached_id = attached_id; - m_texture = texture; + m_texpool = std::move(texpool); + m_texcount = texcount; m_time = 0; + m_active = 0; + m_dying = false; m_spawntimes.reserve(p.amount + 1); for (u16 i = 0; i <= p.amount; i++) { - float spawntime = rand() / (float)RAND_MAX * p.time; + float spawntime = myrand_float() * p.time; m_spawntimes.push_back(spawntime); } + + size_t max_particles = 0; // maximum number of particles likely to be visible at any given time + if (p.time != 0) { + auto maxGenerations = p.time / std::min(p.exptime.start.min, p.exptime.end.min); + max_particles = p.amount / maxGenerations; + } else { + auto longestLife = std::max(p.exptime.start.max, p.exptime.end.max); + max_particles = p.amount * longestLife; + } + + p_manager->reserveParticleSpace(max_particles * 1.2); +} + +namespace { + GenericCAO *findObjectByID(ClientEnvironment *env, u16 id) { + if (id == 0) + return nullptr; + return env->getGenericCAO(id); + } } void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius, const core::matrix4 *attached_absolute_pos_rot_matrix) { + float fac = 0; + if (p.time != 0) { // ensure safety from divide-by-zeroes + fac = m_time / (p.time+0.1f); + } + + auto r_pos = p.pos.blend(fac); + auto r_vel = p.vel.blend(fac); + auto r_acc = p.acc.blend(fac); + auto r_drag = p.drag.blend(fac); + auto r_radius = p.radius.blend(fac); + auto r_jitter = p.jitter.blend(fac); + auto r_bounce = p.bounce.blend(fac); + v3f attractor_origin = p.attractor_origin.blend(fac); + v3f attractor_direction = p.attractor_direction.blend(fac); + auto attractor_obj = findObjectByID(env, p.attractor_attachment); + auto attractor_direction_obj = findObjectByID(env, p.attractor_direction_attachment); + + auto r_exp = p.exptime.blend(fac); + auto r_size = p.size.blend(fac); + auto r_attract = p.attract.blend(fac); + auto attract = r_attract.pickWithin(); + v3f ppos = m_player->getPosition() / BS; - v3f pos = random_v3f(p.minpos, p.maxpos); + v3f pos = r_pos.pickWithin(); + v3f sphere_radius = r_radius.pickWithin(); // Need to apply this first or the following check // will be wrong for attached spawners @@ -287,15 +428,18 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius, pos.Z += camera_offset.Z; } - if (pos.getDistanceFrom(ppos) > radius) + if (pos.getDistanceFromSQ(ppos) > radius*radius) return; // Parameters for the single particle we're about to spawn ParticleParameters pp; pp.pos = pos; - pp.vel = random_v3f(p.minvel, p.maxvel); - pp.acc = random_v3f(p.minacc, p.maxacc); + pp.vel = r_vel.pickWithin(); + pp.acc = r_acc.pickWithin(); + pp.drag = r_drag.pickWithin(); + pp.jitter = r_jitter; + pp.bounce = r_bounce; if (attached_absolute_pos_rot_matrix) { // Apply attachment rotation @@ -303,30 +447,137 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius, attached_absolute_pos_rot_matrix->rotateVect(pp.acc); } - pp.expirationtime = random_f32(p.minexptime, p.maxexptime); + if (attractor_obj) + attractor_origin += attractor_obj->getPosition() / BS; + if (attractor_direction_obj) { + auto *attractor_absolute_pos_rot_matrix = attractor_direction_obj->getAbsolutePosRotMatrix(); + if (attractor_absolute_pos_rot_matrix) + attractor_absolute_pos_rot_matrix->rotateVect(attractor_direction); + } + + pp.expirationtime = r_exp.pickWithin(); + + if (sphere_radius != v3f()) { + f32 l = sphere_radius.getLength(); + v3f mag = sphere_radius; + mag.normalize(); + + v3f ofs = v3f(l,0,0); + ofs.rotateXZBy(myrand_range(0.f,360.f)); + ofs.rotateYZBy(myrand_range(0.f,360.f)); + ofs.rotateXYBy(myrand_range(0.f,360.f)); + + pp.pos += ofs * mag; + } + + if (p.attractor_kind != ParticleParamTypes::AttractorKind::none && attract != 0) { + v3f dir; + f32 dist = 0; /* =0 necessary to silence warning */ + switch (p.attractor_kind) { + case ParticleParamTypes::AttractorKind::none: + break; + + case ParticleParamTypes::AttractorKind::point: { + dist = pp.pos.getDistanceFrom(attractor_origin); + dir = pp.pos - attractor_origin; + dir.normalize(); + break; + } + + case ParticleParamTypes::AttractorKind::line: { + // https://github.com/minetest/minetest/issues/11505#issuecomment-915612700 + const auto& lorigin = attractor_origin; + v3f ldir = attractor_direction; + ldir.normalize(); + auto origin_to_point = pp.pos - lorigin; + auto scalar_projection = origin_to_point.dotProduct(ldir); + auto point_on_line = lorigin + (ldir * scalar_projection); + + dist = pp.pos.getDistanceFrom(point_on_line); + dir = (point_on_line - pp.pos); + dir.normalize(); + dir *= -1; // flip it around so strength=1 attracts, not repulses + break; + } + + case ParticleParamTypes::AttractorKind::plane: { + // https://github.com/minetest/minetest/issues/11505#issuecomment-915612700 + const v3f& porigin = attractor_origin; + v3f normal = attractor_direction; + normal.normalize(); + v3f point_to_origin = porigin - pp.pos; + f32 factor = normal.dotProduct(point_to_origin); + if (numericAbsolute(factor) == 0.0f) { + dir = normal; + } else { + factor = numericSign(factor); + dir = normal * factor; + } + dist = numericAbsolute(normal.dotProduct(pp.pos - porigin)); + dir *= -1; // flip it around so strength=1 attracts, not repulses + break; + } + } + + f32 speedTowards = numericAbsolute(attract) * dist; + v3f avel = dir * speedTowards; + if (attract > 0 && speedTowards > 0) { + avel *= -1; + if (p.attractor_kill) { + // make sure the particle dies after crossing the attractor threshold + f32 timeToCenter = dist / speedTowards; + if (timeToCenter < pp.expirationtime) + pp.expirationtime = timeToCenter; + } + } + pp.vel += avel; + } + p.copyCommon(pp); - video::ITexture *texture; + ClientTexRef texture; v2f texpos, texsize; video::SColor color(0xFFFFFFFF); if (p.node.getContent() != CONTENT_IGNORE) { const ContentFeatures &f = m_particlemanager->m_env->getGameDef()->ndef()->get(p.node); - if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture, + if (!ParticleManager::getNodeParticleParams(p.node, f, pp, &texture.ref, texpos, texsize, &color, p.node_tile)) return; } else { - texture = m_texture; + if (m_texcount == 0) + return; + texture = decltype(texture)(m_texpool[m_texcount == 1 ? 0 : myrand_range(0,m_texcount-1)]); texpos = v2f(0.0f, 0.0f); texsize = v2f(1.0f, 1.0f); + if (texture.tex->animated) + pp.animation = texture.tex->animation; + } + + // synchronize animation length with particle life if desired + if (pp.animation.type != TAT_NONE) { + if (pp.animation.type == TAT_VERTICAL_FRAMES && + pp.animation.vertical_frames.length < 0) { + auto& a = pp.animation.vertical_frames; + // we add a tiny extra value to prevent the first frame + // from flickering back on just before the particle dies + a.length = (pp.expirationtime / -a.length) + 0.1; + } else if (pp.animation.type == TAT_SHEET_2D && + pp.animation.sheet_2d.frame_length < 0) { + auto& a = pp.animation.sheet_2d; + auto frames = a.frames_w * a.frames_h; + auto runtime = (pp.expirationtime / -a.frame_length) + 0.1; + pp.animation.sheet_2d.frame_length = frames / runtime; + } } // Allow keeping default random size - if (p.maxsize > 0.0f) - pp.size = random_f32(p.minsize, p.maxsize); + if (p.size.start.max > 0.0f || p.size.end.max > 0.0f) + pp.size = r_size.pickWithin(); - m_particlemanager->addParticle(new Particle( + ++m_active; + auto pa = new Particle( m_gamedef, m_player, env, @@ -335,7 +586,9 @@ void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius, texpos, texsize, color - )); + ); + pa->m_parent = this; + m_particlemanager->addParticle(pa); } void ParticleSpawner::step(float dtime, ClientEnvironment *env) @@ -348,7 +601,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment *env) bool unloaded = false; const core::matrix4 *attached_absolute_pos_rot_matrix = nullptr; if (m_attached_id) { - if (GenericCAO *attached = dynamic_cast<GenericCAO *>(env->getActiveObject(m_attached_id))) { + if (GenericCAO *attached = env->getGenericCAO(m_attached_id)) { attached_absolute_pos_rot_matrix = attached->getAbsolutePosRotMatrix(); } else { unloaded = true; @@ -379,7 +632,7 @@ void ParticleSpawner::step(float dtime, ClientEnvironment *env) return; for (int i = 0; i <= p.amount; i++) { - if (rand() / (float)RAND_MAX < dtime) + if (myrand_float() < dtime) spawnParticle(env, radius, attached_absolute_pos_rot_matrix); } } @@ -408,9 +661,15 @@ void ParticleManager::stepSpawners(float dtime) { MutexAutoLock lock(m_spawner_list_lock); for (auto i = m_particle_spawners.begin(); i != m_particle_spawners.end();) { - if (i->second->get_expired()) { - delete i->second; - m_particle_spawners.erase(i++); + if (i->second->getExpired()) { + // the particlespawner owns the textures, so we need to make + // sure there are no active particles before we free it + if (i->second->m_active == 0) { + delete i->second; + m_particle_spawners.erase(i++); + } else { + ++i; + } } else { i->second->step(dtime, m_env); ++i; @@ -423,6 +682,10 @@ void ParticleManager::stepParticles(float dtime) MutexAutoLock lock(m_particle_list_lock); for (auto i = m_particles.begin(); i != m_particles.end();) { if ((*i)->get_expired()) { + if ((*i)->m_parent) { + assert((*i)->m_parent->m_active != 0); + --(*i)->m_parent->m_active; + } (*i)->remove(); delete *i; i = m_particles.erase(i); @@ -464,13 +727,29 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client, const ParticleSpawnerParameters &p = *event->add_particlespawner.p; - video::ITexture *texture = - client->tsrc()->getTextureForMesh(p.texture); + // texture pool + std::unique_ptr<ClientTexture[]> texpool = nullptr; + size_t txpsz = 0; + if (!p.texpool.empty()) { + txpsz = p.texpool.size(); + texpool = decltype(texpool)(new ClientTexture [txpsz]); + + for (size_t i = 0; i < txpsz; ++i) { + texpool[i] = ClientTexture(p.texpool[i], client->tsrc()); + } + } else { + // no texpool in use, use fallback texture + txpsz = 1; + texpool = decltype(texpool)(new ClientTexture[1] { + ClientTexture(p.texture, client->tsrc()) + }); + } auto toadd = new ParticleSpawner(client, player, p, event->add_particlespawner.attached_id, - texture, + texpool, + txpsz, this); addParticleSpawner(event->add_particlespawner.id, toadd); @@ -481,7 +760,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client, case CE_SPAWN_PARTICLE: { ParticleParameters &p = *event->spawn_particle; - video::ITexture *texture; + ClientTexRef texture; v2f texpos, texsize; video::SColor color(0xFFFFFFFF); @@ -489,11 +768,15 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client, if (p.node.getContent() != CONTENT_IGNORE) { const ContentFeatures &f = m_env->getGameDef()->ndef()->get(p.node); - if (!getNodeParticleParams(p.node, f, p, &texture, texpos, - texsize, &color, p.node_tile)) - texture = nullptr; + getNodeParticleParams(p.node, f, p, &texture.ref, texpos, + texsize, &color, p.node_tile); } else { - texture = client->tsrc()->getTextureForMesh(p.texture); + /* with no particlespawner to own the texture, we need + * to save it on the heap. it will be freed when the + * particle is destroyed */ + auto texstore = new ClientTexture(p.texture, client->tsrc()); + + texture = ClientTexRef(*texstore); texpos = v2f(0.0f, 0.0f); texsize = v2f(1.0f, 1.0f); } @@ -502,7 +785,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client, if (oldsize > 0.0f) p.size = oldsize; - if (texture) { + if (texture.ref) { Particle *toadd = new Particle(client, player, m_env, p, texture, texpos, texsize, color); @@ -529,7 +812,7 @@ bool ParticleManager::getNodeParticleParams(const MapNode &n, if (tilenum > 0 && tilenum <= 6) texid = tilenum - 1; else - texid = rand() % 6; + texid = myrand_range(0,5); const TileLayer &tile = f.tiles[texid].layers[0]; p.animation.type = TAT_NONE; @@ -539,13 +822,13 @@ bool ParticleManager::getNodeParticleParams(const MapNode &n, else *texture = tile.texture; - float size = (rand() % 8) / 64.0f; + float size = (myrand_range(0,8)) / 64.0f; p.size = BS * size; if (tile.scale) size /= tile.scale; texsize = v2f(size * 2.0f, size * 2.0f); - texpos.X = (rand() % 64) / 64.0f - texsize.X; - texpos.Y = (rand() % 64) / 64.0f - texsize.Y; + texpos.X = (myrand_range(0,64)) / 64.0f - texsize.X; + texpos.Y = (myrand_range(0,64)) / 64.0f - texsize.Y; if (tile.has_color) *color = tile.color; @@ -577,20 +860,20 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f) { ParticleParameters p; - video::ITexture *texture; + video::ITexture *ref = nullptr; v2f texpos, texsize; video::SColor color; - if (!getNodeParticleParams(n, f, p, &texture, texpos, texsize, &color)) + if (!getNodeParticleParams(n, f, p, &ref, texpos, texsize, &color)) return; - p.expirationtime = (rand() % 100) / 100.0f; + p.expirationtime = myrand_range(0, 100) / 100.0f; // Physics p.vel = v3f( - (rand() % 150) / 50.0f - 1.5f, - (rand() % 150) / 50.0f, - (rand() % 150) / 50.0f - 1.5f + myrand_range(-1.5f,1.5f), + myrand_range(0.f,3.f), + myrand_range(-1.5f,1.5f) ); p.acc = v3f( 0.0f, @@ -598,9 +881,9 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef, 0.0f ); p.pos = v3f( - (f32)pos.X + (rand() % 100) / 200.0f - 0.25f, - (f32)pos.Y + (rand() % 100) / 200.0f - 0.25f, - (f32)pos.Z + (rand() % 100) / 200.0f - 0.25f + (f32)pos.X + myrand_range(0.f, .5f) - .25f, + (f32)pos.Y + myrand_range(0.f, .5f) - .25f, + (f32)pos.Z + myrand_range(0.f, .5f) - .25f ); Particle *toadd = new Particle( @@ -608,7 +891,7 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef, player, m_env, p, - texture, + ClientTexRef(ref), texpos, texsize, color); @@ -616,6 +899,12 @@ void ParticleManager::addNodeParticle(IGameDef *gamedef, addParticle(toadd); } +void ParticleManager::reserveParticleSpace(size_t max_estimate) +{ + MutexAutoLock lock(m_particle_list_lock); + m_particles.reserve(m_particles.size() + max_estimate); +} + void ParticleManager::addParticle(Particle *toadd) { MutexAutoLock lock(m_particle_list_lock); @@ -634,7 +923,6 @@ void ParticleManager::deleteParticleSpawner(u64 id) MutexAutoLock lock(m_spawner_list_lock); auto it = m_particle_spawners.find(id); if (it != m_particle_spawners.end()) { - delete it->second; - m_particle_spawners.erase(it); + it->second->setDying(); } } diff --git a/src/client/particles.h b/src/client/particles.h index 2011f0262..36be903f1 100644 --- a/src/client/particles.h +++ b/src/client/particles.h @@ -31,20 +31,53 @@ class ClientEnvironment; struct MapNode; struct ContentFeatures; +struct ClientTexture +{ + /* per-spawner structure used to store the ParticleTexture structs + * that spawned particles will refer to through ClientTexRef */ + ParticleTexture tex; + video::ITexture *ref = nullptr; + + ClientTexture() = default; + ClientTexture(const ClientTexture&) = default; + ClientTexture(const ServerParticleTexture& p, ITextureSource *t): + tex(p), + ref(t->getTextureForMesh(p.string)) {}; +}; + +struct ClientTexRef +{ + /* per-particle structure used to avoid massively duplicating the + * fairly large ParticleTexture struct */ + ParticleTexture* tex = nullptr; + video::ITexture* ref = nullptr; + ClientTexRef() = default; + ClientTexRef(const ClientTexRef&) = default; + + /* constructor used by particles spawned from a spawner */ + ClientTexRef(ClientTexture& t): + tex(&t.tex), ref(t.ref) {}; + + /* constructor used for node particles */ + ClientTexRef(decltype(ref) tp): ref(tp) {}; +}; + +class ParticleSpawner; + class Particle : public scene::ISceneNode { - public: +public: Particle( - IGameDef* gamedef, + IGameDef *gamedef, LocalPlayer *player, ClientEnvironment *env, const ParticleParameters &p, - video::ITexture *texture, + const ClientTexRef &texture, v2f texpos, v2f texsize, video::SColor color ); - ~Particle() = default; + ~Particle(); virtual const aabb3f &getBoundingBox() const { @@ -69,9 +102,12 @@ class Particle : public scene::ISceneNode bool get_expired () { return m_expiration < m_time; } + ParticleSpawner *m_parent; + private: void updateLight(); void updateVertices(); + void setVertexAlpha(float a); video::S3DVertex m_vertices[4]; float m_time = 0.0f; @@ -81,14 +117,19 @@ private: IGameDef *m_gamedef; aabb3f m_box; aabb3f m_collisionbox; + ClientTexRef m_texture; video::SMaterial m_material; v2f m_texpos; v2f m_texsize; v3f m_pos; v3f m_velocity; v3f m_acceleration; + v3f m_drag; + ParticleParamTypes::v3fRange m_jitter; + ParticleParamTypes::f32Range m_bounce; LocalPlayer *m_player; float m_size; + //! Color without lighting video::SColor m_base_color; //! Final rendered color @@ -102,24 +143,27 @@ private: float m_animation_time = 0.0f; int m_animation_frame = 0; u8 m_glow; + float m_alpha = 0.0f; }; class ParticleSpawner { public: - ParticleSpawner(IGameDef* gamedef, + ParticleSpawner(IGameDef *gamedef, LocalPlayer *player, const ParticleSpawnerParameters &p, u16 attached_id, - video::ITexture *texture, + std::unique_ptr<ClientTexture[]> &texpool, + size_t texcount, ParticleManager* p_manager); - ~ParticleSpawner() = default; - void step(float dtime, ClientEnvironment *env); - bool get_expired () - { return p.amount <= 0 && p.time != 0; } + size_t m_active; + + bool getExpired() const + { return m_dying || (p.amount <= 0 && p.time != 0); } + void setDying() { m_dying = true; } private: void spawnParticle(ClientEnvironment *env, float radius, @@ -127,10 +171,12 @@ private: ParticleManager *m_particlemanager; float m_time; + bool m_dying; IGameDef *m_gamedef; LocalPlayer *m_player; ParticleSpawnerParameters p; - video::ITexture *m_texture; + std::unique_ptr<ClientTexture[]> m_texpool; + size_t m_texcount; std::vector<float> m_spawntimes; u16 m_attached_id; }; @@ -156,6 +202,8 @@ public: void addNodeParticle(IGameDef *gamedef, LocalPlayer *player, v3s16 pos, const MapNode &n, const ContentFeatures &f); + void reserveParticleSpace(size_t max_estimate); + /** * This function is only used by client particle spawners * |