// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "std3d.h"
#include "nel/3d/particle_system.h"
#include "nel/3d/particle_system_shape.h"
#include "nel/3d/particle_system_model.h"
#include "nel/3d/scene.h"
#include "nel/3d/driver.h"
#include "nel/3d/skeleton_model.h"
#include "nel/3d/texture_file.h"
#include "nel/3d/ps_allocator.h"
#include "nel/misc/file.h"
#include "nel/misc/mem_stream.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/contiguous_block_allocator.h"
// tmp
#include "nel/3d/ps_face_look_at.h"
#include "nel/3d/ps_force.h"
namespace NL3D {
using NLMISC::CIFile;
// private usage : macro to check the memory integrity
#if defined(NL_DEBUG) && defined(NL_OS_WINDOWS)
// #define PARTICLES_CHECK_MEM NLMEMORY::CheckHeap(true);
#define PARTICLES_CHECK_MEM
#else
#define PARTICLES_CHECK_MEM
#endif
// ***************************************************************************
// A singleton to define the TextureCategory of Particle system
class CPSTextureCategory
{
public:
static NLMISC::CSmartPtr &get()
{
if(!_Instance)
_Instance= new CPSTextureCategory();
return _Instance->_TextureCategory;
}
// release memory
static void releaseInstance()
{
if( _Instance )
delete _Instance;
_Instance = NULL;
}
private:
NLMISC::CSmartPtr _TextureCategory;
CPSTextureCategory()
{
_TextureCategory= new ITexture::CTextureCategory("PARTICLE SYSTEM");
}
static CPSTextureCategory *_Instance;
};
CPSTextureCategory *CPSTextureCategory::_Instance= NULL;
///===========================================================================
void CParticleSystemShape::releaseInstance()
{
CPSTextureCategory::releaseInstance();
}
///===========================================================================
CParticleSystemShape::CParticleSystemShape() : _MaxViewDist(100.f),
_DestroyWhenOutOfFrustum(false),
_DestroyModelWhenOutOfRange(false),
_UsePrecomputedBBox(false),
_Sharing(false),
_NumBytesWanted(0)
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
for (uint k = 0; k < 4; ++k)
{
_UserParamDefaultTrack[k].setDefaultValue(0);
}
_DefaultPos.setDefaultValue(CVector::Null);
_DefaultScale.setDefaultValue( CVector(1, 1, 1) );
_DefaultRotQuat.setDefaultValue(CQuat());
_DefaultTriggerTrack.setDefaultValue(true); // by default, system start as soon as they are instanciated
}
///===========================================================================
void CParticleSystemShape::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
sint ver = f.serialVersion(6);
/// version 6 : added sharing flag
//NLMISC::CVector8 &buf = _ParticleSystemProto.bufferAsVector();
//f.serialCont(buf);
if (f.isReading ())
{
std::vector buf;
f.serialCont(buf);
_ParticleSystemProto.fill(&buf[0], buf.size());
}
else
{
f.serialBufferWithSize ((uint8*)_ParticleSystemProto.buffer(), _ParticleSystemProto.length());
}
if (ver > 1)
{
// serial default tracks
for (uint k = 0; k < 4; ++k)
{
f.serial(_UserParamDefaultTrack[k]);
}
}
if ( ver > 2)
{
f.serial (_DefaultPos);
f.serial (_DefaultScale);
f.serial (_DefaultRotQuat);
}
if ( ver > 3)
{
f.serial(_MaxViewDist);
f.serial(_DestroyWhenOutOfFrustum);
f.serial(_DestroyModelWhenOutOfRange);
}
if ( ver > 4)
{
f.serial(_UsePrecomputedBBox);
if (_UsePrecomputedBBox)
{
f.serial(_PrecomputedBBox);
}
}
if ( ver > 5)
{
f.serial(_Sharing);
}
}
///===========================================================================
void CParticleSystemShape::buildFromPS(const CParticleSystem &ps)
{
// must be sure that we are writting in the stream
if (_ParticleSystemProto.isReading())
{
_ParticleSystemProto.invert();
}
// to have const correctness in the prototype, we must do this...
CParticleSystem *myPs = const_cast(&ps);
nlassert(myPs);
// build the prototype
_ParticleSystemProto.serialPtr(myPs);
// mirror some system values
_MaxViewDist = myPs->getMaxViewDist();
_DestroyWhenOutOfFrustum = myPs->doesDestroyWhenOutOfFrustum();
_DestroyModelWhenOutOfRange = myPs->getDestroyModelWhenOutOfRange();
if (!myPs->getAutoComputeBBox())
{
_UsePrecomputedBBox = true;
myPs->computeBBox(_PrecomputedBBox);
}
else
{
_UsePrecomputedBBox = false;
}
_Sharing = myPs->isSharingEnabled();
}
///===========================================================================
void CParticleSystemShape::getAABBox(NLMISC::CAABBox &bbox) const
{
if (!_UsePrecomputedBBox)
{
bbox.setCenter(NLMISC::CVector::Null);
bbox.setHalfSize(NLMISC::CVector(1, 1, 1));
}
else
{
bbox = _PrecomputedBBox;
}
}
///===========================================================================
CParticleSystem *CParticleSystemShape::instanciatePS(CScene &scene, NLMISC::CContiguousBlockAllocator *blockAllocator /*= NULL*/)
{
if (_Sharing && _SharedSystem != NULL) // is sharing enabled, and is a system already instanciated
{
return _SharedSystem;
}
// avoid prb with concurent thread (may append if an instance group containing ps is loaded in background)
NLMISC::CMutex mutex;
mutex.enter();
#ifdef PS_FAST_ALLOC
nlassert(PSBlockAllocator == NULL);
if (blockAllocator)
{
// set new allocator for particle system memory
PSBlockAllocator = blockAllocator;
blockAllocator->init(_NumBytesWanted); // if size wanted is already known, set it
}
#endif
//NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
// copy the datas
CParticleSystem *myInstance = NULL;
// serialize from the memory stream
if (!_ParticleSystemProto.isReading()) // we must be sure that we are reading the stream
{
_ParticleSystemProto.invert();
}
_ParticleSystemProto.resetPtrTable();
_ParticleSystemProto.seek(0, NLMISC::IStream::begin);
// NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
_ParticleSystemProto.serialPtr(myInstance); // instanciate the system
/* NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
nlinfo("instanciation time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));
*/
myInstance->setScene(&scene);
if (_CachedTex.empty() && scene.getDriver())
{
//nlinfo("flushing texs");
// load && cache textures
myInstance->enumTexs(_CachedTex, *scene.getDriver());
for(uint k = 0; k < _CachedTex.size(); ++k)
{
if (_CachedTex[k])
{
_CachedTex[k]->setTextureCategory(CPSTextureCategory::get());
scene.getDriver()->setupTexture (*(ITexture *)_CachedTex[k]);
}
}
}
else
{
/*
for(uint k = 0; k < _CachedTex.size(); ++k)
{
nlinfo(_CachedTex[k]->getShareName().c_str());
}
*/
}
// tmp
if (_Sharing)
{
_SharedSystem = myInstance; // set this as the first shared instance
}
#ifdef PS_FAST_ALLOC
if (blockAllocator)
{
_NumBytesWanted = blockAllocator->getNumAllocatedBytes(); // now we know the number of wanted bytes, subsequent alloc can be much faster
PSBlockAllocator = NULL;
}
#endif
mutex.leave();
/*NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
nlinfo("instanciation time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start))); */
return myInstance;
}
///===========================================================================
CTransformShape *CParticleSystemShape::createInstance(CScene &scene)
{
CParticleSystemModel *psm = NLMISC::safe_cast(scene.createModel(NL3D::ParticleSystemModelId) );
psm->Shape = this;
psm->_Scene = &scene; // the model needs the scene to recreate the particle system he holds
// by default, we don't instanciate the system. It will be instanciated only if visible and triggered
// psm->_ParticleSystem = instanciatePS(scene);
// Setup position with the default value
psm->ITransformable::setPos( _DefaultPos.getDefaultValue() );
psm->ITransformable::setRotQuat( _DefaultRotQuat.getDefaultValue() );
psm->ITransformable::setScale( _DefaultScale.getDefaultValue() );
// ParticleSystems are added to the "Fx" Load Balancing Group.
psm->setLoadBalancingGroup("Fx");
return psm;
}
///===========================================================================
void CParticleSystemShape::render(IDriver *drv, CTransformShape *trans, bool passOpaque)
{
H_AUTO ( NL3D_Particles_Render );
nlassert(drv);
CParticleSystemModel *psm = NLMISC::safe_cast(trans);
if (psm->_Invalidated) return;
CParticleSystem *ps = psm->getPS();
/// has the system been triggered yet ?
if (!ps) return;
TAnimationTime delay = psm->getEllapsedTime();
nlassert(ps->getScene());
///////////////////////
// render particles //
///////////////////////
/// if sharing is enabled, we should resetup the system matrix
if (ps->isSharingEnabled())
{
ps->setSysMat(&(psm->getWorldMatrix()));
ps->setUserMatrix(&(psm->getUserMatrix()));
}
// Setup the matrix.
/// drv->setupModelMatrix(trans->getWorldMatrix());
ps->setDriver(drv);
// draw particle
PARTICLES_CHECK_MEM;
if (passOpaque)
{
PSLookAtRenderTime = 0;
//NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
ps->step(CParticleSystem::SolidRender, delay, *this, *psm);
/*NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
nlinfo("Solid render time time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));
nlinfo("LookAt Render time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(PSLookAtRenderTime))); */
}
else
{
//PSLookAtRenderTime = 0;
//NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime();
ps->step(CParticleSystem::BlendRender, delay, *this, *psm);
/*NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime();
nlinfo("Blend render time time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));
nlinfo("LookAt Render time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(PSLookAtRenderTime))); */
}
PARTICLES_CHECK_MEM;
if (psm->isToolDisplayEnabled())
{
ps->step(CParticleSystem::ToolRender, delay, *this, *psm);
PARTICLES_CHECK_MEM;
}
}
///===========================================================================
void CParticleSystemShape::flushTextures(IDriver &driver, uint selectedTexture)
{
// if textures are already flushed, no-op
if (!_CachedTex.empty()) return;
if (_SharedSystem)
{
_SharedSystem->enumTexs(_CachedTex, driver);
}
else
{
NLMISC::CMutex mutex;
mutex.enter();
// must create an instance just to flush the textures
CParticleSystem *myInstance = NULL;
#ifdef PS_FAST_ALLOC
nlassert(PSBlockAllocator == NULL);
NLMISC::CContiguousBlockAllocator blockAllocator;
PSBlockAllocator = &blockAllocator;
blockAllocator.init(300000); // we release memory just after, and we don't want to fragment the memory, so provide large enough mem
#endif
// serialize from the memory stream
if (!_ParticleSystemProto.isReading()) // we must be sure that we are reading the stream
{
_ParticleSystemProto.invert();
}
_ParticleSystemProto.resetPtrTable();
_ParticleSystemProto.seek(0, NLMISC::IStream::begin);
_ParticleSystemProto.serialPtr(myInstance); // instanciate the system
#ifdef PS_FAST_ALLOC
_NumBytesWanted = blockAllocator.getNumAllocatedBytes(); // next allocation will be fast because we know how much memory to allocate
#endif
myInstance->enumTexs(_CachedTex, driver);
// tmp
/*
#ifdef NL_DEBUG
for(uint k = 0; k < myInstance->getNbProcess(); ++k)
{
CPSLocated *loc = (CPSLocated *) myInstance->getProcess(k);
for(uint l = 0; l < loc->getNbBoundObjects(); ++l)
{
if (dynamic_cast(loc->getBoundObject(l)))
{
nlwarning("PS %s uses central gravity", myInstance->getName().c_str());
break;
}
}
}
#endif */
// sort the process inside the fx
myInstance->getSortingByEmitterPrecedence(_ProcessOrder);
delete myInstance;
#ifdef PS_FAST_ALLOC
PSBlockAllocator = NULL;
#endif
mutex.leave();
}
for(uint k = 0; k < _CachedTex.size(); ++k)
{
//nlinfo(_CachedTex[k]->getShareName().c_str());
if (_CachedTex[k])
{
_CachedTex[k]->setTextureCategory(CPSTextureCategory::get());
driver.setupTexture(*_CachedTex[k]);
}
}
}
} // NL3D