Files
Client/Engine/Effect/X3DEffectParticle.cpp
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

825 lines
30 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// X3DEffectParticle.cpp: implementation of the CX3DEffectParticle class.
//
//////////////////////////////////////////////////////////////////////
#include "X3DEffect.h"
#include "X3DEffectParticle.h"
#include "SceneManager.h"
#include "GMMemory.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CX3DEffectParticle::CX3DEffectParticle()
{
m_dwSrcBlending = D3DBLEND_SRCALPHA;
m_dwDestBlending = D3DBLEND_ONE;
m_bTexAni = FALSE;
m_lpVertices = NULL;
m_lpVerticesBlend = NULL;
m_lpVerticeIndex = NULL;
m_lpVerticeInfo = NULL;
}
CX3DEffectParticle::~CX3DEffectParticle()
{
if(m_lpVerticeInfo) { delete[] m_lpVerticeInfo; m_lpVerticeInfo = NULL; }
/* if(m_lpVerticeIndex) { m_lpVerticeIndex->Release(); m_lpVerticeIndex = NULL; }
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }*/
if(m_lpVerticeIndex) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_INDEX,m_lpVerticeIndex);
else
m_lpVerticeIndex->Release();
m_lpVerticeIndex = NULL;
}
if(m_lpVerticesBlend) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
else
m_lpVerticesBlend->Release();
m_lpVerticesBlend = NULL;
}
if(m_lpVertices) {
if(CSceneManager::ms_pBufferPools)
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
else
m_lpVertices->Release();
m_lpVertices = NULL;
}
}
void CX3DEffectParticle::Create(unsigned long dwStartFrame, unsigned long dwEndFrame)
{
m_dwStartFrame = dwStartFrame;
m_dwEndFrame = dwEndFrame;
if (m_lpVerticeInfo) { delete[] m_lpVerticeInfo; m_lpVerticeInfo = NULL; }
m_lpVerticeInfo = NULL;
m_dwMaxAmount = m_dwDrawAmount = 0;
m_dwVolumeType = 0;
m_fVolX = m_fVolY = m_fVolZ = m_fRadius = m_fInnerRadius = 0.0f;
}
BOOL CX3DEffectParticle::CreateBuffer(void)
{
FloatKeyList::iterator fIt;
unsigned long i;
m_dwMaxAmount = m_dwDrawAmount = 0;
for(fIt = m_lstAmount.Begin(); fIt != m_lstAmount.End(); fIt++)
{
m_dwMaxAmount += ((*fIt).second);
}
if(m_lpVerticeInfo) { delete[] m_lpVerticeInfo; m_lpVerticeInfo = NULL; }
/* if(m_lpVerticeIndex) { m_lpVerticeIndex->Release(); m_lpVerticeIndex = NULL; }
if(m_lpVerticesBlend) { m_lpVerticesBlend->Release(); m_lpVerticesBlend = NULL; }
if(m_lpVertices) { m_lpVertices->Release(); m_lpVertices = NULL; }
*/
if(m_lpVerticeIndex) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_INDEX,m_lpVerticeIndex);
//m_lpVerticeIndex->Release();
m_lpVerticeIndex = NULL;
}
if(m_lpVerticesBlend) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVerticesBlend);
//m_lpVerticesBlend->Release();
m_lpVerticesBlend = NULL;
}
if(m_lpVertices) {
CSceneManager::ms_pBufferPools->UnRef(Caldron::Scene::D3DBUFFEROBJ_VERTEX,m_lpVertices);
// m_lpVertices->Release();
m_lpVertices = NULL;
}
// m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,true);
// m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,true);
// m_lpVerticeIndex = CSceneManager::ms_pBufferPools->GetIndexBuffer(m_dwMaxAmount * 2 * 3 * sizeof(unsigned short),D3DFMT_INDEX16,false);
m_lpVertices = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,false);
m_lpVerticesBlend = CSceneManager::ms_pBufferPools->GetVertexBuffer(m_dwMaxAmount * 4 * sizeof(LVertex),LVERTEXFVF,false);
m_lpVerticeIndex = CSceneManager::ms_pBufferPools->GetIndexBuffer(m_dwMaxAmount * 2 * 3 * sizeof(unsigned short),D3DFMT_INDEX16,false);
/*
m_lpD3DDevice->CreateVertexBuffer( m_dwMaxAmount * 4 * sizeof(LVertex), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, LVERTEXFVF,
D3DPOOL_DEFAULT , &m_lpVertices );
m_lpD3DDevice->CreateVertexBuffer( m_dwMaxAmount * 4 * sizeof(LVertex), D3DUSAGE_DYNAMIC |D3DUSAGE_WRITEONLY, LVERTEXFVF,
D3DPOOL_DEFAULT, &m_lpVerticesBlend );
m_lpD3DDevice->CreateIndexBuffer( m_dwMaxAmount * 2 * 3 * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16,
D3DPOOL_MANAGED, &m_lpVerticeIndex);*/
m_lpVerticeInfo = new Particle[m_dwMaxAmount];
unsigned short *pVerticeIndex;
// m_lpVerticeIndex->Lock(0, m_dwMaxAmount * 2 * 3 * sizeof(unsigned short), (unsigned char **)&pVerticeIndex, 0);
m_lpVerticeIndex->Lock(0, 0, (unsigned char **)&pVerticeIndex, 0);
for(i = 0; i < m_dwMaxAmount; i++)
{
m_lpVerticeInfo[i].fLifetime = -1.0f;
pVerticeIndex[i * 6 + 0] = i * 4 + 0;
pVerticeIndex[i * 6 + 1] = i * 4 + 1;
pVerticeIndex[i * 6 + 2] = i * 4 + 2;
pVerticeIndex[i * 6 + 3] = i * 4 + 1;
pVerticeIndex[i * 6 + 4] = i * 4 + 3;
pVerticeIndex[i * 6 + 5] = i * 4 + 2;
}
m_lpVerticeIndex->Unlock();
return TRUE;
}
BOOL CX3DEffectParticle::CreateParticle(LPParticle lpParticle)
{
unsigned long i;
if(m_lpVerticeInfo == NULL)
return FALSE;
for(i = 0; i < m_dwMaxAmount; i++)
{
if(m_lpVerticeInfo[i].fLifetime > 0.0f) continue;
m_lpVerticeInfo[i].vecPos = lpParticle->vecPos;
m_lpVerticeInfo[i].vecVel = lpParticle->vecVel;
m_lpVerticeInfo[i].lColor = lpParticle->lColor;
m_lpVerticeInfo[i].fRotation = lpParticle->fRotation;
m_lpVerticeInfo[i].dwRotationCount = rand() % 128;
m_lpVerticeInfo[i].fWidth = lpParticle->fWidth;
m_lpVerticeInfo[i].fHeight = lpParticle->fHeight;
m_lpVerticeInfo[i].fMaxLife = m_lpVerticeInfo[i].fLifetime = lpParticle->fLifetime;
m_lpVerticeInfo[i].fTexFrame = lpParticle->fTexFrame;
return TRUE;
}
return FALSE;
}
void CX3DEffectParticle::SetVolumeNone(void)
{
m_dwVolumeType = 0;
}
void CX3DEffectParticle::SetVolumeSquare(float fVolX, float fVolY, float fVolZ)
{
m_dwVolumeType = 1;
m_fVolX = fVolX;
m_fVolY = fVolY;
m_fVolZ = fVolZ;
}
void CX3DEffectParticle::SetVolumeCircle(float fRadius, float fInnerRadius)
{
m_dwVolumeType = 2;
m_fRadius = fRadius;
m_fInnerRadius = fInnerRadius;
}
void CX3DEffectParticle::Render(void)
{
if(!m_bVisibility)
return;
if(m_lpVertices == NULL) return;
DWORD cullmode,zmode;
DWORD amode;
matrix matWorld;
matWorld.MakeIdent();
m_lpD3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX *)&matWorld);
m_lpD3DDevice->GetRenderState(D3DRS_ZWRITEENABLE,&zmode);
//m_lpD3DDevice->SetRenderState(D3DRS_ZENABLE,FALSE);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
m_lpD3DDevice->SetTexture(0, GetTexture());
m_lpD3DDevice->GetRenderState(D3DRS_ALPHABLENDENABLE,&amode);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);
m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, m_dwSrcBlending);
m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, m_dwDestBlending);
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
m_lpD3DDevice->GetRenderState(D3DRS_CULLMODE,&cullmode);
m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_DIFFUSE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_TEXTURE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_DIFFUSE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_TEXTURE);
m_lpD3DDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
m_lpD3DDevice->SetTextureStageState(1,D3DTSS_COLOROP,D3DTOP_DISABLE);
m_lpD3DDevice->SetTextureStageState(1,D3DTSS_ALPHAOP,D3DTOP_DISABLE);
m_lpD3DDevice->SetStreamSource(0, m_lpVertices, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->SetIndices(m_lpVerticeIndex, 0);
if(m_dwDrawAmount)
m_lpD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwDrawAmount * 4, 0, m_dwDrawAmount * 2);
/**/
if(m_fTexSpeed)
{
// m_lpD3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
// m_lpD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
m_lpD3DDevice->SetStreamSource(0, m_lpVerticesBlend, sizeof(LVertex));
m_lpD3DDevice->SetVertexShader(LVERTEXFVF);
m_lpD3DDevice->SetIndices(m_lpVerticeIndex, 0);
if(m_dwDrawAmount)
m_lpD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, m_dwDrawAmount * 4, 0, m_dwDrawAmount * 2);
}//***/
m_lpD3DDevice->SetRenderState(D3DRS_ZWRITEENABLE,zmode);
m_lpD3DDevice->SetRenderState(D3DRS_CULLMODE,cullmode);
m_lpD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,amode);
m_lpD3DDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
}
BOOL CX3DEffectParticle::Interpolation(float fFrame)
{
float local_volx;
float local_voly;
float local_volz;
float local_rad;
float local_inrad;
if(m_lpVertices == NULL) return FALSE;
///////////////////////////////////////////////////////////////////////////////////
float fTempFrame;
fTempFrame = ((CX3DEffect *)m_lpLocalEffect)->GetFrame();
if(m_StopParticleFrame != -1) {
// extension3 :: mid effect <20><> <20><>ƼŬ<C6BC><C5AC> end effect <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if(!m_lstCenter.Interpolation(fTempFrame, m_vecCenter)) return FALSE;
if(!m_lstEForce.Interpolation(fTempFrame, m_vecEForce)) return FALSE;
if(!m_lstAlpha.Interpolation(fTempFrame, m_fAlpha)) return FALSE;
if(!m_lstAxis.InterpolationQ(fTempFrame, m_quatAxis)) return FALSE;
if(!m_lstDirection.InterpolationQ(fTempFrame, m_quatDir)) return FALSE;
if(!m_lstPower.Interpolation(fTempFrame, m_fPower)) return FALSE;
if(!m_lstAngle.Interpolation(fTempFrame, m_fAngle)) return FALSE;
if(m_Scale[0] != 1.0f) {
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
if(m_bWorldEffect) {
if(m_Scale[0] != 1.0f) {
m_fPower *=m_Scale[0];
m_vecEForce.x *=m_Scale[0];
m_vecEForce.y *=m_Scale[0];
m_vecEForce.z *=m_Scale[0];
m_fAngle *=m_Scale[0];
local_volx= m_fVolX * m_Scale[0];
local_voly = m_fVolY * m_Scale[0];
local_volz = m_fVolZ * m_Scale[0];
local_rad = m_fRadius * m_Scale[0];
local_inrad = m_fInnerRadius * m_Scale[0];
}
else {
local_volx = m_fVolX;
local_voly = m_fVolY;
local_volz = m_fVolZ;
local_rad = m_fRadius;
local_inrad = m_fInnerRadius;
}
}
else {
local_volx = m_fVolX;
local_voly = m_fVolY;
local_volz = m_fVolZ;
local_rad = m_fRadius;
local_inrad = m_fInnerRadius;
}
if(m_bVisibility) {
matrix *matView = ((CX3DEffect *)m_lpLocalEffect)->GetViewMatrix();
LVertex *pVertices, *pVerticesBlend;
// if(FAILED( m_lpVertices->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVertices, D3DLOCK_DISCARD ) ) )
if(FAILED( m_lpVertices->Lock( 0, 0, (unsigned char **)&pVertices, 0 ) ) )
return FALSE;
// if(FAILED( m_lpVerticesBlend->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, D3DLOCK_DISCARD ) ) )
if(FAILED( m_lpVerticesBlend->Lock( 0, 0, (unsigned char **)&pVerticesBlend, 0 ) ) )
return FALSE;
m_dwDrawAmount = 0;
unsigned long mul;
float w, h, d, degree, cosx, siny;
vector3 vecCenter, pVer[4];
if(m_lpVerticeInfo == NULL)
return FALSE;
for(unsigned long i = 0; i < m_dwMaxAmount; i++)
{
if(m_lpVerticeInfo[i].fLifetime < 0.0f) continue;
else if(m_lpVerticeInfo[i].fLifetime < ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame())
m_lpVerticeInfo[i].fLifetime = 0.0f;
m_lpVerticeInfo[i].vecVel += m_vecEForce;
m_lpVerticeInfo[i].vecPos += m_lpVerticeInfo[i].vecVel;
if(!ParticleInterpolation(i)) return FALSE;
w = m_lpVerticeInfo[i].fWidth / 2;
h = m_lpVerticeInfo[i].fHeight / 2;
d = m_lpVerticeInfo[i].fRotation * m_lpVerticeInfo[i].dwRotationCount;
degree = d - (((unsigned long)(d / 360)) * 360.0f);
cosx = cosf(degree);
siny = sinf(degree);
mul = m_dwDrawAmount << 2;
pVer[0] = vector3(-w * cosx - h * siny, -w * siny + h * cosx, 0.0f);
pVer[1] = vector3(w * cosx - h * siny, w * siny + h * cosx, 0.0f);
pVer[2] = vector3(-w * cosx + h * siny, -w * siny - h * cosx, 0.0f);
pVer[3] = vector3(w * cosx + h * siny, w * siny - h * cosx, 0.0f);
/* if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
{
z3d::VectorRotate(pVer[0], pVer[0], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[1], pVer[1], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[2], pVer[2], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[3], pVer[3], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
}*/
pVertices[mul + 0].v = vector3(pVer[0].x * matView->_11 + pVer[0].y * matView->_12, pVer[0].x * matView->_21 + pVer[0].y * matView->_22, pVer[0].x * matView->_31 + pVer[0].y * matView->_32);
pVertices[mul + 1].v = vector3(pVer[1].x * matView->_11 + pVer[1].y * matView->_12, pVer[1].x * matView->_21 + pVer[1].y * matView->_22, pVer[1].x * matView->_31 + pVer[1].y * matView->_32);
pVertices[mul + 2].v = vector3(pVer[2].x * matView->_11 + pVer[2].y * matView->_12, pVer[2].x * matView->_21 + pVer[2].y * matView->_22, pVer[2].x * matView->_31 + pVer[2].y * matView->_32);
pVertices[mul + 3].v = vector3(pVer[3].x * matView->_11 + pVer[3].y * matView->_12, pVer[3].x * matView->_21 + pVer[3].y * matView->_22, pVer[3].x * matView->_31 + pVer[3].y * matView->_32);
pVertices[mul + 0].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 1].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 2].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 3].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 0].diff = pVertices[mul + 1].diff =
pVertices[mul + 2].diff = pVertices[mul + 3].diff = m_lpVerticeInfo[i].lColor;
pVertices[mul + 3].diff.a *= m_fAlpha;
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a =
pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
pVertices[mul + 0].spec = pVertices[mul + 1].spec =
pVertices[mul + 2].spec = pVertices[mul + 3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
if(m_fTexSpeed)
{
pVerticesBlend[mul + 0].v = pVertices[mul + 0].v;
pVerticesBlend[mul + 1].v = pVertices[mul + 1].v;
pVerticesBlend[mul + 2].v = pVertices[mul + 2].v;
pVerticesBlend[mul + 3].v = pVertices[mul + 3].v;
pVerticesBlend[mul + 0].diff = pVerticesBlend[mul + 1].diff =
pVerticesBlend[mul + 2].diff = pVerticesBlend[mul + 3].diff = pVertices[mul + 0].diff;
pVerticesBlend[mul + 0].spec = pVerticesBlend[mul + 1].spec =
pVerticesBlend[mul + 2].spec = pVerticesBlend[mul + 3].spec = pVertices[mul + 0].spec;
long t = (long)m_lpVerticeInfo[i].fTexFrame;
float f1 = (t % 4) * 0.25;
float f2 = (t / 4) * 0.25;
pVertices[mul + 0].tu = f1; pVertices[mul + 0].tv = f2;
pVertices[mul + 1].tu = f1 + 0.25f; pVertices[mul + 1].tv = f2;
pVertices[mul + 2].tu = f1; pVertices[mul + 2].tv = f2 + 0.25f;
pVertices[mul + 3].tu = f1 + 0.25f; pVertices[mul + 3].tv = f2 + 0.25f;
if(15 == t) { if(0.16f < m_fTexSpeed) t = 0; else t = 15; } else t++;
f1 = (t % 4) * 0.25;
f2 = (t / 4) * 0.25;
pVerticesBlend[mul + 0].tu = f1; pVerticesBlend[mul + 0].tv = f2;
pVerticesBlend[mul + 1].tu = f1 + 0.25f; pVerticesBlend[mul + 1].tv = f2;
pVerticesBlend[mul + 2].tu = f1; pVerticesBlend[mul + 2].tv = f2 + 0.25f;
pVerticesBlend[mul + 3].tu = f1 + 0.25f; pVerticesBlend[mul + 3].tv = f2 + 0.25f;
///////////////////////////////////////////
// float fAlpha = ;
pVertices[mul + 3].diff.a *= (floorf(m_lpVerticeInfo[i].fTexFrame + 1.0f) - m_lpVerticeInfo[i].fTexFrame);
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a = pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
pVerticesBlend[mul + 3].diff.a *= (m_lpVerticeInfo[i].fTexFrame - floorf(m_lpVerticeInfo[i].fTexFrame));
// pVerticesBlend[mul + 3].diff.a *= (1.0f - fAlpha);
pVerticesBlend[mul + 0].diff.a = pVerticesBlend[mul + 1].diff.a = pVerticesBlend[mul + 2].diff.a = pVerticesBlend[mul + 3].diff.a;
///////////////////////////////////////////
} else
{
pVertices[mul + 0].tu = 0.0f; pVertices[mul + 0].tv = 0.0f;
pVertices[mul + 1].tu = 1.0f; pVertices[mul + 1].tv = 0.0f;
pVertices[mul + 2].tu = 0.0f; pVertices[mul + 2].tv = 1.0f;
pVertices[mul + 3].tu = 1.0f; pVertices[mul + 3].tv = 1.0f;
}
m_lpVerticeInfo[i].fLifetime -= ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame();
m_lpVerticeInfo[i].dwRotationCount++;
// <20><><EFBFBD>İ<EFBFBD><C4B0><EFBFBD> 5<><35><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> draw list<73><74><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if((pVertices[mul +3].diff.a)<1) {
continue;
}
m_dwDrawAmount++;
}
///////////////////////////////////////////////////////////////////////////////////
m_lpVerticesBlend->Unlock();
m_lpVertices->Unlock();
} //if(m_bVisibility)
}
else { // <20>Ϲ<EFBFBD> particle
if(!m_lstCenter.Interpolation(fTempFrame, m_vecCenter)) return FALSE;
if(!m_lstEForce.Interpolation(fTempFrame, m_vecEForce)) return FALSE;
if(!m_lstAlpha.Interpolation(fTempFrame, m_fAlpha)) return FALSE;
if(!m_lstAxis.InterpolationQ(fTempFrame, m_quatAxis)) return FALSE;
if(!m_lstDirection.InterpolationQ(fTempFrame, m_quatDir)) return FALSE;
if(!m_lstPower.Interpolation(fTempFrame, m_fPower)) return FALSE;
if(!m_lstAngle.Interpolation(fTempFrame, m_fAngle)) return FALSE;
if(m_Scale[0] != 1.0f) {
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
if(m_bWorldEffect) {
if(m_Scale[0] != 1.0f) {
m_fPower *=m_Scale[0];
m_vecEForce.x *=m_Scale[0];
m_vecEForce.y *=m_Scale[0];
m_vecEForce.z *=m_Scale[0];
m_fAngle *=m_Scale[0];
local_volx= m_fVolX * m_Scale[0];
local_voly = m_fVolY * m_Scale[0];
local_volz = m_fVolZ * m_Scale[0];
local_rad = m_fRadius * m_Scale[0];
local_inrad = m_fInnerRadius * m_Scale[0];
}
else {
local_volx = m_fVolX;
local_voly = m_fVolY;
local_volz = m_fVolZ;
local_rad = m_fRadius;
local_inrad = m_fInnerRadius;
}
}
else {
local_volx = m_fVolX;
local_voly = m_fVolY;
local_volz = m_fVolZ;
local_rad = m_fRadius;
local_inrad = m_fInnerRadius;
}
///////////////////////////////////////////////////////////////////////////////////
if(m_bVisibility) {
float fAmount;
Particle pNewParticle;
if(m_lstAmount.Find(fTempFrame, fAmount))
{
float a, b, r, c, a1, p;
a1 = FLOAT_PHI / fAmount;
c = ((2 * FLOAT_PHI) / fAmount);
for(unsigned long i = 0; i < (unsigned long)fAmount; i++)
{
p = m_fPower * (1.0f - m_fPowerSeed * (1.0f - (((float)rand()) / RAND_MAX) * 2.0f));
a = (m_fAngle * (((float)rand()) / RAND_MAX));
b = c * i;
r = p * sinf(a);
pNewParticle.vecVel = vector3(r * cosf(b), p * cosf(a), r * sinf(b));
z3d::VectorRotate(pNewParticle.vecVel, pNewParticle.vecVel, m_quatDir);
z3d::VectorRotate(pNewParticle.vecVel, pNewParticle.vecVel, m_quatAxis);
if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
z3d::VectorRotate(pNewParticle.vecVel, pNewParticle.vecVel, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
pNewParticle.fMaxLife = pNewParticle.fLifetime = m_fLifetime * (1.0f - m_fLifetimeSeed * (1.0f - (((float)rand()) / RAND_MAX) * 2.0f));
pNewParticle.fRotation = m_fRotation * (1.0f - m_fPowerSeed * (1.0f - (((float)rand()) / RAND_MAX) * 2.0f));
pNewParticle.fTexFrame = 01.0;
switch(m_dwVolumeType)
{
case 0:
pNewParticle.vecPos = m_vecCenter;
break;
case 1:
pNewParticle.vecPos = vector3(((float)rand() / RAND_MAX) * local_volx,
((float)rand() / RAND_MAX) * local_voly,
((float)rand() / RAND_MAX) * local_volz) - vector3(local_volx / 2, local_voly / 2, local_volz / 2);
z3d::VectorRotate(pNewParticle.vecPos, pNewParticle.vecPos, m_quatAxis);
pNewParticle.vecPos += m_vecCenter;
break;
case 2:
{
float degree = 2.0f * FLOAT_PHI * (((float)rand()) / RAND_MAX);
float radius = local_inrad + (local_rad - local_inrad * (((float)rand()) / RAND_MAX));
pNewParticle.vecPos = vector3(radius * cosf(degree), 0, radius * sinf(degree));
z3d::VectorRotate(pNewParticle.vecPos, pNewParticle.vecPos, m_quatAxis);
pNewParticle.vecPos += m_vecCenter;
}
break;
}
if(((CX3DEffect *)m_lpLocalEffect)->GetAxis()) z3d::VectorRotate(pNewParticle.vecPos, pNewParticle.vecPos, *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
if(((CX3DEffect *)m_lpLocalEffect)->GetCenter()) pNewParticle.vecPos += (*((CX3DEffect *)m_lpLocalEffect)->GetCenter());
CreateParticle(&pNewParticle);
}
}
///////////////////////////////////////////////////////////////////////////////////
matrix *matView = ((CX3DEffect *)m_lpLocalEffect)->GetViewMatrix();
LVertex *pVertices, *pVerticesBlend;
// if(FAILED( m_lpVertices->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVertices, 0 ) ) )
if(FAILED( m_lpVertices->Lock( 0, 0, (unsigned char **)&pVertices, 0 ) ) )
return FALSE;
// if(FAILED( m_lpVerticesBlend->Lock( 0, m_dwMaxAmount * 4 * sizeof(LVertex), (unsigned char **)&pVerticesBlend, 0 ) ) )
if(FAILED( m_lpVerticesBlend->Lock( 0, 0, (unsigned char **)&pVerticesBlend, 0 ) ) )
return FALSE;
m_dwDrawAmount = 0;
unsigned long mul;
float w, h, d, degree, cosx, siny;
vector3 vecCenter, pVer[4];
if(m_lpVerticeInfo == NULL)
return FALSE;
for(unsigned long i = 0; i < m_dwMaxAmount; i++)
{
if(m_lpVerticeInfo[i].fLifetime < 0.0f) continue;
else if(m_lpVerticeInfo[i].fLifetime < ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame())
m_lpVerticeInfo[i].fLifetime = 0.0f;
m_lpVerticeInfo[i].vecVel += m_vecEForce;
m_lpVerticeInfo[i].vecPos += m_lpVerticeInfo[i].vecVel;
if(!ParticleInterpolation(i)) return FALSE;
w = m_lpVerticeInfo[i].fWidth / 2;
h = m_lpVerticeInfo[i].fHeight / 2;
d = m_lpVerticeInfo[i].fRotation * m_lpVerticeInfo[i].dwRotationCount;
degree = d - (((unsigned long)(d / 360)) * 360.0f);
cosx = cosf(degree);
siny = sinf(degree);
mul = m_dwDrawAmount << 2;
pVer[0] = vector3(-w * cosx - h * siny, -w * siny + h * cosx, 0.0f);
pVer[1] = vector3(w * cosx - h * siny, w * siny + h * cosx, 0.0f);
pVer[2] = vector3(-w * cosx + h * siny, -w * siny - h * cosx, 0.0f);
pVer[3] = vector3(w * cosx + h * siny, w * siny - h * cosx, 0.0f);
/* if(((CX3DEffect *)m_lpLocalEffect)->GetAxis())
{
z3d::VectorRotate(pVer[0], pVer[0], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[1], pVer[1], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[2], pVer[2], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
z3d::VectorRotate(pVer[3], pVer[3], *((CX3DEffect *)m_lpLocalEffect)->GetAxis());
}*/
pVertices[mul + 0].v = vector3(pVer[0].x * matView->_11 + pVer[0].y * matView->_12, pVer[0].x * matView->_21 + pVer[0].y * matView->_22, pVer[0].x * matView->_31 + pVer[0].y * matView->_32);
pVertices[mul + 1].v = vector3(pVer[1].x * matView->_11 + pVer[1].y * matView->_12, pVer[1].x * matView->_21 + pVer[1].y * matView->_22, pVer[1].x * matView->_31 + pVer[1].y * matView->_32);
pVertices[mul + 2].v = vector3(pVer[2].x * matView->_11 + pVer[2].y * matView->_12, pVer[2].x * matView->_21 + pVer[2].y * matView->_22, pVer[2].x * matView->_31 + pVer[2].y * matView->_32);
pVertices[mul + 3].v = vector3(pVer[3].x * matView->_11 + pVer[3].y * matView->_12, pVer[3].x * matView->_21 + pVer[3].y * matView->_22, pVer[3].x * matView->_31 + pVer[3].y * matView->_32);
pVertices[mul + 0].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 1].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 2].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 3].v += m_lpVerticeInfo[i].vecPos;
pVertices[mul + 0].diff = pVertices[mul + 1].diff =
pVertices[mul + 2].diff = pVertices[mul + 3].diff = m_lpVerticeInfo[i].lColor;
pVertices[mul + 3].diff.a *= m_fAlpha;
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a =
pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
pVertices[mul + 0].spec = pVertices[mul + 1].spec =
pVertices[mul + 2].spec = pVertices[mul + 3].spec = color(0xFF, 0xFF, 0xFF, 0xFF);
if(m_fTexSpeed)
{
pVerticesBlend[mul + 0].v = pVertices[mul + 0].v;
pVerticesBlend[mul + 1].v = pVertices[mul + 1].v;
pVerticesBlend[mul + 2].v = pVertices[mul + 2].v;
pVerticesBlend[mul + 3].v = pVertices[mul + 3].v;
pVerticesBlend[mul + 0].diff = pVerticesBlend[mul + 1].diff =
pVerticesBlend[mul + 2].diff = pVerticesBlend[mul + 3].diff = pVertices[mul + 0].diff;
pVerticesBlend[mul + 0].spec = pVerticesBlend[mul + 1].spec =
pVerticesBlend[mul + 2].spec = pVerticesBlend[mul + 3].spec = pVertices[mul + 0].spec;
long t = (long)m_lpVerticeInfo[i].fTexFrame;
float f1 = (t % 4) * 0.25;
float f2 = (t / 4) * 0.25;
pVertices[mul + 0].tu = f1; pVertices[mul + 0].tv = f2;
pVertices[mul + 1].tu = f1 + 0.25f; pVertices[mul + 1].tv = f2;
pVertices[mul + 2].tu = f1; pVertices[mul + 2].tv = f2 + 0.25f;
pVertices[mul + 3].tu = f1 + 0.25f; pVertices[mul + 3].tv = f2 + 0.25f;
if(15 == t) { if(0.16f < m_fTexSpeed) t = 0; else t = 15; } else t++;
f1 = (t % 4) * 0.25;
f2 = (t / 4) * 0.25;
pVerticesBlend[mul + 0].tu = f1; pVerticesBlend[mul + 0].tv = f2;
pVerticesBlend[mul + 1].tu = f1 + 0.25f; pVerticesBlend[mul + 1].tv = f2;
pVerticesBlend[mul + 2].tu = f1; pVerticesBlend[mul + 2].tv = f2 + 0.25f;
pVerticesBlend[mul + 3].tu = f1 + 0.25f; pVerticesBlend[mul + 3].tv = f2 + 0.25f;
///////////////////////////////////////////
// float fAlpha = ;
pVertices[mul + 3].diff.a *= (floorf(m_lpVerticeInfo[i].fTexFrame + 1.0f) - m_lpVerticeInfo[i].fTexFrame);
pVertices[mul + 0].diff.a = pVertices[mul + 1].diff.a = pVertices[mul + 2].diff.a = pVertices[mul + 3].diff.a;
pVerticesBlend[mul + 3].diff.a *= (m_lpVerticeInfo[i].fTexFrame - floorf(m_lpVerticeInfo[i].fTexFrame));
// pVerticesBlend[mul + 3].diff.a *= (1.0f - fAlpha);
pVerticesBlend[mul + 0].diff.a = pVerticesBlend[mul + 1].diff.a = pVerticesBlend[mul + 2].diff.a = pVerticesBlend[mul + 3].diff.a;
///////////////////////////////////////////
} else
{
pVertices[mul + 0].tu = 0.0f; pVertices[mul + 0].tv = 0.0f;
pVertices[mul + 1].tu = 1.0f; pVertices[mul + 1].tv = 0.0f;
pVertices[mul + 2].tu = 0.0f; pVertices[mul + 2].tv = 1.0f;
pVertices[mul + 3].tu = 1.0f; pVertices[mul + 3].tv = 1.0f;
}
m_lpVerticeInfo[i].fLifetime -= ((CX3DEffect *)m_lpLocalEffect)->GetIncFrame();
m_lpVerticeInfo[i].dwRotationCount++;
// <20><><EFBFBD>İ<EFBFBD><C4B0><EFBFBD> 1<><31><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> draw list<73><74><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
if((pVertices[mul +3].diff.a)<1) {
continue;
}
m_dwDrawAmount++;
}
///////////////////////////////////////////////////////////////////////////////////
m_lpVerticesBlend->Unlock();
m_lpVertices->Unlock();
}
} //if(m_bVisibility)
return TRUE;
}
BOOL CX3DEffectParticle::ParticleInterpolation(unsigned long dwNumber)
{
if(m_lpVerticeInfo == NULL)
return FALSE;
float fFrame = 100.0f * (1.0f - (m_lpVerticeInfo[dwNumber].fLifetime / m_lpVerticeInfo[dwNumber].fMaxLife));
if(!m_lstWidth.Interpolation(fFrame, m_lpVerticeInfo[dwNumber].fWidth)) return FALSE;
if(!m_lstHeight.Interpolation(fFrame, m_lpVerticeInfo[dwNumber].fHeight)) return FALSE;
m_lpVerticeInfo[dwNumber].fWidth *=m_Scale[0];
m_lpVerticeInfo[dwNumber].fHeight *=m_Scale[0];
if(!m_lstColor.InterpolationC(fFrame, m_lpVerticeInfo[dwNumber].lColor)) return FALSE;
if(m_fTexSpeed)
{
if(fFrame == 100.0f)
{
m_lpVerticeInfo[dwNumber].fTexFrame = 15.0f;
} else
{
float a = fFrame * m_fTexSpeed;
m_lpVerticeInfo[dwNumber].fTexFrame = a - (((unsigned long)(a / 16)) * 16.0f);
}
}
return TRUE;
}
void CX3DEffectParticle::Load(FILE *fp, const char *strOriginalPath)
{
fread(&m_bTexAni, 4, 1, fp);
fread(&m_dwSrcBlending, 4, 1, fp);
fread(&m_dwDestBlending, 4, 1, fp);
fread(&m_fPowerSeed, 4, 1, fp);
fread(&m_fLifetime, 4, 1, fp);
fread(&m_fLifetimeSeed, 4, 1, fp);
fread(&m_fRotation, 4, 1, fp);
fread(&m_fTexSpeed, 4, 1, fp);
// <20><><EFBFBD><EFBFBD>
fread(&m_dwVolumeType, 4, 1, fp); // 0 : None, 1 : Square, 2 : Circle
fread(&m_fVolX, 4, 1, fp);
fread(&m_fVolY, 4, 1, fp);
fread(&m_fVolZ, 4, 1, fp);
fread(&m_fRadius, 4, 1, fp);
fread(&m_fInnerRadius, 4, 1, fp);
if(m_bWorldEffect) {
if(m_Scale[0] != 1.0f) {
m_fVolX *=m_Scale[0];
m_fVolY *=m_Scale[0];
m_fVolZ *=m_Scale[0];
m_fRadius *=m_Scale[0];
m_fInnerRadius *=m_Scale[0];
}
}
m_lstAxis.Load(fp, m_quatAxis);
m_lstCenter.Load(fp, m_vecCenter);
if(m_Scale[0] != 1.0f) {
m_vecCenter.x *=m_Scale[0];
m_vecCenter.z *=m_Scale[0];
m_vecCenter.y *=(m_Scale[0]);
}
float fAmount;
m_lstAmount.Load(fp, fAmount);
m_lstAlpha.Load(fp, m_fAlpha);
m_lstPower.Load(fp, m_fPower);
m_lstAngle.Load(fp, m_fAngle);
m_lstEForce.Load(fp, m_vecEForce);
if(m_bWorldEffect) {
if(m_Scale[0] != 1.0f) {
m_fPower *=m_Scale[0];
m_vecEForce.x *=m_Scale[0];
m_vecEForce.y *=m_Scale[0];
m_vecEForce.z *=m_Scale[0];
}
}
m_lstDirection.Load(fp, m_quatDir);
// Scenario<69><6F> <20><><EFBFBD><EFBFBD>Ʈ
m_lstWidth.Load(fp, m_fAlpha);
m_lstHeight.Load(fp, m_fAlpha);
m_lstColor.Load(fp, m_lColor);
}
void CX3DEffectParticle::Save(FILE *fp, const char *strOriginalPath)
{
fwrite(&m_bTexAni, 4, 1, fp);
fwrite(&m_dwSrcBlending, 4, 1, fp);
fwrite(&m_dwDestBlending, 4, 1, fp);
fwrite(&m_fPowerSeed, 4, 1, fp);
fwrite(&m_fLifetime, 4, 1, fp);
fwrite(&m_fLifetimeSeed, 4, 1, fp);
fwrite(&m_fRotation, 4, 1, fp);
fwrite(&m_fTexSpeed, 4, 1, fp);
// <20><><EFBFBD><EFBFBD>
fwrite(&m_dwVolumeType, 4, 1, fp); // 0 : None, 1 : Square, 2 : Circle
fwrite(&m_fVolX, 4, 1, fp);
fwrite(&m_fVolY, 4, 1, fp);
fwrite(&m_fVolZ, 4, 1, fp);
fwrite(&m_fRadius, 4, 1, fp);
fwrite(&m_fInnerRadius, 4, 1, fp);
m_lstAxis.Save(fp);
m_lstCenter.Save(fp);
m_lstAmount.Save(fp);
m_lstAlpha.Save(fp);
m_lstPower.Save(fp);
m_lstAngle.Save(fp);
m_lstEForce.Save(fp);
m_lstDirection.Save(fp);
// Scenario<69><6F> <20><><EFBFBD><EFBFBD>Ʈ
m_lstWidth.Save(fp);
m_lstHeight.Save(fp);
m_lstColor.Save(fp);
}