public unsafe int UpdateBuffer()
        {
            int quadIndex = 0;

            fixed(ParticleVertex *pQuads = _quads)
            {
                fixed(Particle *pParticles = _particlesBuffer)
                {
                    for (int i = 0, len = _particlesBuffer.Length; i < len; i++)
                    {
                        int       k   = 4 * quadIndex++;
                        Particle *ptc = pParticles + i;
                        for (int j = 0; j < 4; j++)
                        {
                            ParticleVertex *vertex = pQuads + k + j;
                            vertex->PositionPtc = ptc->GlobalPosition;
                            vertex->Alpha       = ptc->Alpha;
                            vertex->Color       = ptc->Color;
                            vertex->Size        = ptc->Size;
                        }
                    }
                }

                _vb.Write(_quads);
            }

            return(quadIndex);
        }
Beispiel #2
0
        /// <summary>
        /// Performs rendering of particles.
        /// </summary>
        /// <param name="iterator">The particle iterator object.</param>
        /// <param name="context">The render context containing rendering information.</param>
        protected override void Render(ref RenderContext context, ref ParticleIterator iterator)
        {
            Int32 vertexCount = 0;
            Vector3 cameraPos = context.CameraPosition;
            Vector3 rotationAxis = context.BillboardRotationalAxis;
            bool squareTexture = (context.Texture.Height == context.Texture.Width);
            float aspectRatio = context.Texture.Height / (float)context.Texture.Width ;

            SetDataOptions setDataOptions = SetDataOptions.NoOverwrite;

            //Use the SpriteBatch style of filling buffers
            //http://blogs.msdn.com/b/shawnhar/archive/2010/07/07/setdataoptions-nooverwrite-versus-discard.aspx
            if (_vertexBufferPosition + context.Count * VerticesPerParticle > NumVertices)
            {
                //Too much to fit in the remaining space - start at the beginning and discard
                _vertexBufferPosition = 0;
                setDataOptions = SetDataOptions.Discard;
            }

#if UNSAFE
            unsafe
            {
                fixed (ParticleVertex* vertexArray = Vertices)
                {
                    ParticleVertex* verts = vertexArray +_vertexBufferPosition;
#else
                    int vertexIndex = _vertexBufferPosition;
#endif
                    var particle = iterator.First;
                    do
                    {
#if UNSAFE
                        Single scale = particle->Scale;
                        Vector3 position = particle->Position;
                        Vector3 rotation = particle->Rotation;
                        Vector4 colour = particle->Colour;
                        //Work out our world transform - and set a flag to avoid some multiplies if world ends up as zero
                        bool worldIsNotIdentity = true;
                        Matrix effectWorld;
                        if (context.WorldIsIdentity)
                        {
                            if (particle->EffectProxyIndex > 0)
                            {
                                effectWorld = ParticleEffectProxy.Proxies[particle->EffectProxyIndex].World;
                            }
                            else
                            {
                                worldIsNotIdentity = false;
                                effectWorld = Matrix.Identity; //Makes the compiler happy though we will never actually use it.
                            }
                        }
                        else
                        {
                            effectWorld = particle->EffectProxyIndex > 0 ? ParticleEffectProxy.Proxies[particle->EffectProxyIndex].FinalWorld : context.World;
                        }

#else
                        Single scale = particle.Scale;
                        Vector3 position = particle.Position;
                        Vector3 rotation = particle.Rotation;
                        Vector4 colour = particle.Colour;
                        //If we have a proxy then multiply in the proxy world matrix
                        bool worldIsNotIdentity = true;
                        Matrix effectWorld;
                        if (context.WorldIsIdentity)
                        {
                            if (particle.EffectProxyIndex > 0)
                            {
                                effectWorld = ParticleEffectProxy.Proxies[particle.EffectProxyIndex].World;
                            }
                            else
                            {
                                worldIsNotIdentity = false;
                                effectWorld = Matrix.Identity;
                                    //Makes the compiler happy though we will never actually use it.
                            }
                        }
                        else
                        {
                            effectWorld = particle.EffectProxyIndex > 0
                                              ? ParticleEffectProxy.Proxies[particle.EffectProxyIndex].FinalWorld
                                              : context.World;
                        }
#endif

                        //Individual particle transformations - scale and rotation
                        //The Rotation setup will fill in the top 3x3 so we just need to initialise 44
                        var transform = new Matrix {M44 = 1};

                        float scaleX = scale;
                        float scaleY = squareTexture ? scale : scale * aspectRatio;
                        //ScaleZ is always 1 so no need multiple into M_3

                        //Inline the rotation and scale calculations and do each element in one go
                        //Fast rotation matrix - see http://en.wikipedia.org/wiki/Rotation_matrix#General_rotations
                        //This set matches
                        //Matrix temp2 = Matrix.CreateRotationX(rotation.X) * Matrix.CreateRotationY(rotation.Y) * Matrix.CreateRotationZ(rotation.Z); //Matches math od Rotx*RotY*RotZ
                        //var cosX = (float) Math.Cos(rotation.X);
                        //var cosY = (float) Math.Cos(rotation.Y);
                        //var cosZ = (float) Math.Cos(rotation.Z);
                        //var sinX = (float) Math.Sin(rotation.X);
                        //var sinY = (float) Math.Sin(rotation.Y);
                        //var sinZ = (float) Math.Sin(rotation.Z);
                        //transform.M11 = cosY*cosZ;
                        //transform.M12 = cosY * sinZ;
                        //transform.M13 = -sinY;
                        //transform.M21 = sinX*sinY*cosZ - cosX * sinZ;
                        //transform.M22 = sinX*sinY*sinZ + cosX*cosZ;
                        //transform.M23 = sinX*cosY;
                        //transform.M31 = cosX*sinY*cosZ + sinX * sinZ;
                        //transform.M32 = cosX*sinY*sinZ - sinX * cosZ;
                        //transform.M33 = cosX * cosY;

                        //This set matches
                        //Matrix temp2 = Matrix.CreateScale(new VEctor3(scaleX, scaleY,1) * Matrix.CreateRotationZ(rotation.Z) * Matrix.CreateRotationX(rotation.Y) * Matrix.CreateRotationY(rotation.X) ; //Matches YawPitchRoll order
                        //Matrix temp = Matrix.CreateScale(new VEctor3(scaleX, scaleY,1) * Matrix.CreateFromYawPitchRoll(rotation.X, rotation.Y, rotation.Z);
                        //TODO - can we optimise out a rotation e.g.fast path if rotation.Y=0 etc
                        //TODO - can we optimise out rotation(s) if we know its a billboard? That overwrites much of the transform
                        var cosX = (float)Math.Cos(rotation.Y);
                        var cosY = (float)Math.Cos(rotation.X);
                        var cosZ = (float)Math.Cos(rotation.Z);
                        var sinX = (float)Math.Sin(rotation.Y);
                        var sinY = (float)Math.Sin(rotation.X);
                        var sinZ = (float)Math.Sin(rotation.Z);
                        var cosYcosZ = cosY*cosZ;
                        var cosYsinZ = cosY*sinZ;
                        var sinXsinY = sinX*sinY;
                        transform.M11 = (cosYcosZ + sinXsinY * sinZ) * scaleX;
                        transform.M12 = (cosX * sinZ) * scaleX;
                        transform.M13 = (sinX * cosYsinZ - sinY * cosZ) * scaleX;
                        transform.M21 = (sinXsinY * cosZ - cosYsinZ) * scaleY;
                        transform.M22 = (cosX * cosZ) *scaleY;
                        transform.M23 = (sinY * sinZ + sinX * cosYcosZ) * scaleY;
                        transform.M31 = cosX * sinY;
                        transform.M32 = -sinX;
                        transform.M33 = cosX * cosY;

                        switch (context.BillboardStyle)
                        {
                            case BillboardStyle.None:
                                //Position the particle without a multiplication!
                                transform.M41 = position.X;
                                transform.M42 = position.Y;
                                transform.M43 = position.Z;
                                //Just apply the world
                                //TODO - we can just do this in Basic effect instead of per vertex - only if there is no proxy, sort of a fast path!
                                if (worldIsNotIdentity)
                                {
                                    Matrix.Multiply(ref transform, ref effectWorld, out transform);
                                }
                                break;

                            default: //Its billboarded

                                Vector3 worldPos;
                                if (worldIsNotIdentity)
                                {
                                    Vector3.Transform(ref position, ref effectWorld, out worldPos);
                                }
                                else
                                {
                                    worldPos = position;
                                }


                                //Apply the billboard (which includes the world translation)
                                Matrix billboardMatrix;
                                if (context.BillboardStyle == BillboardStyle.Spherical)
                                {
                                    //Spherical billboards (always face the camera)
                                    Matrix.CreateBillboard(ref worldPos, ref cameraPos, ref Up, Forward,
                                                           out billboardMatrix);
                                }
                                else
                                {
                                    //HACK: For progenitor DBP use the velocity as the axis for a per particle axis
                                    if (context.UseVelocityAsBillboardAxis)
                                    {
#if UNSAFE
                                        Matrix.CreateConstrainedBillboard(ref worldPos, ref cameraPos, ref particle->Velocity,
                                                                          Forward, null, out billboardMatrix);
#else
                                        Matrix.CreateConstrainedBillboard(ref worldPos, ref cameraPos, ref particle.Velocity,
                                                                          Forward, null, out billboardMatrix);

#endif
                                    }
                                    else
                                    {
                                        //Cylindrical billboards have a vector they are allowed to rotate around
                                        Matrix.CreateConstrainedBillboard(ref worldPos, ref cameraPos, ref rotationAxis,
                                                                          Forward, null, out billboardMatrix);
                                    }


                                }

                                Matrix.Multiply(ref transform, ref billboardMatrix, out transform);
                                break;
                        }

                        Vector3 v1;
                        Vector3 v2;
                        Vector3 v3;
                        Vector3 v4;

                        Vector3.Transform(ref inv1, ref transform, out v1);
                        Vector3.Transform(ref inv2, ref transform, out v2);
                        Vector3.Transform(ref inv3, ref transform, out v3);
                        Vector3.Transform(ref inv4, ref transform, out v4);
#if UNSAFE

                        //inline particle value assignments - removes 4 calls with their parameters and its a struct anyway
                        verts->Position.X = v1.X;
                        verts->Position.Y = v1.Y;
                        verts->Position.Z = v1.Z;
                        verts->Colour.X = colour.X;
                        verts->Colour.Y = colour.Y;
                        verts->Colour.Z = colour.Z;
                        verts->Colour.W = colour.W;
                        verts++;

                        verts->Position.X = v2.X;
                        verts->Position.Y = v2.Y;
                        verts->Position.Z = v2.Z;
                        verts->Colour.X = colour.X;
                        verts->Colour.Y = colour.Y;
                        verts->Colour.Z = colour.Z;
                        verts->Colour.W = colour.W;
                        verts++;

                        verts->Position.X = v3.X;
                        verts->Position.Y = v3.Y;
                        verts->Position.Z = v3.Z;
                        verts->Colour.X = colour.X;
                        verts->Colour.Y = colour.Y;
                        verts->Colour.Z = colour.Z;
                        verts->Colour.W = colour.W;
                        verts++;

                        verts->Position.X = v4.X;
                        verts->Position.Y = v4.Y;
                        verts->Position.Z = v4.Z;
                        verts->Colour.X = colour.X;
                        verts->Colour.Y = colour.Y;
                        verts->Colour.Z = colour.Z;
                        verts->Colour.W = colour.W;
                        verts++;
#else
                        //inline particle value assignments - removes 4 calls with their parameters and its a struct anyway

                        this.Vertices[vertexIndex].Position = v1;
                        this.Vertices[vertexIndex].Colour = colour;
                        this.Vertices[vertexIndex++].TextureCoordinate = uv1;
                        this.Vertices[vertexIndex].Position = v2;
                        this.Vertices[vertexIndex].Colour = colour;
                        this.Vertices[vertexIndex++].TextureCoordinate = uv2;
                        this.Vertices[vertexIndex].Position = v3;
                        this.Vertices[vertexIndex].Colour = colour;
                        this.Vertices[vertexIndex++].TextureCoordinate = uv3;
                        this.Vertices[vertexIndex].Position = v4;
                        this.Vertices[vertexIndex].Colour = colour;
                        this.Vertices[vertexIndex++].TextureCoordinate = uv4;
#endif
                        vertexCount += 4;
                    }
#if UNSAFE
                    while (iterator.MoveNext(&particle));
#else
                    while (iterator.MoveNext(ref particle));
#endif

                    base.GraphicsDeviceService.GraphicsDevice.BlendState = context.BlendState;
                    this.BasicEffect.Texture = context.Texture;

                    //Xbox need the vertex buffer to be set to null before SetData is called
                    //Windows does not
                    //TODO: Is this a bug? see http://forums.create.msdn.com/forums/p/61885/399495.aspx#399495
#if XBOX
                    if (setDataOptions == SetDataOptions.Discard)
                    {
                        base.GraphicsDeviceService.GraphicsDevice.SetVertexBuffer(null);
                    }
#endif
                    _vertexBuffer.SetData(_vertexBufferPosition * ParticleVertex.Size, Vertices, _vertexBufferPosition, vertexCount, ParticleVertex.Size, setDataOptions);
                    Debug.WriteLine(String.Format("position: {0} Count: {1} Hint: {2}", _vertexBufferPosition, vertexCount, setDataOptions));
                    base.GraphicsDeviceService.GraphicsDevice.SetVertexBuffer(_vertexBuffer);

                    foreach (EffectPass pass in this.BasicEffect.CurrentTechnique.Passes)
                    {
                        pass.Apply();

                        base.GraphicsDeviceService.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, _vertexBufferPosition, vertexCount,
                                                                                        _vertexBufferPosition/4*6, vertexCount/2);
                    }

                    //Move to the next free part of the array
                    _vertexBufferPosition += vertexCount;
#if UNSAFE
                }
            }
#endif
        }