added pstat calipers to sprite particles

This commit is contained in:
Asad M. Zaman 2007-02-06 00:34:29 +00:00
parent 7732928c0e
commit 49307714d1
6 changed files with 119 additions and 96 deletions

View File

@ -33,9 +33,12 @@
#include "pointParticleRenderer.h"
#include "pointParticleFactory.h"
#include "sphereSurfaceEmitter.h"
#include "pStatTimer.h"
TypeHandle ParticleSystem::_type_handle;
PStatCollector ParticleSystem::_update_collector("App:Particles:Update");
////////////////////////////////////////////////////////////////////
// Function : ParticleSystem
// Access : Public
@ -467,6 +470,8 @@ resize_pool(int size) {
#endif
void ParticleSystem::
update(float dt) {
PStatTimer t1(_update_collector);
int ttl_updates_left = _living_particles;
int current_index = 0, index_counter = 0;
BaseParticle *bp;

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@ -30,9 +30,8 @@
#include "physical.h"
#include "pandaNode.h"
#include "referenceCount.h"
#include "pdeque.h"
#include "pStatTimer.h"
#include "baseParticle.h"
#include "baseParticleRenderer.h"
#include "baseParticleEmitter.h"
@ -186,6 +185,8 @@ private:
static TypeHandle _type_handle;
friend class ParticleSystemManager; // particleSystemManager.h
static PStatCollector _update_collector;
};
#include "particleSystem.I"

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@ -22,9 +22,12 @@
#include "pandabase.h"
#include "physicsManager.h"
#include "clockObject.h"
#include "pStatTimer.h"
#include <algorithm>
PStatCollector ParticleSystemManager::_do_particles_collector("App:Particles:Do Particles");
////////////////////////////////////////////////////////////////////
// Function : ParticleSystemManager
// Access : public
@ -74,6 +77,7 @@ remove_particlesystem(ParticleSystem *ps) {
void ParticleSystemManager::
do_particles(float dt) {
// cout << "ParticlesystemManager::doparticles entering." << endl;
PStatTimer t1(_do_particles_collector);
plist< PT(ParticleSystem) >::iterator cur;

View File

@ -21,8 +21,8 @@
#include "pandabase.h"
#include "plist.h"
#include "particleSystem.h"
#include "pStatCollector.h"
////////////////////////////////////////////////////////////////////
// Class : ParticleSystemManager
@ -55,6 +55,8 @@ private:
int _nth_frame;
int _cur_frame;
static PStatCollector _do_particles_collector;
};
#include "particleSystemManager.I"

View File

@ -33,6 +33,10 @@
#include "nodePathCollection.h"
#include "indent.h"
#include "config_particlesystem.h"
#include "pStatTimer.h"
PStatCollector SpriteParticleRenderer::_sprite_particle_render("App:Particles:Sprite:Render");
PStatCollector SpriteParticleRenderer::_sprite_particle_process_vertices("App:Particles:Sprite:Render:Process Verts");
////////////////////////////////////////////////////////////////////
// Function : SpriteParticleRenderer::SpriteParticleRenderer
@ -556,7 +560,8 @@ kill_particle(int) {
// Description : big child render. populates the geom node.
////////////////////////////////////////////////////////////////////
void SpriteParticleRenderer::
render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
PStatTimer t1(_sprite_particle_process_vertices);
// There is no texture data available, exit.
if (_anims.empty()) {
return;
@ -610,120 +615,122 @@ render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
_aabb_max.set(-99999.0f, -99999.0f, -99999.0f);
// run through every filled slot
for (i = 0; i < (int)po_vector.size(); i++) {
cur_particle = (BaseParticle *) po_vector[i].p();
{
PStatTimer t2(_sprite_particle_process_vertices);
for (i = 0; i < (int)po_vector.size(); i++) {
cur_particle = (BaseParticle *) po_vector[i].p();
if (!cur_particle->get_alive()) {
continue;
}
if (!cur_particle->get_alive()) {
continue;
}
LPoint3f position = cur_particle->get_position();
LPoint3f position = cur_particle->get_position();
// x aabb adjust
if (position[0] > _aabb_max[0])
_aabb_max[0] = position[0];
else if (position[0] < _aabb_min[0])
_aabb_min[0] = position[0];
// x aabb adjust
if (position[0] > _aabb_max[0])
_aabb_max[0] = position[0];
else if (position[0] < _aabb_min[0])
_aabb_min[0] = position[0];
// y aabb adjust
if (position[1] > _aabb_max[1])
_aabb_max[1] = position[1];
else if (position[1] < _aabb_min[1])
_aabb_min[1] = position[1];
// y aabb adjust
if (position[1] > _aabb_max[1])
_aabb_max[1] = position[1];
else if (position[1] < _aabb_min[1])
_aabb_min[1] = position[1];
// z aabb adjust
if (position[2] > _aabb_max[2])
_aabb_max[2] = position[2];
else if (position[2] < _aabb_min[2])
_aabb_min[2] = position[2];
// z aabb adjust
if (position[2] > _aabb_max[2])
_aabb_max[2] = position[2];
else if (position[2] < _aabb_min[2])
_aabb_min[2] = position[2];
float t = cur_particle->get_parameterized_age();
int anim_index = cur_particle->get_index();
float t = cur_particle->get_parameterized_age();
int anim_index = cur_particle->get_index();
// If an animation has been removed, we need to reassign
// those particles assigned to the removed animation.
if(_animation_removed && (anim_index >= anim_count)) {
anim_index = int(NORMALIZED_RAND()*anim_count);
anim_index = anim_index<anim_count?anim_index:anim_index-1;
cur_particle->set_index(anim_index);
}
// If an animation has been removed, we need to reassign
// those particles assigned to the removed animation.
if(_animation_removed && (anim_index >= anim_count)) {
anim_index = int(NORMALIZED_RAND()*anim_count);
anim_index = anim_index<anim_count?anim_index:anim_index-1;
cur_particle->set_index(anim_index);
}
// Find the frame
if (_animate_frames) {
if (_animate_frames_rate == 0.0f) {
frame = (int)(t*_anim_size[anim_index]);
// Find the frame
if (_animate_frames) {
if (_animate_frames_rate == 0.0f) {
frame = (int)(t*_anim_size[anim_index]);
} else {
frame = (int)fmod(cur_particle->get_age()*_animate_frames_rate+1,_anim_size[anim_index]);
}
} else {
frame = (int)fmod(cur_particle->get_age()*_animate_frames_rate+1,_anim_size[anim_index]);
frame = _animate_frames_index;
}
} else {
frame = _animate_frames_index;
}
// Quick check make sure our math above didn't result in an invalid frame.
frame = (frame < _anim_size[anim_index]) ? frame : (_anim_size[anim_index]-1);
++_ttl_count[anim_index][frame];
// Quick check make sure our math above didn't result in an invalid frame.
frame = (frame < _anim_size[anim_index]) ? frame : (_anim_size[anim_index]-1);
++_ttl_count[anim_index][frame];
// Calculate the color
// This is where we'll want to give the renderer the new color
Colorf c = _color_interpolation_manager->generateColor(t);
// Calculate the color
// This is where we'll want to give the renderer the new color
Colorf c = _color_interpolation_manager->generateColor(t);
int alphamode=get_alpha_mode();
if (alphamode != PR_ALPHA_NONE) {
if (alphamode == PR_ALPHA_OUT)
c[3] *= (1.0f - t) * get_user_alpha();
else if (alphamode == PR_ALPHA_IN)
c[3] *= t * get_user_alpha();
else if (alphamode == PR_ALPHA_IN_OUT) {
c[3] *= 2.0f * min(t, 1.0f - t) * get_user_alpha();
int alphamode=get_alpha_mode();
if (alphamode != PR_ALPHA_NONE) {
if (alphamode == PR_ALPHA_OUT)
c[3] *= (1.0f - t) * get_user_alpha();
else if (alphamode == PR_ALPHA_IN)
c[3] *= t * get_user_alpha();
else if (alphamode == PR_ALPHA_IN_OUT) {
c[3] *= 2.0f * min(t, 1.0f - t) * get_user_alpha();
}
else {
assert(alphamode == PR_ALPHA_USER);
c[3] *= get_user_alpha();
}
}
else {
assert(alphamode == PR_ALPHA_USER);
c[3] *= get_user_alpha();
}
}
// Send the data on its way...
_sprite_writer[anim_index][frame].vertex.add_data3f(position);
_sprite_writer[anim_index][frame].color.add_data4f(c);
// Send the data on its way...
_sprite_writer[anim_index][frame].vertex.add_data3f(position);
_sprite_writer[anim_index][frame].color.add_data4f(c);
float current_x_scale = _initial_x_scale;
float current_y_scale = _initial_y_scale;
float current_x_scale = _initial_x_scale;
float current_y_scale = _initial_y_scale;
if (_animate_x_ratio || _animate_y_ratio) {
if (_blend_method == PP_BLEND_CUBIC) {
t = CUBIC_T(t);
}
if (_animate_x_ratio || _animate_y_ratio) {
if (_blend_method == PP_BLEND_CUBIC) {
t = CUBIC_T(t);
}
if (_animate_x_ratio) {
current_x_scale = (_initial_x_scale +
(t * (_final_x_scale - _initial_x_scale)));
if (_animate_x_ratio) {
current_x_scale = (_initial_x_scale +
(t * (_final_x_scale - _initial_x_scale)));
}
if (_animate_y_ratio) {
current_y_scale = (_initial_y_scale +
(t * (_final_y_scale - _initial_y_scale)));
}
}
if (_animate_y_ratio) {
current_y_scale = (_initial_y_scale +
(t * (_final_y_scale - _initial_y_scale)));
}
}
if (_sprite_writer[anim_index][frame].size.has_column()) {
_sprite_writer[anim_index][frame].size.add_data1f(current_y_scale * _height);
}
if (_sprite_writer[anim_index][frame].aspect_ratio.has_column()) {
_sprite_writer[anim_index][frame].aspect_ratio.add_data1f(_aspect_ratio * current_x_scale / current_y_scale);
}
if (_animate_theta) {
_sprite_writer[anim_index][frame].rotate.add_data1f(cur_particle->get_theta());
} else if (_sprite_writer[anim_index][frame].rotate.has_column()) {
_sprite_writer[anim_index][frame].rotate.add_data1f(_theta);
}
// maybe jump out early?
remaining_particles--;
if (remaining_particles == 0) {
break;
if (_sprite_writer[anim_index][frame].size.has_column()) {
_sprite_writer[anim_index][frame].size.add_data1f(current_y_scale * _height);
}
if (_sprite_writer[anim_index][frame].aspect_ratio.has_column()) {
_sprite_writer[anim_index][frame].aspect_ratio.add_data1f(_aspect_ratio * current_x_scale / current_y_scale);
}
if (_animate_theta) {
_sprite_writer[anim_index][frame].rotate.add_data1f(cur_particle->get_theta());
} else if (_sprite_writer[anim_index][frame].rotate.has_column()) {
_sprite_writer[anim_index][frame].rotate.add_data1f(_theta);
}
// maybe jump out early?
remaining_particles--;
if (remaining_particles == 0) {
break;
}
}
}
int n = 0;
GeomNode *render_node = get_render_node();

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@ -33,6 +33,7 @@
#include "textureCollection.h"
#include "nodePathCollection.h"
#include "vector_int.h"
#include "pStatCollector.h"
class NodePath;
@ -267,6 +268,9 @@ private:
vector_int _anim_size; // Holds the number of frames in each animation.
pvector<int*> _ttl_count; // _ttl_count[i][j] holds the number of particles attached to animation 'i' at frame 'j'.
vector_int _birth_list; // Holds the list of particles that need a new random animation to start on.
static PStatCollector _sprite_particle_render;
static PStatCollector _sprite_particle_process_vertices;
};
#include "spriteParticleRenderer.I"