Kelsidavis-WoWee/src/rendering/m2_renderer_particles.cpp
Pavel Okhlopkov b79d9b8fea feat(rendering): implement spell visual effects with bone-tracked ribbons and particles
Add complete spell visual pipeline resolving the DBC chain
(Spell → SpellVisual → SpellVisualKit → SpellVisualEffectName → M2)
with precast/cast/impact phases, bone-attached positioning, and
automatic dual-hand mirroring.

Ribbon rendering fixes:
- Parse visibility track as uint8 (was read as float, suppressing
  all ribbon edges due to ~1.4e-45 failing the >0.5 check)
- Filter garbage emitters with bone=UINT_MAX unconditionally
- Guard against NaN spine positions from corrupt bone data
- Resolve ribbon textures via direct index, not textureLookup table
- Fall back to bone 0 when ribbon bone index is out of range

Particle rendering fixes:
- Reduce spell particle scale from 5x to 1.5x (was oversized)
- Exempt spell effect instances from position-based deduplication

Spell handler integration:
- Trigger precast visuals on SMSG_SPELL_START with server castTimeMs
- Trigger cast/impact visuals on SMSG_SPELL_GO
- Cancel precast visuals on cast interrupt/failure/movement

M2 classifier expansion:
- Add AmbientEmitterType enum for sound system integration
- Add 20+ foliage tokens, 4 spell effect tokens, isSmallFoliage flag
- Add markModelAsSpellEffect() to override disableAnimation

DBC layouts:
- Add SpellVisualID field to Spell.dbc for all expansion configs

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-07 11:27:59 +03:00

702 lines
30 KiB
C++

#include "rendering/m2_renderer.hpp"
#include "rendering/m2_renderer_internal.h"
#include "rendering/vk_context.hpp"
#include "rendering/vk_buffer.hpp"
#include "rendering/vk_texture.hpp"
#include "rendering/vk_pipeline.hpp"
#include "rendering/vk_shader.hpp"
#include "rendering/vk_utils.hpp"
#include "rendering/camera.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/quaternion.hpp>
#include <algorithm>
#include <cmath>
#include <random>
namespace wowee {
namespace rendering {
// --- M2 Particle Emitter Helpers ---
float M2Renderer::interpFloat(const pipeline::M2AnimationTrack& track, float animTime,
int seqIdx, const std::vector<pipeline::M2Sequence>& /*seqs*/,
const std::vector<uint32_t>& globalSeqDurations) {
if (!track.hasData()) return 0.0f;
int si; float t;
resolveTrackTime(track, seqIdx, animTime, globalSeqDurations, si, t);
if (si < 0 || si >= static_cast<int>(track.sequences.size())) return 0.0f;
const auto& keys = track.sequences[si];
if (keys.timestamps.empty() || keys.floatValues.empty()) return 0.0f;
if (keys.floatValues.size() == 1) return keys.floatValues[0];
int idx = findKeyframeIndex(keys.timestamps, t);
if (idx < 0) return 0.0f;
size_t i0 = static_cast<size_t>(idx);
size_t i1 = std::min(i0 + 1, keys.floatValues.size() - 1);
if (i0 == i1) return keys.floatValues[i0];
float t0 = static_cast<float>(keys.timestamps[i0]);
float t1 = static_cast<float>(keys.timestamps[i1]);
float dur = t1 - t0;
float frac = (dur > 0.0f) ? glm::clamp((t - t0) / dur, 0.0f, 1.0f) : 0.0f;
return glm::mix(keys.floatValues[i0], keys.floatValues[i1], frac);
}
// Interpolate an M2 FBlock (particle lifetime curve) at a given life ratio [0..1].
// FBlocks store per-lifetime keyframes for particle color, alpha, and scale.
// NOTE: interpFBlockFloat and interpFBlockVec3 share identical interpolation logic —
// if you fix a bug in one, update the other to match.
float M2Renderer::interpFBlockFloat(const pipeline::M2FBlock& fb, float lifeRatio) {
if (fb.floatValues.empty()) return 1.0f;
if (fb.floatValues.size() == 1 || fb.timestamps.empty()) return fb.floatValues[0];
lifeRatio = glm::clamp(lifeRatio, 0.0f, 1.0f);
for (size_t i = 0; i < fb.timestamps.size() - 1; i++) {
if (lifeRatio <= fb.timestamps[i + 1]) {
float t0 = fb.timestamps[i];
float t1 = fb.timestamps[i + 1];
float dur = t1 - t0;
float frac = (dur > 0.0f) ? (lifeRatio - t0) / dur : 0.0f;
size_t v0 = std::min(i, fb.floatValues.size() - 1);
size_t v1 = std::min(i + 1, fb.floatValues.size() - 1);
return glm::mix(fb.floatValues[v0], fb.floatValues[v1], frac);
}
}
return fb.floatValues.back();
}
glm::vec3 M2Renderer::interpFBlockVec3(const pipeline::M2FBlock& fb, float lifeRatio) {
if (fb.vec3Values.empty()) return glm::vec3(1.0f);
if (fb.vec3Values.size() == 1 || fb.timestamps.empty()) return fb.vec3Values[0];
lifeRatio = glm::clamp(lifeRatio, 0.0f, 1.0f);
for (size_t i = 0; i < fb.timestamps.size() - 1; i++) {
if (lifeRatio <= fb.timestamps[i + 1]) {
float t0 = fb.timestamps[i];
float t1 = fb.timestamps[i + 1];
float dur = t1 - t0;
float frac = (dur > 0.0f) ? (lifeRatio - t0) / dur : 0.0f;
size_t v0 = std::min(i, fb.vec3Values.size() - 1);
size_t v1 = std::min(i + 1, fb.vec3Values.size() - 1);
return glm::mix(fb.vec3Values[v0], fb.vec3Values[v1], frac);
}
}
return fb.vec3Values.back();
}
std::vector<glm::vec3> M2Renderer::getWaterVegetationPositions(const glm::vec3& camPos, float maxDist) const {
std::vector<glm::vec3> result;
float maxDistSq = maxDist * maxDist;
for (const auto& inst : instances) {
if (!inst.cachedModel || !inst.cachedModel->isWaterVegetation) continue;
glm::vec3 diff = inst.position - camPos;
if (glm::dot(diff, diff) <= maxDistSq) {
result.push_back(inst.position);
}
}
return result;
}
void M2Renderer::emitParticles(M2Instance& inst, const M2ModelGPU& gpu, float dt) {
if (inst.emitterAccumulators.size() != gpu.particleEmitters.size()) {
inst.emitterAccumulators.resize(gpu.particleEmitters.size(), 0.0f);
}
std::uniform_real_distribution<float> dist01(0.0f, 1.0f);
std::uniform_real_distribution<float> distN(-1.0f, 1.0f);
std::uniform_int_distribution<int> distTile;
for (size_t ei = 0; ei < gpu.particleEmitters.size(); ei++) {
const auto& em = gpu.particleEmitters[ei];
if (!em.enabled) continue;
float rate = interpFloat(em.emissionRate, inst.animTime, inst.currentSequenceIndex,
gpu.sequences, gpu.globalSequenceDurations);
float life = interpFloat(em.lifespan, inst.animTime, inst.currentSequenceIndex,
gpu.sequences, gpu.globalSequenceDurations);
if (rate <= 0.0f || life <= 0.0f) continue;
inst.emitterAccumulators[ei] += rate * dt;
while (inst.emitterAccumulators[ei] >= 1.0f && inst.particles.size() < MAX_M2_PARTICLES) {
inst.emitterAccumulators[ei] -= 1.0f;
M2Particle p;
p.emitterIndex = static_cast<int>(ei);
p.life = 0.0f;
p.maxLife = life;
p.tileIndex = 0.0f;
// Position: emitter position transformed by bone matrix
glm::vec3 localPos = em.position;
glm::mat4 boneXform = glm::mat4(1.0f);
if (em.bone < inst.boneMatrices.size()) {
boneXform = inst.boneMatrices[em.bone];
}
glm::vec3 worldPos = glm::vec3(inst.modelMatrix * boneXform * glm::vec4(localPos, 1.0f));
p.position = worldPos;
// Velocity: emission speed in upward direction + random spread
float speed = interpFloat(em.emissionSpeed, inst.animTime, inst.currentSequenceIndex,
gpu.sequences, gpu.globalSequenceDurations);
float vRange = interpFloat(em.verticalRange, inst.animTime, inst.currentSequenceIndex,
gpu.sequences, gpu.globalSequenceDurations);
float hRange = interpFloat(em.horizontalRange, inst.animTime, inst.currentSequenceIndex,
gpu.sequences, gpu.globalSequenceDurations);
// Base direction: up in model space, transformed to world
glm::vec3 dir(0.0f, 0.0f, 1.0f);
// Add random spread
dir.x += distN(particleRng_) * hRange;
dir.y += distN(particleRng_) * hRange;
dir.z += distN(particleRng_) * vRange;
float lenSq = glm::dot(dir, dir);
if (lenSq > 0.001f * 0.001f) dir *= glm::inversesqrt(lenSq);
// Transform direction by bone + model orientation (rotation only)
glm::mat3 rotMat = glm::mat3(inst.modelMatrix * boneXform);
p.velocity = rotMat * dir * speed;
// When emission speed is ~0 and bone animation isn't loaded (.anim files),
// particles pile up at the same position. Give them a drift so they
// spread outward like a mist/spray effect instead of clustering.
if (std::abs(speed) < 0.01f) {
if (gpu.isFireflyEffect) {
// Fireflies: gentle random drift in all directions
p.velocity = rotMat * glm::vec3(
distN(particleRng_) * 0.6f,
distN(particleRng_) * 0.6f,
distN(particleRng_) * 0.3f
);
} else {
p.velocity = rotMat * glm::vec3(
distN(particleRng_) * 1.0f,
distN(particleRng_) * 1.0f,
-dist01(particleRng_) * 0.5f
);
}
}
const uint32_t tilesX = std::max<uint16_t>(em.textureCols, 1);
const uint32_t tilesY = std::max<uint16_t>(em.textureRows, 1);
const uint32_t totalTiles = tilesX * tilesY;
if ((em.flags & kParticleFlagTiled) && totalTiles > 1) {
if (em.flags & kParticleFlagRandomized) {
distTile = std::uniform_int_distribution<int>(0, static_cast<int>(totalTiles - 1));
p.tileIndex = static_cast<float>(distTile(particleRng_));
} else {
p.tileIndex = 0.0f;
}
}
inst.particles.push_back(p);
// Diagnostic: log first particle birth per spell effect instance
if (gpu.isSpellEffect && inst.particles.size() == 1) {
LOG_INFO("SpellEffect: first particle for '", gpu.name,
"' pos=(", p.position.x, ",", p.position.y, ",", p.position.z,
") rate=", rate, " life=", life,
" bone=", em.bone, " boneCount=", inst.boneMatrices.size(),
" globalSeqs=", gpu.globalSequenceDurations.size());
}
}
// Cap accumulator to avoid bursts after lag
if (inst.emitterAccumulators[ei] > 2.0f) {
inst.emitterAccumulators[ei] = 0.0f;
}
}
}
void M2Renderer::updateParticles(M2Instance& inst, float dt) {
if (!inst.cachedModel) return;
const auto& gpu = *inst.cachedModel;
for (size_t i = 0; i < inst.particles.size(); ) {
auto& p = inst.particles[i];
p.life += dt;
if (p.life >= p.maxLife) {
// Swap-and-pop removal
inst.particles[i] = inst.particles.back();
inst.particles.pop_back();
continue;
}
// Apply gravity
if (p.emitterIndex >= 0 && p.emitterIndex < static_cast<int>(gpu.particleEmitters.size())) {
const auto& pem = gpu.particleEmitters[p.emitterIndex];
float grav = interpFloat(pem.gravity,
inst.animTime, inst.currentSequenceIndex,
gpu.sequences, gpu.globalSequenceDurations);
// When M2 gravity is 0, apply default gravity so particles arc downward.
// Many fountain M2s rely on bone animation (.anim files) we don't load yet.
// Firefly/ambient glow particles intentionally have zero gravity — skip fallback.
if (grav == 0.0f && !gpu.isFireflyEffect) {
float emSpeed = interpFloat(pem.emissionSpeed,
inst.animTime, inst.currentSequenceIndex,
gpu.sequences, gpu.globalSequenceDurations);
if (std::abs(emSpeed) > 0.1f) {
grav = 4.0f; // spray particles
} else {
grav = 1.5f; // mist/drift particles - gentler fall
}
}
p.velocity.z -= grav * dt;
}
p.position += p.velocity * dt;
i++;
}
}
// ---------------------------------------------------------------------------
// Ribbon emitter simulation
// ---------------------------------------------------------------------------
void M2Renderer::updateRibbons(M2Instance& inst, const M2ModelGPU& gpu, float dt) {
const auto& emitters = gpu.ribbonEmitters;
if (emitters.empty()) return;
// Grow per-instance state arrays if needed
if (inst.ribbonEdges.size() != emitters.size()) {
inst.ribbonEdges.resize(emitters.size());
}
if (inst.ribbonEdgeAccumulators.size() != emitters.size()) {
inst.ribbonEdgeAccumulators.resize(emitters.size(), 0.0f);
}
for (size_t ri = 0; ri < emitters.size(); ri++) {
const auto& em = emitters[ri];
auto& edges = inst.ribbonEdges[ri];
auto& accum = inst.ribbonEdgeAccumulators[ri];
// Determine bone world position for spine
glm::vec3 spineWorld = inst.position;
// Use referenced bone; fall back to bone 0 if out of range (common for spell effects
// where ribbon bone fields may be unset/garbage, e.g. bone=4294967295)
uint32_t boneIdx = em.bone;
if (boneIdx >= inst.boneMatrices.size() && !inst.boneMatrices.empty()) {
boneIdx = 0;
}
if (boneIdx < inst.boneMatrices.size()) {
glm::vec4 local(em.position.x, em.position.y, em.position.z, 1.0f);
spineWorld = glm::vec3(inst.modelMatrix * inst.boneMatrices[boneIdx] * local);
} else {
glm::vec4 local(em.position.x, em.position.y, em.position.z, 1.0f);
spineWorld = glm::vec3(inst.modelMatrix * local);
}
// Skip emitters that produce NaN positions (garbage bone/position data)
if (std::isnan(spineWorld.x) || std::isnan(spineWorld.y) || std::isnan(spineWorld.z))
continue;
// Evaluate animated tracks (use first available sequence key, or fallback value)
auto getFloatVal = [&](const pipeline::M2AnimationTrack& track, float fallback) -> float {
for (const auto& seq : track.sequences) {
if (!seq.floatValues.empty()) return seq.floatValues[0];
}
return fallback;
};
auto getVec3Val = [&](const pipeline::M2AnimationTrack& track, glm::vec3 fallback) -> glm::vec3 {
for (const auto& seq : track.sequences) {
if (!seq.vec3Values.empty()) return seq.vec3Values[0];
}
return fallback;
};
float visibility = getFloatVal(em.visibilityTrack, 1.0f);
float heightAbove = getFloatVal(em.heightAboveTrack, 0.5f);
float heightBelow = getFloatVal(em.heightBelowTrack, 0.5f);
glm::vec3 color = getVec3Val(em.colorTrack, glm::vec3(1.0f));
float alpha = getFloatVal(em.alphaTrack, 1.0f);
// Age existing edges and remove expired ones
for (auto& e : edges) {
e.age += dt;
// Apply gravity
if (em.gravity != 0.0f) {
e.worldPos.z -= em.gravity * dt * dt * 0.5f;
}
}
while (!edges.empty() && edges.front().age >= em.edgeLifetime) {
edges.pop_front();
}
// Emit new edges based on edgesPerSecond
if (visibility > 0.5f) {
accum += em.edgesPerSecond * dt;
while (accum >= 1.0f) {
accum -= 1.0f;
M2Instance::RibbonEdge e;
e.worldPos = spineWorld;
e.color = color;
e.alpha = alpha;
e.heightAbove = heightAbove;
e.heightBelow = heightBelow;
e.age = 0.0f;
edges.push_back(e);
// Diagnostic: log first ribbon edge per spell effect instance+emitter
if (gpu.isSpellEffect && edges.size() == 1) {
LOG_INFO("SpellEffect: ribbon edge[0] for '", gpu.name,
"' emitter=", ri, " pos=(", spineWorld.x, ",", spineWorld.y,
",", spineWorld.z, ") hA=", heightAbove, " hB=", heightBelow,
" vis=", visibility, " eps=", em.edgesPerSecond,
" edgeLife=", em.edgeLifetime, " bone=", em.bone);
}
// Cap trail length
if (edges.size() > 128) edges.pop_front();
}
} else {
accum = 0.0f;
}
}
}
// ---------------------------------------------------------------------------
// Ribbon rendering
// ---------------------------------------------------------------------------
void M2Renderer::renderM2Ribbons(VkCommandBuffer cmd, VkDescriptorSet perFrameSet) {
if (!ribbonPipeline_ || !ribbonAdditivePipeline_ || !ribbonVB_ || !ribbonVBMapped_) return;
// Build camera right vector for billboard orientation
// For ribbons we orient the quad strip along the spine with screen-space up.
// Simple approach: use world-space Z=up for the ribbon cross direction.
const glm::vec3 upWorld(0.0f, 0.0f, 1.0f);
float* dst = static_cast<float*>(ribbonVBMapped_);
size_t written = 0;
ribbonDraws_.clear();
auto& draws = ribbonDraws_;
for (const auto& inst : instances) {
if (!inst.cachedModel) continue;
const auto& gpu = *inst.cachedModel;
if (gpu.ribbonEmitters.empty()) continue;
for (size_t ri = 0; ri < gpu.ribbonEmitters.size(); ri++) {
if (ri >= inst.ribbonEdges.size()) continue;
const auto& edges = inst.ribbonEdges[ri];
if (edges.size() < 2) continue;
const auto& em = gpu.ribbonEmitters[ri];
// Select blend pipeline based on material blend mode
bool additive = false;
if (em.materialIndex < gpu.batches.size()) {
additive = (gpu.batches[em.materialIndex].blendMode >= 3);
}
VkPipeline pipe = additive ? ribbonAdditivePipeline_ : ribbonPipeline_;
// Descriptor set for texture
VkDescriptorSet texSet = (ri < gpu.ribbonTexSets.size())
? gpu.ribbonTexSets[ri] : VK_NULL_HANDLE;
if (!texSet) {
if (gpu.isSpellEffect) {
static bool ribbonTexWarn = false;
if (!ribbonTexWarn) {
LOG_WARNING("SpellEffect: ribbon[", ri, "] for '", gpu.name,
"' has null texSet — descriptor pool may be exhausted");
ribbonTexWarn = true;
}
}
continue;
}
uint32_t firstVert = static_cast<uint32_t>(written);
// Emit triangle strip: 2 verts per edge (top + bottom)
for (size_t ei = 0; ei < edges.size(); ei++) {
if (written + 2 > MAX_RIBBON_VERTS) break;
const auto& e = edges[ei];
float t = (em.edgeLifetime > 0.0f)
? 1.0f - (e.age / em.edgeLifetime) : 1.0f;
float a = e.alpha * t;
float u = static_cast<float>(ei) / static_cast<float>(edges.size() - 1);
// Top vertex (above spine along upWorld)
glm::vec3 top = e.worldPos + upWorld * e.heightAbove;
dst[written * 9 + 0] = top.x;
dst[written * 9 + 1] = top.y;
dst[written * 9 + 2] = top.z;
dst[written * 9 + 3] = e.color.r;
dst[written * 9 + 4] = e.color.g;
dst[written * 9 + 5] = e.color.b;
dst[written * 9 + 6] = a;
dst[written * 9 + 7] = u;
dst[written * 9 + 8] = 0.0f; // v = top
written++;
// Bottom vertex (below spine)
glm::vec3 bot = e.worldPos - upWorld * e.heightBelow;
dst[written * 9 + 0] = bot.x;
dst[written * 9 + 1] = bot.y;
dst[written * 9 + 2] = bot.z;
dst[written * 9 + 3] = e.color.r;
dst[written * 9 + 4] = e.color.g;
dst[written * 9 + 5] = e.color.b;
dst[written * 9 + 6] = a;
dst[written * 9 + 7] = u;
dst[written * 9 + 8] = 1.0f; // v = bottom
written++;
}
uint32_t vertCount = static_cast<uint32_t>(written) - firstVert;
if (vertCount >= 4) {
draws.push_back({texSet, pipe, firstVert, vertCount});
} else {
// Rollback if too few verts
written = firstVert;
}
}
}
// Periodic diagnostic: spell ribbon draw count
{
static uint32_t ribbonDiagFrame_ = 0;
if (++ribbonDiagFrame_ % 300 == 1) {
size_t spellRibbonDraws = 0;
size_t spellRibbonVerts = 0;
for (const auto& inst : instances) {
if (!inst.cachedModel || !inst.cachedModel->isSpellEffect) continue;
for (size_t ri = 0; ri < inst.ribbonEdges.size(); ri++) {
if (inst.ribbonEdges[ri].size() >= 2) {
spellRibbonDraws++;
spellRibbonVerts += inst.ribbonEdges[ri].size() * 2;
}
}
}
if (spellRibbonDraws > 0 || !draws.empty()) {
LOG_INFO("SpellEffect: ", spellRibbonDraws, " spell ribbon strips (",
spellRibbonVerts, " verts), total draws=", draws.size(),
" written=", written);
}
}
}
if (draws.empty() || written == 0) return;
VkExtent2D ext = vkCtx_->getSwapchainExtent();
VkViewport vp{};
vp.x = 0; vp.y = 0;
vp.width = static_cast<float>(ext.width);
vp.height = static_cast<float>(ext.height);
vp.minDepth = 0.0f; vp.maxDepth = 1.0f;
VkRect2D sc{};
sc.offset = {0, 0};
sc.extent = ext;
vkCmdSetViewport(cmd, 0, 1, &vp);
vkCmdSetScissor(cmd, 0, 1, &sc);
VkPipeline lastPipe = VK_NULL_HANDLE;
for (const auto& dc : draws) {
if (dc.pipeline != lastPipe) {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, dc.pipeline);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
ribbonPipelineLayout_, 0, 1, &perFrameSet, 0, nullptr);
lastPipe = dc.pipeline;
}
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
ribbonPipelineLayout_, 1, 1, &dc.texSet, 0, nullptr);
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &ribbonVB_, &offset);
vkCmdDraw(cmd, dc.vertexCount, 1, dc.firstVertex, 0);
}
}
void M2Renderer::renderM2Particles(VkCommandBuffer cmd, VkDescriptorSet perFrameSet) {
if (!particlePipeline_ || !m2ParticleVB_) return;
// Collect all particles from all instances, grouped by texture+blend
// Reuse persistent map — clear each group's vertex data but keep bucket structure.
for (auto& [k, g] : particleGroups_) {
g.vertexData.clear();
g.preAllocSet = VK_NULL_HANDLE;
}
auto& groups = particleGroups_;
size_t totalParticles = 0;
for (auto& inst : instances) {
if (inst.particles.empty()) continue;
if (!inst.cachedModel) continue;
const auto& gpu = *inst.cachedModel;
for (const auto& p : inst.particles) {
if (p.emitterIndex < 0 || p.emitterIndex >= static_cast<int>(gpu.particleEmitters.size())) continue;
const auto& em = gpu.particleEmitters[p.emitterIndex];
float lifeRatio = p.life / std::max(p.maxLife, 0.001f);
glm::vec3 color = interpFBlockVec3(em.particleColor, lifeRatio);
float alpha = std::min(interpFBlockFloat(em.particleAlpha, lifeRatio), 1.0f);
float rawScale = interpFBlockFloat(em.particleScale, lifeRatio);
if (!gpu.isSpellEffect && !gpu.isFireflyEffect) {
color = glm::mix(color, glm::vec3(1.0f), 0.7f);
if (rawScale > 2.0f) alpha *= 0.02f;
if (em.blendingType == 3 || em.blendingType == 4) alpha *= 0.05f;
}
// Spell effect particles: mild boost so tiny M2 scales stay visible
float scale = rawScale;
if (gpu.isSpellEffect) {
scale = std::max(rawScale * 1.5f, 0.15f);
} else if (!gpu.isFireflyEffect) {
scale = std::min(rawScale, 1.5f);
}
VkTexture* tex = whiteTexture_.get();
if (p.emitterIndex < static_cast<int>(gpu.particleTextures.size())) {
tex = gpu.particleTextures[p.emitterIndex];
}
uint16_t tilesX = std::max<uint16_t>(em.textureCols, 1);
uint16_t tilesY = std::max<uint16_t>(em.textureRows, 1);
uint32_t totalTiles = static_cast<uint32_t>(tilesX) * static_cast<uint32_t>(tilesY);
ParticleGroupKey key{tex, em.blendingType, tilesX, tilesY};
auto& group = groups[key];
group.texture = tex;
group.blendType = em.blendingType;
group.tilesX = tilesX;
group.tilesY = tilesY;
// Capture pre-allocated descriptor set on first insertion for this key
if (group.preAllocSet == VK_NULL_HANDLE &&
p.emitterIndex < static_cast<int>(gpu.particleTexSets.size())) {
group.preAllocSet = gpu.particleTexSets[p.emitterIndex];
}
group.vertexData.push_back(p.position.x);
group.vertexData.push_back(p.position.y);
group.vertexData.push_back(p.position.z);
group.vertexData.push_back(color.r);
group.vertexData.push_back(color.g);
group.vertexData.push_back(color.b);
group.vertexData.push_back(alpha);
group.vertexData.push_back(scale);
float tileIndex = p.tileIndex;
if ((em.flags & kParticleFlagTiled) && totalTiles > 1) {
float animSeconds = inst.animTime / 1000.0f;
uint32_t animFrame = static_cast<uint32_t>(std::floor(animSeconds * totalTiles)) % totalTiles;
tileIndex = p.tileIndex + static_cast<float>(animFrame);
float tilesFloat = static_cast<float>(totalTiles);
// Wrap tile index within totalTiles range
while (tileIndex >= tilesFloat) {
tileIndex -= tilesFloat;
}
}
group.vertexData.push_back(tileIndex);
totalParticles++;
}
}
// Periodic diagnostic: spell effect particle count
{
static uint32_t spellParticleDiagFrame_ = 0;
if (++spellParticleDiagFrame_ % 300 == 1) {
size_t spellPtc = 0;
for (const auto& inst : instances) {
if (inst.cachedModel && inst.cachedModel->isSpellEffect)
spellPtc += inst.particles.size();
}
if (spellPtc > 0) {
LOG_INFO("SpellEffect: rendering ", spellPtc, " spell particles (",
totalParticles, " total)");
}
}
}
if (totalParticles == 0) return;
// Bind per-frame set (set 0) for particle pipeline
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
particlePipelineLayout_, 0, 1, &perFrameSet, 0, nullptr);
VkDeviceSize vbOffset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &m2ParticleVB_, &vbOffset);
VkPipeline currentPipeline = VK_NULL_HANDLE;
for (auto& [key, group] : groups) {
if (group.vertexData.empty()) continue;
uint8_t blendType = group.blendType;
VkPipeline desiredPipeline = (blendType == 3 || blendType == 4)
? particleAdditivePipeline_ : particlePipeline_;
if (desiredPipeline != currentPipeline) {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, desiredPipeline);
currentPipeline = desiredPipeline;
}
// Use pre-allocated stable descriptor set; fall back to per-frame alloc only if unavailable
VkDescriptorSet texSet = group.preAllocSet;
if (texSet == VK_NULL_HANDLE) {
// Fallback: allocate per-frame (pool exhaustion risk — should not happen in practice)
VkDescriptorSetAllocateInfo ai{VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
ai.descriptorPool = materialDescPool_;
ai.descriptorSetCount = 1;
ai.pSetLayouts = &particleTexLayout_;
if (vkAllocateDescriptorSets(vkCtx_->getDevice(), &ai, &texSet) == VK_SUCCESS) {
VkTexture* tex = group.texture ? group.texture : whiteTexture_.get();
VkDescriptorImageInfo imgInfo = tex->descriptorInfo();
VkWriteDescriptorSet write{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
write.dstSet = texSet;
write.dstBinding = 0;
write.descriptorCount = 1;
write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write.pImageInfo = &imgInfo;
vkUpdateDescriptorSets(vkCtx_->getDevice(), 1, &write, 0, nullptr);
}
}
if (texSet != VK_NULL_HANDLE) {
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
particlePipelineLayout_, 1, 1, &texSet, 0, nullptr);
}
// Push constants: tileCount + alphaKey
struct { float tileX, tileY; int alphaKey; } pc = {
static_cast<float>(group.tilesX), static_cast<float>(group.tilesY),
(blendType == 1) ? 1 : 0
};
vkCmdPushConstants(cmd, particlePipelineLayout_, VK_SHADER_STAGE_FRAGMENT_BIT, 0,
sizeof(pc), &pc);
// Upload and draw in chunks
size_t count = group.vertexData.size() / 9;
size_t offset = 0;
while (offset < count) {
size_t batch = std::min(count - offset, MAX_M2_PARTICLES);
memcpy(m2ParticleVBMapped_, &group.vertexData[offset * 9], batch * 9 * sizeof(float));
vkCmdDraw(cmd, static_cast<uint32_t>(batch), 1, 0, 0);
offset += batch;
}
}
}
void M2Renderer::renderSmokeParticles(VkCommandBuffer cmd, VkDescriptorSet perFrameSet) {
if (smokeParticles.empty() || !smokePipeline_ || !smokeVB_) return;
// Build vertex data: pos(3) + lifeRatio(1) + size(1) + isSpark(1) per particle
size_t count = std::min(smokeParticles.size(), static_cast<size_t>(MAX_SMOKE_PARTICLES));
float* dst = static_cast<float*>(smokeVBMapped_);
for (size_t i = 0; i < count; i++) {
const auto& p = smokeParticles[i];
*dst++ = p.position.x;
*dst++ = p.position.y;
*dst++ = p.position.z;
*dst++ = p.life / p.maxLife;
*dst++ = p.size;
*dst++ = p.isSpark;
}
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, smokePipeline_);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
smokePipelineLayout_, 0, 1, &perFrameSet, 0, nullptr);
// Push constant: screenHeight
float screenHeight = static_cast<float>(vkCtx_->getSwapchainExtent().height);
vkCmdPushConstants(cmd, smokePipelineLayout_, VK_SHADER_STAGE_VERTEX_BIT, 0,
sizeof(float), &screenHeight);
VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &smokeVB_, &offset);
vkCmdDraw(cmd, static_cast<uint32_t>(count), 1, 0, 0);
}
} // namespace rendering
} // namespace wowee