KlassischeKeplerKriege/game/renderer_polygon_3d/particle_batch.hpp

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#pragma once
#include <vector>
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include "glclasses.hpp"
namespace endofthejedi {
#if 0
class VertexAttribute {
public:
class Data {
public:
enum class Type {
Integer, Float, Float2, Float3, Float4, Matrix3, Matrix4
};
void setDataInteger(int index, int v)
{
}
Data(Type type, int size) : m_type(type), m_size(size)
{
if (type ==
}
private:
int m_size;
Type m_type;
std::vector<int> m_sourceInteger;
std::vector<float> m_sourceFloat;
};
public:
Data data;
std::string variableName;
int divisor;
GLint index;
};
#endif
class ParticleBatch {
public:
ParticleBatch(size_t id, size_t numParticles, float particleRadius, float halfAge);
// deallocate opengl stuff on destroy
~ParticleBatch();
// set particle data
void setParticle(size_t index, const glm::vec3 &p, const glm::vec3 &v, float maxDistance);
// stuff for setup/rendering usage
void setup(Shader *shader);
void bind();
void upload();
void render(Shader *shader);
// advance internal state (mostly age)
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void tick(float dt);
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// check if the lifetime is over and whether it can be deleted.
bool done() const;
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// access attributes
size_t numParticles() const { return m_numParticles; }
float ageNormalized() const { return m_age / (m_maxNumHalfAges*m_halfAge); }
float age() const { return m_age; }
size_t id() const { return m_id; }
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const glm::vec3 &explosionCenter() const { return m_center; }
// set attributes
void setCenter(const glm::vec3 &center);
void setMaxVelocity(float maxVelocity);
private:
size_t dataSizeForIndex(size_t index);
void *dataSourceForIndex(size_t index);
private:
// id of explosion
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size_t m_id;
// uniforms for the shader
size_t m_numParticles;
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float m_particleRadius;
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float m_age;
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const float m_halfAge;
const float m_maxNumHalfAges;
float m_maxVelocity;
glm::vec3 m_center;
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// meta data
size_t m_num_vertex_buffers;
std::vector<GLuint> m_data_vbos;
std::vector<GLuint> m_attr_locations;
// vertex attributes
std::vector<float> m_data_geometry;
std::vector<glm::vec3> m_data_position;
std::vector<glm::vec3> m_data_velocity;
std::vector<float> m_data_max_distance;
};
}