making code for particle batch modular.
This commit is contained in:
parent
a81b549126
commit
57e6e56217
4 changed files with 73 additions and 46 deletions
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@ -1,7 +1,8 @@
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#version 120
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#version 120
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attribute vec2 in_vertex;
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attribute vec2 in_geometry;
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attribute vec3 in_position;
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attribute vec3 in_position;
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attribute vec3 in_velocity;
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attribute vec3 in_velocity;
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attribute float in_maxDist;
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uniform float age;
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uniform float age;
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uniform float size;
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uniform float size;
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@ -28,11 +29,17 @@ void main()
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decay = ageMod / halfAge;
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decay = ageMod / halfAge;
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// faster particles are smaller
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// faster particles are smaller
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// TODO: scale by time too! scale down fast after 3 halfAges
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float scaleBySpeed = (1.0 - 0.95*length(in_velocity)/maxVelocity);
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float scaleBySpeed = (1.0 - 0.95*length(in_velocity)/maxVelocity);
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float finalSize = size * scaleBySpeed;
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float finalSize = size * scaleBySpeed;
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vec2 base = in_vertex;
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vec2 base = in_geometry;
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vec3 p = finalSize*vec3(base, 0.0);
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vec3 p = finalSize*vec3(base, 0.0);
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vec3 offset = (0.2*age + log(1.0+age*5.0)) * in_velocity + in_position;
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vec3 move = (0.2*age + log(1.0+age*5.0)) * in_velocity;
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float md = length(move);
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if (md > in_maxDist) {
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move *= in_maxDist / md;
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}
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vec3 offset = move + in_position;
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p += offset;
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p += offset;
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gl_Position = vec4(p, 1.0);
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gl_Position = vec4(p, 1.0);
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@ -4,7 +4,7 @@
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// TODO: use VAO's as soon as this is working
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// TODO: use VAO's as soon as this is working
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int getDivisorForIndex(int index)
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int getDivisorForIndex(size_t index)
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{
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{
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// 0 or 1?
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// 0 or 1?
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return (index == 0) ? 0 : 3;
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return (index == 0) ? 0 : 3;
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@ -20,42 +20,52 @@ namespace endofthejedi {
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, m_maxVelocity(1.0)
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, m_maxVelocity(1.0)
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, m_center(glm::vec3(0.0f, 0.0f, 0.0f))
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, m_center(glm::vec3(0.0f, 0.0f, 0.0f))
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// 2d quad drawn as a triangle fan
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// 2d quad drawn as a triangle fan.
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, m_data_quad({
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//
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// TODO
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// it is transformed before uploading so it looks at the camera
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, m_data_geometry({
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1.0f, -1.0f,
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1.0f, -1.0f,
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1.0f, 1.0f,
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1.0f, 1.0f,
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-1.0f, 1.0f,
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-1.0f, 1.0f,
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-1.0f, -1.0f})
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-1.0f, -1.0f})
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{
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{
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m_num_vertex_buffers = 4;
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//std::cout<<"[ParticleBatch] create for " << numParticles << " num particles" << std::endl;
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//std::cout<<"[ParticleBatch] create for " << numParticles << " num particles" << std::endl;
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m_attr_locations.resize(m_num_vertex_buffers);
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m_data_vbos.resize(m_num_vertex_buffers);
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m_data_position.resize(m_numParticles);
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m_data_position.resize(m_numParticles);
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m_data_velocity.resize(m_numParticles);
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m_data_velocity.resize(m_numParticles);
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m_data_kind.resize(m_numParticles);
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m_data_max_distance.resize(m_numParticles);
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m_data_max_age.resize(m_numParticles);
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for (size_t i=0; i<m_num_vertex_buffers; i++) {
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m_attr_locations[i] = -1;
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m_data_vbos[i] = 0;
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}
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}
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}
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ParticleBatch::~ParticleBatch()
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ParticleBatch::~ParticleBatch()
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{
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{
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// TODO: find out if stuff must be deallocated
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// TODO: find out if stuff must be deallocated
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glDeleteBuffers(5, m_data_vbos);
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glDeleteBuffers(m_num_vertex_buffers, m_data_vbos.data());
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}
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}
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void ParticleBatch::setup(Shader *shader)
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void ParticleBatch::setup(Shader *shader)
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{
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{
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const char *names[] = {
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static const char *names[] = {
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"in_vertex",
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"in_geometry",
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"in_position",
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"in_position",
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"in_velocity",
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"in_velocity",
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"XXXunusedXXX",
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"in_maxDist"
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"XXXunusedXXX"
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};
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};
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for (int i=0; i<5; i++) {
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for (size_t i=0; i<m_num_vertex_buffers; i++) {
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const char *name = names[i];
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const char *name = names[i];
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GLint loc = glGetAttribLocation(shader->program(), name);
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GLint loc = glGetAttribLocation(shader->program(), name);
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m_attr_locations[i] = loc;
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m_attr_locations[i] = loc;
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//std::cout<<"attr location " << i << " " << loc << " " << name << std::endl;
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//std::cout<<"attr location for " << name << " (#" << i << ") is " << loc << std::endl;
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}
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}
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}
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}
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@ -69,7 +79,7 @@ namespace endofthejedi {
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m_maxVelocity = maxVelocity;
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m_maxVelocity = maxVelocity;
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}
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}
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void ParticleBatch::setParticle(size_t index, const glm::vec3 &p, const glm::vec3 &v)
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void ParticleBatch::setParticle(size_t index, const glm::vec3 &p, const glm::vec3 &v, float maxDist)
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{
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{
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if (index >= m_numParticles) {
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if (index >= m_numParticles) {
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return;
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return;
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@ -77,17 +87,16 @@ namespace endofthejedi {
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//std::cout<<"[ParticleBatch] setParticle " << index << std::endl;
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//std::cout<<"[ParticleBatch] setParticle " << index << std::endl;
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m_data_position[index] = p;
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m_data_position[index] = p;
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m_data_velocity[index] = v;
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m_data_velocity[index] = v;
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m_data_kind[index] = 0.0;
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m_data_max_distance[index] = maxDist;
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m_data_max_age[index] = 0.0;
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}
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}
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void ParticleBatch::bind()
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void ParticleBatch::bind()
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{
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{
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//std::cout<<"[ParticleBatch] bind" << std::endl;
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//std::cout<<"[ParticleBatch] bind" << std::endl;
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for (size_t i=0; i<5; i++) {
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for (size_t i=0; i<m_num_vertex_buffers; i++) {
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//std::cout<<"vbo #" << i << ": " << m_data_vbos[i] << std::endl;
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//std::cout<<"vbo #" << i << ": " << m_data_vbos[i] << std::endl;
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glEnableVertexAttribArray(m_attr_locations[i]);
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glEnableVertexAttribArray(m_attr_locations[i]);
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glBindBuffer(GL_ARRAY_BUFFER, m_data_vbos[i]);
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glBindBuffer(GL_ARRAY_BUFFER, m_data_vbos[i]);
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@ -109,9 +118,9 @@ namespace endofthejedi {
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{
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{
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//std::cout<<"[ParticleBatch] upload to vbo's " << std::endl;
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//std::cout<<"[ParticleBatch] upload to vbo's " << std::endl;
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glGenBuffers(5, m_data_vbos); // Generate buffer
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glGenBuffers(m_num_vertex_buffers, m_data_vbos.data()); // Generate buffer
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for (size_t i=0; i<5; i++) {
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for (size_t i=0; i<m_num_vertex_buffers; i++) {
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size_t bufferDataSize = dataSizeForIndex(i) * m_numParticles * sizeof(float);
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size_t bufferDataSize = dataSizeForIndex(i) * m_numParticles * sizeof(float);
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glEnableVertexAttribArray(i);
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glEnableVertexAttribArray(i);
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@ -148,7 +157,7 @@ namespace endofthejedi {
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#if 0
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#if 0
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glBegin(GL_QUADS);
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glBegin(GL_QUADS);
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for (size_t index=0; index<m_numParticles; index++) {
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for (size_t index=0; index<m_numParticles; index++) {
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for (int i=0; i<4; i++) {
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for (size_t i=0; i<4; i++) {
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glm::vec2 p = m_data_position[index] + triangles[i];
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glm::vec2 p = m_data_position[index] + triangles[i];
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//glColor3f(1.0, 0.0, 0.0);
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//glColor3f(1.0, 0.0, 0.0);
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glVertex2f(p.x, p.y);
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glVertex2f(p.x, p.y);
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}
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}
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size_t ParticleBatch::dataSizeForIndex(int i)
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size_t ParticleBatch::dataSizeForIndex(size_t index)
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{
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{
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switch(i) {
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switch(index) {
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case 0:
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case 0:
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return 2;
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return 2;
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return 3;
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return 3;
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case 3:
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case 3:
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case 4:
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return 1;
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return 1;
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default:
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default:
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std::cerr << "bad" << std::endl;
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std::cerr << "dataSizeForIndex() bad" << std::endl;
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exit(-1);
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exit(-1);
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}
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}
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}
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}
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void *ParticleBatch::dataSourceForIndex(int i)
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void *ParticleBatch::dataSourceForIndex(size_t index)
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{
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{
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switch(i) {
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switch(index) {
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case 0: return (void *) m_data_quad.data();
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case 0: return (void *) m_data_geometry.data();
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case 1: return (void *) m_data_position.data();
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case 1: return (void *) m_data_position.data();
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case 2: return (void *) m_data_velocity.data();
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case 2: return (void *) m_data_velocity.data();
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case 3: return (void *) m_data_kind.data();
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case 3: return (void *) m_data_max_distance.data();
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case 4: return (void *) m_data_max_age.data();
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default:
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default:
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std::cerr << "bad" << std::endl;
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std::cerr << "dataSourceForIndex() bad" << std::endl;
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exit(-1);
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exit(-1);
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}
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}
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}
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}
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#include "glclasses.hpp"
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#include "glclasses.hpp"
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//class VertexAttribute {
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// std::string nameInShader;
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// Guint attributeIndex;
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// Type type;
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// modifictaion
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// void *dataSource;
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//};
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namespace endofthejedi {
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namespace endofthejedi {
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class ParticleBatch {
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class ParticleBatch {
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public:
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public:
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size_t numParticles() const { return m_numParticles; }
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size_t numParticles() const { return m_numParticles; }
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void setParticle(size_t index, const glm::vec3 &p, const glm::vec3 &v);
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void setParticle(size_t index, const glm::vec3 &p, const glm::vec3 &v, float maxDistance);
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void setCenter(const glm::vec3 ¢er);
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void setCenter(const glm::vec3 ¢er);
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void setMaxVelocity(float maxVelocity);
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void setMaxVelocity(float maxVelocity);
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size_t id() const { return m_id; }
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size_t id() const { return m_id; }
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private:
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private:
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size_t dataSizeForIndex(int i);
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size_t dataSizeForIndex(size_t index);
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void *dataSourceForIndex(int i);
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void *dataSourceForIndex(size_t index);
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private:
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private:
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// id of explosion
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size_t m_id;
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size_t m_id;
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// uniforms for the shader
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size_t m_numParticles;
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size_t m_numParticles;
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float m_particleRadius;
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float m_particleRadius;
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const float m_halfAge;
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const float m_halfAge;
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float m_maxVelocity;
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float m_maxVelocity;
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glm::vec3 m_center;
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glm::vec3 m_center;
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GLuint m_data_vbos[5];
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// meta data
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size_t m_num_vertex_buffers;
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std::vector<GLuint> m_data_vbos;
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std::vector<GLuint> m_attr_locations;
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std::vector<float> m_data_quad;
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// vertex attributes
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std::vector<float> m_data_geometry;
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std::vector<glm::vec3> m_data_position;
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std::vector<glm::vec3> m_data_position;
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std::vector<glm::vec3> m_data_velocity;
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std::vector<glm::vec3> m_data_velocity;
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std::vector<float> m_data_kind;
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std::vector<float> m_data_max_distance;
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std::vector<float> m_data_max_age;
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GLuint m_attr_locations[5];
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};
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};
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}
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}
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glm::vec3 v = glm::ballRand(maxVelocity);
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glm::vec3 v = glm::ballRand(maxVelocity);
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v *= util::randf_0_1() * util::randf_0_1() * util::randf_0_1();
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v *= util::randf_0_1() * util::randf_0_1() * util::randf_0_1();
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batch->setParticle(i, glm::vec3(pos, 0.0) + glm::ballRand(explCoreSize), v);
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float maxDist = 0.2;
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batch->setParticle(i, glm::vec3(pos, 0.0) + glm::ballRand(explCoreSize), v, maxDist);
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}
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}
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batch->upload();
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batch->upload();
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