yeah, particle rendering is working.
This commit is contained in:
parent
eb3c0f5cd4
commit
6168407973
5 changed files with 121 additions and 84 deletions
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@ -32,13 +32,15 @@ namespace endofthejedi {
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glGetProgramiv(m_program, GL_LINK_STATUS, &result);
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glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &len);
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if (len > 1) {
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char *error = (char *)malloc(len);
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if (result == GL_FALSE) {
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std::cout<<"getting error log:" << std::endl;
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char *error = (char *)malloc(len+1);
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glGetProgramInfoLog(m_program, len, NULL, error);
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std::string str(error);
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std::cout << str << std::endl;
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}
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std::cout << "checked program" << std::endl;
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//std::cout << "checked program" << std::endl;
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return (bool)result;
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}
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@ -48,17 +50,17 @@ namespace endofthejedi {
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GLint result = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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if (len > 1) {
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if (result == GL_FALSE) {
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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char *error = (char *)malloc(len+1);
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glGetShaderInfoLog(shader, 0, &len, error);
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glGetShaderInfoLog(shader, len, NULL, error);
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std::string str(error, error + len);
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std::cout << str << std::endl;
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}
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std::cout << "checked shader" << std::endl;
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//std::cout << "checked shader" << std::endl;
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return (bool)result;
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return result != GL_FALSE;
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}
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void Shader::bind()
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@ -74,6 +76,8 @@ namespace endofthejedi {
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glUseProgram(m_program);
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}
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GLuint Shader::program() { return m_program; }
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void Shader::unbind() { glUseProgram(0); }
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void Shader::load(const std::string &path, GLenum shadertype) {
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@ -83,15 +87,18 @@ namespace endofthejedi {
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return;
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}
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GLuint cheddar = glCreateShader(shadertype);
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const char *cheddardata = path.c_str();
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glShaderSource(cheddar, 1, &cheddardata, NULL);
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glCompileShader(cheddar);
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checkShader(cheddar);
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glAttachShader(m_program, cheddar);
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GLuint shader = glCreateShader(shadertype);
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const char *shaderdata = path.c_str();
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glShaderSource(shader, 1, &shaderdata, NULL);
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glCompileShader(shader);
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checkShader(shader);
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glAttachShader(m_program, shader);
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glLinkProgram(m_program);
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check();
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glDeleteShader(cheddar);
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glDeleteShader(shader);
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}
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GLuint Shader::location(const std::string &name) {
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@ -57,6 +57,7 @@ class Shader {
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void unbind();
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void load(const std::string &data, GLenum shadertype);
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GLuint location(const std::string &name);
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GLuint program();
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};
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}
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@ -2,42 +2,64 @@
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#include <iostream>
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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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{
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return (index == 0) ? 1 : 4;
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}
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namespace endofthejedi {
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ParticleBatch::ParticleBatch(size_t numParticles, float particleSize)
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ParticleBatch::ParticleBatch(size_t numParticles, float particleSize, float maxAge)
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: m_numParticles(numParticles)
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, m_particleRadius(particleSize)
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, m_maxAge(maxAge)
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// 2d quad drawn as a triangle fan
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, m_data_quad({
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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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std::cout<<"[ParticleBatch] create for " << numParticles << " num particles" << std::endl;
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size_t s = m_numParticles*4;
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m_data_velocity.resize(s);
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m_data_position.resize(s);
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m_data_kind.resize(s);
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m_data_max_age.resize(s);
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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_kind.resize(m_numParticles);
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m_data_max_age.resize(m_numParticles);
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std::string vss_particles =
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"#version 120\n"
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"varying vec3 vertex;\n"
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"attribute vec2 in_vertex;\n"
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"attribute vec2 in_position;\n"
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"attribute vec2 in_velocity;\n"
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"varying vec2 vertex;\n"
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"uniform float time;\n"
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"uniform float size;\n"
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"uniform vec2 velocity;\n"
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"void main()\n"
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"{\n"
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" vec3 p = size*gl_Vertex.xyz;\n"
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//" vec3 p = gl_Vertex.xyz;\n"
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" p.xy += velocity*time;\n"
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" gl_Position = vec4(p, 1.0);\n"
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" vertex = p;\n"
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" vec2 p = size*in_vertex;\n"
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" p += time * in_velocity;\n"
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" p += in_position;\n"
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" gl_Position = vec4(p, 0.0, 1.0);\n"
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" vertex = in_vertex;\n"
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"}\n"
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;
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std::string fss_particles =
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"#version 120\n"
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"varying vec3 vertex;\n"
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"varying vec2 vertex;\n"
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"uniform float maxAge;\n"
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"uniform float time;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
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//" gl_FragColor = vec4(0.5+0.5*vertex.x, 0.5+0.5*vertex.y, 0.0, 1.0);\n"
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" if (length(vertex) > 1.0) {\n"
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" discard;\n"
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"}\n"
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" float decay = time / maxAge;\n"
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" gl_FragColor = vec4(1.0/max(1.0, decay), 1.0/max(1.0, 6.0*decay), 0.0, 1.0);\n"
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"}\n"
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;
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@ -51,7 +73,7 @@ namespace endofthejedi {
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// TODO: find out if stuff must be deallocated
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}
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void ParticleBatch::setParticle(size_t index, const glm::vec2 &p, const glm::vec2 &v, float kind, float maxAge)
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void ParticleBatch::setParticle(size_t index, const glm::vec2 &p, const glm::vec2 &v)
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{
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if (index >= m_numParticles) {
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return;
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@ -59,35 +81,25 @@ namespace endofthejedi {
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//std::cout<<"[ParticleBatch] setParticle " << index << std::endl;
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// 4 for use as tri / quad
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const static glm::vec2 triangles[4] = {
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glm::vec2( 1.0f, -1.0f),
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glm::vec2( 1.0f, 1.0f),
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glm::vec2(-1.0f, 1.0f),
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glm::vec2(-1.0f, -1.0f),
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};
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for (size_t i=0; i<4; i++) {
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const size_t data_index = 4*index+i;
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m_data_position[data_index] = p + triangles[i];
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m_data_velocity[data_index] = v;
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m_data_kind[data_index] = kind;
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m_data_max_age[data_index] = maxAge;
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}
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m_data_position[index] = p;
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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_age[index] = 0.0;
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}
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void ParticleBatch::bind()
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{
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//std::cout<<"[ParticleBatch] bind" << std::endl;
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for (size_t i=0; i<4; i++) {
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for (size_t i=0; i<5; i++) {
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//std::cout<<"vbo #" << i << ": " << m_data_vbos[i] << std::endl;
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glEnableVertexAttribArray(i);
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glBindBuffer(GL_ARRAY_BUFFER, m_data_vbos[i]);
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if (i != 0) {
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glVertexAttribDivisor(i, getDivisorForIndex(i-1));
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}
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// TODO: i or index? at first argument?
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glVertexAttribPointer(
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i,
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void ParticleBatch::upload()
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{
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std::cout<<"[ParticleBatch] upload" << std::endl;
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std::cout<<"[ParticleBatch] upload to vbo's " << std::endl;
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glGenBuffers(4, m_data_vbos); // Generate buffer
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for (size_t i=0; i<4; i++) {
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size_t bufferDataSize = dataSizeForIndex(i) * m_numParticles * sizeof(float);
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glEnableVertexAttribArray(i);
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glBindBuffer(GL_ARRAY_BUFFER, m_data_vbos[i]);
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// fill buffer with the loaded mesh position data
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glBufferData(
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GL_ARRAY_BUFFER, // Buffer target
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dataSizeForIndex(i) * 4 * m_numParticles * sizeof(float), // Buffer data size
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dataSourceForIndex(i), // Buffer data pointer
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GL_STATIC_DRAW); // Usage - Data never changes;
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GL_ARRAY_BUFFER, // Buffer target
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bufferDataSize, // Buffer data size
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dataSourceForIndex(i), // Buffer data pointer
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GL_STATIC_DRAW); // Usage - Data never changes;
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}
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}
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@ -124,16 +138,23 @@ namespace endofthejedi {
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m_shader.bind();
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glBindAttribLocation(m_shader.program(), 0, "in_vertex");
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glBindAttribLocation(m_shader.program(), 1, "in_position");
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glBindAttribLocation(m_shader.program(), 2, "in_velocity");
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static float time = 0.0f;
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time += 1.0/50.0;
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glUniform1f(m_shader.location("time"), time);
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glUniform1f(m_shader.location("size"), m_particleRadius);
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glUniform2f(m_shader.location("velocity"), m_data_velocity[0].x, m_data_velocity[0].y);
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glUniform1f(m_shader.location("time"), time);
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glUniform1f(m_shader.location("maxAge"), m_maxAge);
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glUniform1f(m_shader.location("size"), m_particleRadius);
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bind();
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4*m_numParticles);
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//glDrawArrays(GL_TRIANGLE_FAN, 0, 4*m_numParticles);
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//glDrawArraysInstanced( GLenum mode, GLint first, GLsizei count, GLsizei primcount);
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glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, 4*m_numParticles);
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#if 0
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glBegin(GL_QUADS);
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@ -154,28 +175,30 @@ namespace endofthejedi {
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switch(i) {
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case 0:
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case 1:
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case 2:
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return 2;
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case 2:
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case 3:
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case 4:
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return 1;
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default:
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std::cerr << "bad" << std::endl;
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return 0;
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exit(-1);
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}
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}
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void *ParticleBatch::dataSourceForIndex(int i)
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{
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switch(i) {
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case 0: return (void *) m_data_position.data();
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case 1: return (void *) m_data_velocity.data();
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case 2: return (void *) m_data_kind.data();
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case 3: return (void *) m_data_max_age.data();
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case 0: return (void *) m_data_quad.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 3: return (void *) m_data_kind.data();
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case 4: return (void *) m_data_max_age.data();
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default:
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std::cerr << "bad" << std::endl;
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return nullptr;
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exit(-1);
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}
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}
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}
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@ -9,14 +9,14 @@
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namespace endofthejedi {
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class ParticleBatch {
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public:
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ParticleBatch(size_t numParticles, float particleRadius);
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ParticleBatch(size_t numParticles, float particleRadius, float maxAge);
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// deallocate opengl stuff on destroy
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~ParticleBatch();
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size_t numParticles() const { return m_numParticles; }
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void setParticle(size_t index, const glm::vec2 &p, const glm::vec2 &v, float kind, float maxAge);
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void setParticle(size_t index, const glm::vec2 &p, const glm::vec2 &v);
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void bind();
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void upload();
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@ -30,15 +30,17 @@ namespace endofthejedi {
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private:
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size_t m_numParticles;
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GLuint m_data_vbos[4];
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float m_particleRadius;
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float m_maxAge;
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GLuint m_data_vbos[5];
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std::vector<float> m_data_quad;
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std::vector<glm::vec2> m_data_position;
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std::vector<glm::vec2> m_data_velocity;
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std::vector<float> m_data_kind;
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std::vector<float> m_data_max_age;
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float m_particleRadius;
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Shader m_shader;
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};
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}
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@ -16,19 +16,23 @@ namespace endofthejedi {
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addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
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//addModel("../data/mesh/planet_128.stl", &m_planetModel);
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addModel("../data/mesh/planet_12.stl", &m_planetModel);
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addModel("../data/mesh/ship.stl", &m_shipModel);
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addModel("../data/mesh/planet_12.stl", &m_shipModel);
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size_t n = 10;
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m_particles = new ParticleBatch(n, 0.01);
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size_t n = 100;
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m_particles = new ParticleBatch(n, 0.05, 3.0);
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// distribute in a circle
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for (size_t i=0; i<n; i++) {
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float t = 2.0 * M_PI * i / (float) n;
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t += 0.2*util::randf_m1_1();
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glm::vec2 v = 0.2f*glm::vec2(sin(t), cos(t));
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m_particles->setParticle(
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i,
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glm::vec2(i/(float) n, 0.0),
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glm::vec2(1.0, 1.0),
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0.0,
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0.0);
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//glm::vec2(i/(float) n, 0.0),
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glm::vec2(0.0, 0.0),
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v);
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}
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m_particles->upload();
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@ -102,11 +106,11 @@ namespace endofthejedi {
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// TODO :Z?
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renderPlanets();
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renderShips();
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renderMissiles();
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//renderPlanets();
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//renderShips();
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//renderMissiles();
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//renderParticles();
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renderParticles();
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//glColor3f(1.0, 0.0, 0.0);
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//glBegin(GL_QUADS);
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