added working particle engine. needs improvement.

This commit is contained in:
Andreas Ortmann 2016-09-28 21:26:11 +02:00
parent a5ff1bc20d
commit 61a7f6f9ba
7 changed files with 457 additions and 201 deletions

View file

@ -13,12 +13,15 @@ set(GAME_SRC
renderer.cpp
renderer_polygon_2d/renderer_polygon_2d.cpp
renderer_polygon_3d/renderer_polygon_3d.cpp
renderer_polygon_3d/polygon_model.cpp
renderer_polygon_3d/particle_batch.cpp
renderer_ray_tracer/renderer_ray_tracer.cpp
network/session.cpp
util.cpp
game.cpp
state/object.cpp
state/explosion.cpp
state/trace.cpp

View file

@ -6,7 +6,7 @@
#include <cmath>
#define QUICK_TEST
//#define QUICK_TEST
Game::Game()
{
@ -44,12 +44,12 @@ bool Game::cycle(float dt)
acc += dt;
total += dt;
float spawnInterval = 1.0;
float spawnInterval = 0.1;
while (acc > spawnInterval) {
acc -= spawnInterval;
float angle = 360.0 * util::randf_0_1();
float speed = 0.005;
float speed = 0.01;
m_state->players.back()->addCommand(new game::SetSpeedCommand(speed));
m_state->players.back()->addCommand(new game::ShootCommand(angle));

View file

@ -0,0 +1,181 @@
#include "particle_batch.hpp"
#include <iostream>
namespace endofthejedi {
ParticleBatch::ParticleBatch(size_t numParticles, float particleSize)
: m_numParticles(numParticles)
, m_particleRadius(particleSize)
{
std::cout<<"[ParticleBatch] create for " << numParticles << " num particles" << std::endl;
size_t s = m_numParticles*4;
m_data_velocity.resize(s);
m_data_position.resize(s);
m_data_kind.resize(s);
m_data_max_age.resize(s);
std::string vss_particles =
"#version 120\n"
"varying vec3 vertex;\n"
"uniform float time;\n"
"uniform float size;\n"
"uniform vec2 velocity;\n"
"void main()\n"
"{\n"
" vec3 p = size*gl_Vertex.xyz;\n"
//" vec3 p = gl_Vertex.xyz;\n"
" p.xy += velocity*time;\n"
" gl_Position = vec4(p, 1.0);\n"
" vertex = p;\n"
"}\n"
;
std::string fss_particles =
"#version 120\n"
"varying vec3 vertex;\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
"}\n"
;
m_shader.init();
m_shader.load(vss_particles.c_str(), GL_VERTEX_SHADER);
m_shader.load(fss_particles.c_str(), GL_FRAGMENT_SHADER);
}
ParticleBatch::~ParticleBatch()
{
// TODO: find out if stuff must be deallocated
}
void ParticleBatch::setParticle(size_t index, const glm::vec2 &p, const glm::vec2 &v, float kind, float maxAge)
{
if (index >= m_numParticles) {
return;
}
//std::cout<<"[ParticleBatch] setParticle " << index << std::endl;
// 4 for use as tri / quad
const static glm::vec2 triangles[4] = {
glm::vec2( 1.0f, -1.0f),
glm::vec2( 1.0f, 1.0f),
glm::vec2(-1.0f, 1.0f),
glm::vec2(-1.0f, -1.0f),
};
for (size_t i=0; i<4; i++) {
const size_t data_index = 4*index+i;
m_data_position[data_index] = p + triangles[i];
m_data_velocity[data_index] = v;
m_data_kind[data_index] = kind;
m_data_max_age[data_index] = maxAge;
}
}
void ParticleBatch::bind()
{
//std::cout<<"[ParticleBatch] bind" << std::endl;
for (size_t i=0; i<4; i++) {
//std::cout<<"vbo #" << i << ": " << m_data_vbos[i] << std::endl;
glEnableVertexAttribArray(i);
glBindBuffer(GL_ARRAY_BUFFER, m_data_vbos[i]);
// TODO: i or index? at first argument?
glVertexAttribPointer(
i,
dataSizeForIndex(i),
GL_FLOAT, // Data is floating point type
GL_FALSE, // No fixed point scaling
0, // stride: no
NULL); // No offset
}
}
void ParticleBatch::upload()
{
std::cout<<"[ParticleBatch] upload" << std::endl;
glGenBuffers(4, m_data_vbos); // Generate buffer
for (size_t i=0; i<4; i++) {
glEnableVertexAttribArray(i);
glBindBuffer(GL_ARRAY_BUFFER, m_data_vbos[i]);
// fill buffer with the loaded mesh position data
glBufferData(
GL_ARRAY_BUFFER, // Buffer target
dataSizeForIndex(i) * 4 * m_numParticles * sizeof(float), // Buffer data size
dataSourceForIndex(i), // Buffer data pointer
GL_STATIC_DRAW); // Usage - Data never changes;
}
}
void ParticleBatch::render()
{
//std::cout<<"[ParticleBatch] render " << std::endl;
m_shader.bind();
static float time = 0.0f;
time += 1.0/50.0;
glUniform1f(m_shader.location("time"), time);
glUniform1f(m_shader.location("size"), m_particleRadius);
glUniform2f(m_shader.location("velocity"), m_data_velocity[0].x, m_data_velocity[0].y);
bind();
glDrawArrays(GL_TRIANGLE_FAN, 0, 4*m_numParticles);
#if 0
glBegin(GL_QUADS);
for (size_t index=0; index<m_numParticles; index++) {
for (int i=0; i<4; i++) {
glm::vec2 p = m_data_position[index] + triangles[i];
//glColor3f(1.0, 0.0, 0.0);
glVertex2f(p.x, p.y);
}
}
glEnd();
#endif
}
size_t ParticleBatch::dataSizeForIndex(int i)
{
switch(i) {
case 0:
case 1:
return 2;
case 2:
case 3:
return 1;
default:
std::cerr << "bad" << std::endl;
return 0;
}
}
void *ParticleBatch::dataSourceForIndex(int i)
{
switch(i) {
case 0: return (void *) m_data_position.data();
case 1: return (void *) m_data_velocity.data();
case 2: return (void *) m_data_kind.data();
case 3: return (void *) m_data_max_age.data();
default:
std::cerr << "bad" << std::endl;
return nullptr;
}
}
}

View file

@ -0,0 +1,44 @@
#pragma once
#include <vector>
#include <glm/vec2.hpp>
#include "glclasses.hpp"
namespace endofthejedi {
class ParticleBatch {
public:
ParticleBatch(size_t numParticles, float particleRadius);
// deallocate opengl stuff on destroy
~ParticleBatch();
size_t numParticles() const { return m_numParticles; }
void setParticle(size_t index, const glm::vec2 &p, const glm::vec2 &v, float kind, float maxAge);
void bind();
void upload();
void render();
Shader *shader() { return &m_shader; }
private:
size_t dataSizeForIndex(int i);
void *dataSourceForIndex(int i);
private:
size_t m_numParticles;
GLuint m_data_vbos[4];
std::vector<glm::vec2> m_data_position;
std::vector<glm::vec2> m_data_velocity;
std::vector<float> m_data_kind;
std::vector<float> m_data_max_age;
float m_particleRadius;
Shader m_shader;
};
}

View file

@ -10,7 +10,8 @@
#include <epoxy/gl.h>
#include <epoxy/glx.h>
class PolygonModel {
namespace endofthejedi {
class PolygonModel {
public:
PolygonModel(const std::string &filename) : m_filename(filename)
{
@ -225,5 +226,5 @@ class PolygonModel {
GLuint m_vbo_id_position;
GLuint m_vbo_id_normal;
};
};
}

View file

@ -6,8 +6,6 @@
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/euler_angles.hpp>
#include "polygon_model.hpp"
namespace endofthejedi {
void RendererPolygon3d::setup()
{
@ -20,6 +18,21 @@ namespace endofthejedi {
addModel("../data/mesh/planet_12.stl", &m_planetModel);
addModel("../data/mesh/ship.stl", &m_shipModel);
size_t n = 10;
m_particles = new ParticleBatch(n, 0.01);
for (size_t i=0; i<n; i++) {
m_particles->setParticle(
i,
glm::vec2(i/(float) n, 0.0),
glm::vec2(1.0, 1.0),
0.0,
0.0);
}
m_particles->upload();
std::string vss_simple =
"#version 120\n"
"varying vec3 vertex;\n"
@ -81,6 +94,8 @@ namespace endofthejedi {
void RendererPolygon3d::render(const game::State *state)
{
glClearColor(0.0, 0.0, 0.0, 1.0);
m_state = state;
m_shader.bind();
@ -91,6 +106,8 @@ namespace endofthejedi {
renderShips();
renderMissiles();
//renderParticles();
//glColor3f(1.0, 0.0, 0.0);
//glBegin(GL_QUADS);
//glVertex2f(-1.0f, -1.0f);
@ -100,6 +117,12 @@ namespace endofthejedi {
//glEnd();
}
void RendererPolygon3d::renderParticles()
{
//m_particles->bind();
m_particles->render();
}
void RendererPolygon3d::renderPlanets()
{
m_planetModel->bind();

View file

@ -12,9 +12,10 @@
#include "state/ship.hpp"
#include "state/explosion.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "particle_batch.hpp"
#include "polygon_model.hpp"
class PolygonModel;
#include <glm/gtc/matrix_transform.hpp>
namespace endofthejedi {
@ -27,6 +28,7 @@ namespace endofthejedi {
void renderPlanets();
void renderMissiles();
void renderShips();
void renderParticles();
void addModel(const std::string &filename, PolygonModel **dest);
@ -52,5 +54,7 @@ namespace endofthejedi {
// for accessing
const game::State *m_state;
ParticleBatch *m_particles;
};
}