#include "particle_batch.hpp" #include // TODO: use VAO's as soon as this is working int getDivisorForIndex(int index) { // 0 or 1? return (index == 0) ? 0 : 3; } namespace endofthejedi { ParticleBatch::ParticleBatch(size_t id, size_t numParticles, float particleSize, float halfAge) : m_id(id) , m_numParticles(numParticles) , m_particleRadius(particleSize) , m_halfAge(halfAge) , m_age(0.0) , m_maxVelocity(1.0) , m_center(glm::vec3(0.0f, 0.0f, 0.0f)) // 2d quad drawn as a triangle fan , m_data_quad({ 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f}) { //std::cout<<"[ParticleBatch] create for " << numParticles << " num particles" << std::endl; m_data_position.resize(m_numParticles); m_data_velocity.resize(m_numParticles); m_data_kind.resize(m_numParticles); m_data_max_age.resize(m_numParticles); } ParticleBatch::~ParticleBatch() { // TODO: find out if stuff must be deallocated glDeleteBuffers(5, m_data_vbos); } void ParticleBatch::setup(Shader *shader) { const char *names[] = { "in_vertex", "in_position", "in_velocity", "XXXunusedXXX", "XXXunusedXXX" }; for (int i=0; i<5; i++) { const char *name = names[i]; GLint loc = glGetAttribLocation(shader->program(), name); m_attr_locations[i] = loc; //std::cout<<"attr location " << i << " " << loc << " " << name << std::endl; } } void ParticleBatch::setCenter(const glm::vec3 ¢er) { m_center = center; } void ParticleBatch::setMaxVelocity(float maxVelocity) { m_maxVelocity = maxVelocity; } void ParticleBatch::setParticle(size_t index, const glm::vec3 &p, const glm::vec3 &v) { if (index >= m_numParticles) { return; } //std::cout<<"[ParticleBatch] setParticle " << index << std::endl; m_data_position[index] = p; m_data_velocity[index] = v; m_data_kind[index] = 0.0; m_data_max_age[index] = 0.0; } void ParticleBatch::bind() { //std::cout<<"[ParticleBatch] bind" << std::endl; for (size_t i=0; i<5; i++) { //std::cout<<"vbo #" << i << ": " << m_data_vbos[i] << std::endl; glEnableVertexAttribArray(m_attr_locations[i]); glBindBuffer(GL_ARRAY_BUFFER, m_data_vbos[i]); glVertexAttribDivisor(m_attr_locations[i], getDivisorForIndex(i)); // TODO: i or index? at first argument? glVertexAttribPointer( m_attr_locations[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 to vbo's " << std::endl; glGenBuffers(5, m_data_vbos); // Generate buffer for (size_t i=0; i<5; i++) { size_t bufferDataSize = dataSizeForIndex(i) * m_numParticles * sizeof(float); glEnableVertexAttribArray(i); glBindBuffer(GL_ARRAY_BUFFER, m_data_vbos[i]); // fill buffer with the loaded mesh position data glBufferData( GL_ARRAY_BUFFER, // Buffer target bufferDataSize, // Buffer data size dataSourceForIndex(i), // Buffer data pointer GL_STATIC_DRAW); // Usage - Data never changes; } } void ParticleBatch::render(Shader *shader) { //std::cout<<"[ParticleBatch] render " << std::endl; glUniform1f(shader->location("age"), m_age); glUniform1f(shader->location("maxVelocity"), m_maxVelocity); glUniform1f(shader->location("halfAge"), m_halfAge); glUniform1f(shader->location("size"), m_particleRadius); glUniform3f(shader->location("explCenter"), m_center.x, m_center.y, m_center.z); bind(); //glDrawArrays(GL_TRIANGLE_FAN, 0, 4*m_numParticles); //glDrawArraysInstanced( GLenum mode, GLint first, GLsizei count, GLsizei primcount); // XXX the 3 is a magical number. // I dont know why this works // without it, it will render 1/3 of the particles glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, 3*m_numParticles); #if 0 glBegin(GL_QUADS); for (size_t index=0; index= 5.0*m_halfAge; } }