70 lines
2 KiB
C++
70 lines
2 KiB
C++
#pragma once
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#include <vector>
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#include <glm/vec2.hpp>
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#include <glm/vec3.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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class ParticleBatch {
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public:
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ParticleBatch(size_t id, size_t numParticles, float particleRadius, float halfAge);
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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::vec3 &p, const glm::vec3 &v, float maxDistance);
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void setCenter(const glm::vec3 ¢er);
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void setMaxVelocity(float maxVelocity);
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void setup(Shader *shader);
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void bind();
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void upload();
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void render(Shader *shader);
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void tick(float dt);
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bool done() const;
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size_t id() const { return m_id; }
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private:
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size_t dataSizeForIndex(size_t index);
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void *dataSourceForIndex(size_t index);
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private:
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// id of explosion
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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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float m_particleRadius;
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const float m_halfAge;
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float m_age;
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float m_maxVelocity;
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glm::vec3 m_center;
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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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// 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_velocity;
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std::vector<float> m_data_max_distance;
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};
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}
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