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Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
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54
rendering/opengl33particles.h
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54
rendering/opengl33particles.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "gl/buffer.h"
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#include "gl/vao.h"
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#include "gl/shader.h"
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class opengl_camera;
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// particle data visualizer
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class opengl33_particles {
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public:
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// constructors
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opengl33_particles() = default;
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// methods
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void
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update( opengl_camera const &Camera );
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std::size_t
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render( );
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private:
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// types
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struct particle_vertex {
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glm::vec3 position; // 3d space
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glm::vec4 color; // rgba, unsigned byte format
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glm::vec2 texture; // uv space
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};
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/*
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using sourcedistance_pair = std::pair<smoke_source *, float>;
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using source_sequence = std::vector<sourcedistance_pair>;
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*/
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using particlevertex_sequence = std::vector<particle_vertex>;
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// methods
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// members
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/*
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source_sequence m_sources; // list of particle sources visible in current render pass, with their respective distances to the camera
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*/
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particlevertex_sequence m_particlevertices; // geometry data of visible particles, generated on the cpu end
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std::optional<gl::buffer> m_buffer;
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std::optional<gl::vao> m_vao;
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std::unique_ptr<gl::program> m_shader;
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std::size_t m_buffercapacity{ 0 }; // total capacity of the last established buffer
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};
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//---------------------------------------------------------------------------
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