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https://github.com/MaSzyna-EU07/maszyna.git
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basic particle system implementation
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50
renderer.h
50
renderer.h
@@ -18,6 +18,7 @@ http://mozilla.org/MPL/2.0/.
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#include "frustum.h"
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#include "scene.h"
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#include "simulationenvironment.h"
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#include "particles.h"
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#include "MemCell.h"
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#define EU07_USE_PICKING_FRAMEBUFFER
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@@ -43,6 +44,8 @@ struct opengl_light : public basic_light {
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return *this; }
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};
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// encapsulates basic rendering setup.
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// for modern opengl this translates to a specific collection of glsl shaders,
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// for legacy opengl this is combination of blending modes, active texture units etc
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@@ -50,6 +53,8 @@ struct opengl_technique {
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};
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// simple camera object. paired with 'virtual camera' in the scene
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class opengl_camera {
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@@ -112,6 +117,46 @@ private:
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glm::mat4 m_inversetransformation; // cached transformation to world space
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};
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// particle data visualizer
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class opengl_particles {
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public:
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// constructors
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opengl_particles() = default;
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// destructor
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~opengl_particles() {
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if( m_buffer != 0 ) {
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::glDeleteBuffers( 1, &m_buffer ); } }
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// methods
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void
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update( opengl_camera const &Camera );
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void
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render( int const Textureunit );
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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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std::uint8_t color[ 4 ]; // rgba, unsigned byte format
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glm::vec2 texture; // uv space
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float padding[ 2 ]; // experimental, some gfx hardware allegedly works better with 32-bit aligned data blocks
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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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GLuint m_buffer{ (GLuint)-1 }; // id of the buffer holding geometry data on the opengl end
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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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// bare-bones render controller, in lack of anything better yet
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class opengl_renderer {
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@@ -296,6 +341,8 @@ private:
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Render_cab( TDynamicObject const *Dynamic, float const Lightlevel, bool const Alpha = false );
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void
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Render( TMemCell *Memcell );
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void
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Render_particles();
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void
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Render_precipitation();
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void
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@@ -338,6 +385,7 @@ private:
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texture_handle m_suntexture { -1 };
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texture_handle m_moontexture { -1 };
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texture_handle m_reflectiontexture { -1 };
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texture_handle m_smoketexture { -1 };
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GLUquadricObj *m_quadric { nullptr }; // helper object for drawing debug mode scene elements
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// TODO: refactor framebuffer stuff into an object
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bool m_framebuffersupport { false };
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@@ -369,6 +417,8 @@ private:
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int m_environmentcubetextureface { 0 }; // helper, currently processed cube map face
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int m_environmentupdatetime { 0 }; // time of the most recent environment map update
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glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update
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// particle visualization subsystem
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opengl_particles m_particlerenderer;
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int m_helpertextureunit { GL_TEXTURE0 };
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int m_shadowtextureunit { GL_TEXTURE1 };
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