mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
139 lines
4.3 KiB
C++
139 lines
4.3 KiB
C++
/*
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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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#include "stdafx.h"
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#include "opengl33particles.h"
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#include "particles.h"
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#include "openglcamera.h"
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#include "simulation.h"
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std::vector<std::pair<glm::vec3, glm::vec2>> const billboard_vertices {
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{ { -0.5f, -0.5f, 0.f }, { 0.f, 0.f } },
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{ { 0.5f, -0.5f, 0.f }, { 1.f, 0.f } },
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{ { 0.5f, 0.5f, 0.f }, { 1.f, 1.f } },
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{ { -0.5f, -0.5f, 0.f }, { 0.f, 0.f } },
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{ { 0.5f, 0.5f, 0.f }, { 1.f, 1.f } },
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{ { -0.5f, 0.5f, 0.f }, { 0.f, 1.f } },
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};
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void
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opengl33_particles::update( opengl_camera const &Camera ) {
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if (!Global.Smoke)
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return;
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m_particlevertices.clear();
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// build a list of visible smoke sources
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// NOTE: arranged by distance to camera, if we ever need sorting and/or total amount cap-based culling
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std::multimap<float, smoke_source const &> sources;
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for( auto const &source : simulation::Particles.sequence() ) {
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if( false == Camera.visible( source.area() ) ) { continue; }
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// NOTE: the distance is negative when the camera is inside the source's bounding area
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sources.emplace(
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static_cast<float>( glm::length( Camera.position() - source.area().center ) - source.area().radius ),
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source );
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}
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if( true == sources.empty() ) { return; }
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// build billboard data for particles from visible sources
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auto const camerarotation { glm::mat3( Camera.modelview() ) };
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particle_vertex vertex;
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for( auto const &source : sources ) {
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auto const particlecolor {
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glm::clamp(
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source.second.color()
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* ( glm::vec3 { Global.DayLight.ambient } + 0.35f * glm::vec3{ Global.DayLight.diffuse } ),
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glm::vec3{ 0.f }, glm::vec3{ 1.f } ) };
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auto const &particles { source.second.sequence() };
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// TODO: put sanity cap on the overall amount of particles that can be drawn
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auto const sizestep { 256.0 * billboard_vertices.size() };
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m_particlevertices.reserve(
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sizestep * std::ceil( m_particlevertices.size() + ( particles.size() * billboard_vertices.size() ) / sizestep ) );
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for( auto const &particle : particles ) {
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// TODO: particle color support
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vertex.color[ 0 ] = particlecolor.r;
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vertex.color[ 1 ] = particlecolor.g;
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vertex.color[ 2 ] = particlecolor.b;
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vertex.color.a = std::clamp(particle.opacity, 0.0f, 1.0f);
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auto const offset { glm::vec3{ particle.position - Camera.position() } };
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auto const rotation { glm::angleAxis( particle.rotation, glm::vec3{ 0.f, 0.f, 1.f } ) };
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for( auto const &billboardvertex : billboard_vertices ) {
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vertex.position = offset + ( rotation * billboardvertex.first * particle.size ) * camerarotation;
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vertex.texture = billboardvertex.second;
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m_particlevertices.emplace_back( vertex );
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}
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}
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}
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// ship the billboard data to the gpu:
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// make sure we have enough room...
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if( m_buffercapacity < m_particlevertices.size() ) {
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m_buffercapacity = m_particlevertices.size();
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if (!m_buffer)
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m_buffer.emplace();
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m_buffer->allocate(gl::buffer::ARRAY_BUFFER,
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m_buffercapacity * sizeof(particle_vertex), GL_STREAM_DRAW);
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}
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if (m_buffer) {
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// ...send the data...
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m_buffer->upload(gl::buffer::ARRAY_BUFFER,
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m_particlevertices.data(), 0, m_particlevertices.size() * sizeof(particle_vertex));
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}
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}
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void
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opengl33_particles::render() {
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if (!Global.Smoke)
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return;
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if( m_buffercapacity == 0 ) { return; }
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if( m_particlevertices.empty() ) { return; }
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if (!m_vao) {
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m_vao.emplace();
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m_vao->setup_attrib(*m_buffer, 0, 3, GL_FLOAT, sizeof(particle_vertex), 0);
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m_vao->setup_attrib(*m_buffer, 1, 4, GL_FLOAT, sizeof(particle_vertex), 12);
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m_vao->setup_attrib(*m_buffer, 2, 2, GL_FLOAT, sizeof(particle_vertex), 28);
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m_buffer->unbind(gl::buffer::ARRAY_BUFFER);
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m_vao->unbind();
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}
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if (!m_shader) {
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gl::shader vert("smoke.vert");
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gl::shader frag("smoke.frag");
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gl::program *prog = new gl::program({vert, frag});
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m_shader = std::unique_ptr<gl::program>(prog);
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}
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m_buffer->bind(gl::buffer::ARRAY_BUFFER);
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m_shader->bind();
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m_vao->bind();
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glDrawArrays(GL_TRIANGLES, 0, m_particlevertices.size());
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m_shader->unbind();
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m_vao->unbind();
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m_buffer->unbind(gl::buffer::ARRAY_BUFFER);
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}
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//---------------------------------------------------------------------------
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