mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
159 lines
6.4 KiB
C++
159 lines
6.4 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 "rendering/openglparticles.h"
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#include "rendering/particles.h"
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#include "rendering/openglcamera.h"
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#include "simulation/simulation.h"
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#include "utilities/Logs.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, 1.f } }
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};
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void
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opengl_particles::update( opengl_camera const &Camera ) {
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m_particlevertices.clear();
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if( false == Global.Smoke ) { return; }
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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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* 255.f,
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glm::vec3{ 0.f }, glm::vec3{ 255.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 ] = static_cast<std::uint_fast8_t>( particlecolor.r );
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vertex.color[ 1 ] = static_cast<std::uint_fast8_t>( particlecolor.g );
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vertex.color[ 2 ] = static_cast<std::uint_fast8_t>( particlecolor.b );
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vertex.color[ 3 ] = clamp<std::uint8_t>( particle.opacity * 255, 0, 255 );
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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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// setup...
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::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
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// ...make sure we have enough room...
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if( m_buffercapacity < m_particlevertices.size() ) {
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// allocate gpu side buffer big enough to hold the data
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m_buffercapacity = 0;
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if( m_buffer != (GLuint)-1 ) {
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// get rid of the old buffer
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::glDeleteBuffers( 1, &m_buffer );
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m_buffer = (GLuint)-1;
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}
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::glGenBuffers( 1, &m_buffer );
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if( ( m_buffer > 0 ) && ( m_buffer != (GLuint)-1 ) ) {
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// if we didn't get a buffer we'll try again during the next draw call
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// NOTE: we match capacity instead of current size to reduce number of re-allocations
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auto const particlecount { m_particlevertices.capacity() };
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::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
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::glBufferData(
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GL_ARRAY_BUFFER,
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particlecount * sizeof( particle_vertex ),
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nullptr,
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GL_DYNAMIC_DRAW );
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if( ::glGetError() == GL_OUT_OF_MEMORY ) {
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// TBD: throw a bad_alloc?
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ErrorLog( "openGL error: out of memory; failed to create a geometry buffer" );
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::glDeleteBuffers( 1, &m_buffer );
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m_buffer = (GLuint)-1;
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}
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else {
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m_buffercapacity = particlecount;
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}
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}
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}
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// ...send the data...
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if( ( m_buffer > 0 ) && ( m_buffer != (GLuint)-1 ) ) {
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// if the buffer exists at this point it's guaranteed to be big enough to hold our data
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::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
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::glBufferSubData(
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GL_ARRAY_BUFFER,
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0,
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m_particlevertices.size() * sizeof( particle_vertex ),
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m_particlevertices.data() );
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}
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// ...and cleanup
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::glPopClientAttrib();
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::glBindBuffer( GL_ARRAY_BUFFER, 0 );
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}
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std::size_t
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opengl_particles::render( GLint const Textureunit ) {
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if( false == Global.Smoke ) { return 0; }
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if( m_buffercapacity == 0 ) { return 0; }
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if( m_particlevertices.empty() ) { return 0; }
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if( ( m_buffer == 0 ) || ( m_buffer == (GLuint)-1 ) ) { return 0; }
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// setup...
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::glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
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::glBindBuffer( GL_ARRAY_BUFFER, m_buffer );
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::glVertexPointer( 3, GL_FLOAT, sizeof( particle_vertex ), static_cast<char *>( nullptr ) );
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::glEnableClientState( GL_VERTEX_ARRAY );
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::glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( particle_vertex ), reinterpret_cast<void const *>( sizeof( float ) * 3 ) );
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::glEnableClientState( GL_COLOR_ARRAY );
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::glClientActiveTexture( GL_TEXTURE0 + Textureunit );
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::glTexCoordPointer( 2, GL_FLOAT, sizeof( particle_vertex ), reinterpret_cast<void const *>( sizeof( float ) * 3 + sizeof( std::uint8_t ) * 4 ) );
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::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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// ...draw...
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::glDrawArrays( GL_QUADS, 0, m_particlevertices.size() );
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// ...and cleanup
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::glPopClientAttrib();
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::glBindBuffer( GL_ARRAY_BUFFER, 0 );
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return m_particlevertices.size() / 4;
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}
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//---------------------------------------------------------------------------
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