Fixed particles

This commit is contained in:
xkamikoo 2021-02-01 02:22:35 +01:00
parent b3abac8b97
commit 09b261ec90
2 changed files with 151 additions and 136 deletions

View File

@ -59,7 +59,7 @@
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet> <CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v142</PlatformToolset> <PlatformToolset>v141</PlatformToolset>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType> <ConfigurationType>Application</ConfigurationType>

View File

@ -43,16 +43,14 @@ static GLubyte* g_particule_color_data;
GLuint particle_vertex_buffer; GLuint particle_vertex_buffer;
GLuint particles_position_buffer; GLuint particles_position_buffer;
GLuint particles_color_buffer; GLuint particles_color_buffer;
GLuint CameraRight_worldspace_ID;
GLuint CameraUp_worldspace_ID;
GLuint ViewProjMatrixID;
GLuint TextureParticle;
Core::Shader_Loader shaderLoader; Core::Shader_Loader shaderLoader;
Core::RenderContext armContext; Core::RenderContext armContext;
std::vector<Core::Node> arm; std::vector<Core::Node> arm;
int ballIndex; int ballIndex;
bool bothEngines = true;
GLuint textureShip_normals; GLuint textureShip_normals;
GLuint sunTexture; GLuint sunTexture;
@ -131,7 +129,7 @@ struct Light {
float intensity; float intensity;
}; };
int engineLightTimer; int engineLightTimer = 50;
//wczytywanie skyboxa (musi byc jpg!) //wczytywanie skyboxa (musi byc jpg!)
std::vector<std::string> faces std::vector<std::string> faces
@ -309,6 +307,63 @@ void drawSkybox(GLuint program, Core::RenderContext context, GLuint texID)
glUseProgram(0); glUseProgram(0);
} }
void drawParticles(int ParticlesCount, glm::mat4 &transformation)
{
glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLfloat), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details.
glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLfloat) * 4, g_particule_position_size_data);
glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLubyte), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details.
glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLubyte) * 4, g_particule_color_data);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, particleTexture);
glUniform1i(glGetUniformLocation(programParticle, "sprite"), 0);
glUniform3f(glGetUniformLocation(programParticle, "CameraRight_worldspace"), cameraSide.x, cameraSide.y, cameraSide.z);
glUniform3f(glGetUniformLocation(programParticle, "CameraUp_worldspace"), 0, 1, 0);
glUniformMatrix4fv(glGetUniformLocation(programParticle, "VP"), 1, GL_FALSE, &transformation[0][0]);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, particle_vertex_buffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
4, // size : x + y + z + size => 4
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
glVertexAttribPointer(
2, // attribute. No particular reason for 1, but must match the layout in the shader.
4, // size : r + g + b + a => 4
GL_UNSIGNED_BYTE, // type
GL_TRUE, // normalized? *** YES, this means that the unsigned char[4] will be accessible with a vec4 (floats) in the shader ***
0, // stride
(void*)0 // array buffer offset
);
glVertexAttribDivisor(0, 0); // particles vertices : always reuse the same 4 vertices -> 0
glVertexAttribDivisor(1, 1); // positions : one per quad (its center) -> 1
glVertexAttribDivisor(2, 1); // color : one per quad -> 1
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, ParticlesCount);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
//Textures //Textures
void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 texture, GLuint texID) void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 texture, GLuint texID)
{ {
@ -377,10 +432,10 @@ void renderScene()
lights[0].position = sunPos; lights[0].position = sunPos;
lights[1].position = sunPos2; lights[1].position = sunPos2;
glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(700, 0, -1500)); glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(450, 0, -1500));
lights[2].position = glm::vec3(engineLeft[3][0], engineLeft[3][1], engineLeft[3][2]); lights[2].position = glm::vec3(engineLeft[3][0], engineLeft[3][1], engineLeft[3][2]);
glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-700, 0, -1500)); glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-450, 0, -1500));
lights[3].position = glm::vec3(engineRight[3][0], engineRight[3][1], engineRight[3][2]); lights[3].position = glm::vec3(engineRight[3][0], engineRight[3][1], engineRight[3][2]);
for (int i = 0; i < lights.size(); i++) for (int i = 0; i < lights.size(); i++)
@ -415,41 +470,62 @@ void renderScene()
glUseProgram(programParticle); glUseProgram(programParticle);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
double currentTime = glutGet(GLUT_ELAPSED_TIME) / 1000.f; double delta = time - lastTime;
double delta = currentTime - lastTime; lastTime = time;
lastTime = currentTime;
glm::mat4 ProjectionMatrix = perspectiveMatrix;// *glm::mat4(glm::mat3(cameraMatrix));
glm::mat4 ViewMatrix = cameraMatrix;
glm::vec3 CameraPosition(glm::inverse(ViewMatrix)[3]);
glm::mat4 ViewProjectionMatrix = ProjectionMatrix * ViewMatrix;
int newparticles = (int)(delta * 10000.0); glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
if (newparticles > (int)(0.016f * 10000.0))
newparticles = (int)(0.016f * 10000.0); int newparticles = 0;
if (engineLightTimer < 40)
{
engineLightTimer++;
newparticles = (int)(delta * 10000.0);
if (newparticles > (int)(0.016f * 10000.0))
newparticles = (int)(0.016f * 10000.0);
}
else
{
lights[2].intensity = 0.00001;
lights[3].intensity = 0.00001;
}
for (int i = 0; i < newparticles; i++) { for (int i = 0; i < newparticles; i++) {
int particleIndex = FindUnusedParticle(); int particleIndex = FindUnusedParticle();
ParticlesContainer[particleIndex].life = 100.0f; ParticlesContainer[particleIndex].life = 100.0f;
ParticlesContainer[particleIndex].pos = lights[2].position; if (lights[2].intensity > 0.001 && lights[3].intensity > 0.001)
{
if (rand() % 2)
ParticlesContainer[particleIndex].pos = lights[2].position;
float spread = 1.5f; else
ParticlesContainer[particleIndex].pos = lights[3].position;
}
else if(lights[2].intensity > 0.001)
ParticlesContainer[particleIndex].pos = lights[2].position;
else if (lights[3].intensity > 0.001)
ParticlesContainer[particleIndex].pos = lights[3].position;
float spread = 1.0f;
glm::vec3 maindir = glm::vec3(0.0f, 0.0f, 0.0f); glm::vec3 maindir = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 randomdir = glm::vec3( glm::vec3 randomdir = glm::vec3(
(rand() % 2000 - 1000.0f) / 1000.0f, (rand() % 2000 - 1000.0f) / 5000.0f,
(rand() % 2000 - 1000.0f) / 1000.0f, (rand() % 2000 - 1000.0f) / 5000.0f,
(rand() % 2000 - 1000.0f) / 1000.0f (rand() % 2000 - 1000.0f) / 5000.0f
); );
ParticlesContainer[particleIndex].speed = maindir + randomdir * spread; ParticlesContainer[particleIndex].speed = maindir + randomdir * spread;
// Very bad way to generate a random color // Very bad way to generate a random color
ParticlesContainer[particleIndex].r = rand() % 256; ParticlesContainer[particleIndex].r = rand() % 100 + 100;
ParticlesContainer[particleIndex].g = rand() % 256; ParticlesContainer[particleIndex].g = 0;
ParticlesContainer[particleIndex].b = rand() % 256; ParticlesContainer[particleIndex].b = rand() % 100 + 50;
ParticlesContainer[particleIndex].a = (rand() % 256) / 3; ParticlesContainer[particleIndex].a = (rand() % 256) / 3;
ParticlesContainer[particleIndex].size = (rand() % 1000) / 50000.0f; ParticlesContainer[particleIndex].size = (rand() % 1000) / 50000.0f + 0.01f;
} }
// Simulate all particles // Simulate all particles
@ -494,62 +570,7 @@ void renderScene()
} }
SortParticles(); SortParticles();
glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer); drawParticles(ParticlesCount, transformation);
glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLfloat), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details.
glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLfloat) * 4, g_particule_position_size_data);
glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLubyte), NULL, GL_STREAM_DRAW); // Buffer orphaning, a common way to improve streaming perf. See above link for details.
glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLubyte) * 4, g_particule_color_data);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, particleTexture);
glUniform1i(TextureParticle, 0);
glUniform3f(CameraRight_worldspace_ID, ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
glUniform3f(CameraUp_worldspace_ID, ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
glUniformMatrix4fv(ViewProjMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, particle_vertex_buffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
4, // size : x + y + z + size => 4
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
glVertexAttribPointer(
2, // attribute. No particular reason for 1, but must match the layout in the shader.
4, // size : r + g + b + a => 4
GL_UNSIGNED_BYTE, // type
GL_TRUE, // normalized? *** YES, this means that the unsigned char[4] will be accessible with a vec4 (floats) in the shader ***
0, // stride
(void*)0 // array buffer offset
);
glVertexAttribDivisor(0, 0); // particles vertices : always reuse the same 4 vertices -> 0
glVertexAttribDivisor(1, 1); // positions : one per quad (its center) -> 1
glVertexAttribDivisor(2, 1); // color : one per quad -> 1
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, ParticlesCount);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
drawSkybox(programSkybox, cubeContext, skyboxTexture); drawSkybox(programSkybox, cubeContext, skyboxTexture);
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
@ -576,63 +597,13 @@ void renderScene()
glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]); glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
renderQuad(); renderQuad();
if (engineLightTimer < 50) engineLightTimer++;
else
{
lights[2].intensity = 0.00001;
lights[3].intensity = 0.00001;
}
glutSwapBuffers(); glutSwapBuffers();
//particlepart
} }
void init() void init_particles()
{ {
glEnable(GL_DEPTH_TEST);
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
programParticle = shaderLoader.CreateProgram("shaders/shader_particle.vert", "shaders/shader_particle.frag");
glUseProgram(programBlur);
glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
glUseProgram(programBloom);
glUniform1i(glGetUniformLocation(programBloom, "scene"), 0);
glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1);
glUseProgram(0);
corvette = std::make_shared<Model>("models/Corvette-F3.obj");
crewmate = std::make_shared<Model>("models/space_humster.obj");
//shipModel = obj::loadModelFromFile("models/spaceship.obj");
sphereModel = obj::loadModelFromFile("models/sphere.obj");
cubeModel = obj::loadModelFromFile("models/cube.obj");
sphereContext.initFromOBJ(sphereModel);
cubeContext.initFromOBJ(cubeModel);
//shipContext.initFromOBJ(shipModel);
shipTexture = Core::LoadTexture("textures/spaceship.png");
sunTexture = Core::LoadTexture("textures/sun.png");
earthTexture = Core::LoadTexture("textures/earth2.png");
moonTexture = Core::LoadTexture("textures/moon.png");
particleTexture = Core::LoadTexture("textures/sun.png");
skyboxTexture = loadCubemap(faces);
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
//particlepart
glGenVertexArrays(1, &VertexArrayID); glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID); glBindVertexArray(VertexArrayID);
CameraRight_worldspace_ID = glGetUniformLocation(programParticle, "CameraRight_worldspace");
CameraUp_worldspace_ID = glGetUniformLocation(programParticle, "CameraUp_worldspace");
ViewProjMatrixID = glGetUniformLocation(programParticle, "VP");
TextureParticle = glGetUniformLocation(programParticle, "sprite");
g_particule_position_size_data = new GLfloat[MaxParticles * 4]; g_particule_position_size_data = new GLfloat[MaxParticles * 4];
g_particule_color_data = new GLubyte[MaxParticles * 4]; g_particule_color_data = new GLubyte[MaxParticles * 4];
for (int i = 0; i < MaxParticles; i++) { for (int i = 0; i < MaxParticles; i++) {
@ -660,7 +631,12 @@ void init()
// Initialize with empty (NULL) buffer : it will be updated later, each frame. // Initialize with empty (NULL) buffer : it will be updated later, each frame.
glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLubyte), NULL, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLubyte), NULL, GL_STREAM_DRAW);
lastTime = glutGet(GLUT_ELAPSED_TIME) / 1000.f; lastTime = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
}
void init_bloom()
{
glGenFramebuffers(1, &FBO);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glGenTextures(2, colorBuffers); glGenTextures(2, colorBuffers);
@ -705,6 +681,45 @@ void init()
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "Framebuffer not complete!" << std::endl; std::cout << "Framebuffer not complete!" << std::endl;
} }
}
void init()
{
glEnable(GL_DEPTH_TEST);
programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
programParticle = shaderLoader.CreateProgram("shaders/shader_particle.vert", "shaders/shader_particle.frag");
glUseProgram(programBlur);
glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
glUseProgram(programBloom);
glUniform1i(glGetUniformLocation(programBloom, "scene"), 0);
glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1);
glUseProgram(0);
corvette = std::make_shared<Model>("models/Corvette-F3.obj");
crewmate = std::make_shared<Model>("models/space_humster.obj");
//shipModel = obj::loadModelFromFile("models/spaceship.obj");
sphereModel = obj::loadModelFromFile("models/sphere.obj");
cubeModel = obj::loadModelFromFile("models/cube.obj");
sphereContext.initFromOBJ(sphereModel);
cubeContext.initFromOBJ(cubeModel);
//shipContext.initFromOBJ(shipModel);
shipTexture = Core::LoadTexture("textures/spaceship.png");
sunTexture = Core::LoadTexture("textures/sun.png");
earthTexture = Core::LoadTexture("textures/earth2.png");
moonTexture = Core::LoadTexture("textures/moon.png");
particleTexture = Core::LoadTexture("textures/sun.png");
skyboxTexture = loadCubemap(faces);
init_particles();
init_bloom();
Light l1; Light l1;
l1.position = sunPos; l1.position = sunPos;