Fixed particles
This commit is contained in:
parent
b3abac8b97
commit
09b261ec90
@ -59,7 +59,7 @@
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v142</PlatformToolset>
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<PlatformToolset>v141</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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281
src/main.cpp
281
src/main.cpp
@ -43,16 +43,14 @@ static GLubyte* g_particule_color_data;
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GLuint particle_vertex_buffer;
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GLuint particles_position_buffer;
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GLuint particles_color_buffer;
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GLuint CameraRight_worldspace_ID;
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GLuint CameraUp_worldspace_ID;
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GLuint ViewProjMatrixID;
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GLuint TextureParticle;
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Core::Shader_Loader shaderLoader;
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Core::RenderContext armContext;
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std::vector<Core::Node> arm;
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int ballIndex;
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bool bothEngines = true;
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GLuint textureShip_normals;
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GLuint sunTexture;
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@ -131,7 +129,7 @@ struct Light {
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float intensity;
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};
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int engineLightTimer;
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int engineLightTimer = 50;
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//wczytywanie skyboxa (musi byc jpg!)
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std::vector<std::string> faces
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@ -309,6 +307,63 @@ void drawSkybox(GLuint program, Core::RenderContext context, GLuint texID)
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glUseProgram(0);
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}
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void drawParticles(int ParticlesCount, glm::mat4 &transformation)
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{
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glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
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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.
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glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLfloat) * 4, g_particule_position_size_data);
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glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
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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.
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glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLubyte) * 4, g_particule_color_data);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, particleTexture);
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glUniform1i(glGetUniformLocation(programParticle, "sprite"), 0);
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glUniform3f(glGetUniformLocation(programParticle, "CameraRight_worldspace"), cameraSide.x, cameraSide.y, cameraSide.z);
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glUniform3f(glGetUniformLocation(programParticle, "CameraUp_worldspace"), 0, 1, 0);
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glUniformMatrix4fv(glGetUniformLocation(programParticle, "VP"), 1, GL_FALSE, &transformation[0][0]);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, particle_vertex_buffer);
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glVertexAttribPointer(
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0, // attribute. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
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glVertexAttribPointer(
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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4, // size : x + y + z + size => 4
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
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glVertexAttribPointer(
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2, // attribute. No particular reason for 1, but must match the layout in the shader.
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4, // size : r + g + b + a => 4
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GL_UNSIGNED_BYTE, // type
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GL_TRUE, // normalized? *** YES, this means that the unsigned char[4] will be accessible with a vec4 (floats) in the shader ***
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0, // stride
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(void*)0 // array buffer offset
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);
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glVertexAttribDivisor(0, 0); // particles vertices : always reuse the same 4 vertices -> 0
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glVertexAttribDivisor(1, 1); // positions : one per quad (its center) -> 1
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glVertexAttribDivisor(2, 1); // color : one per quad -> 1
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, ParticlesCount);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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}
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//Textures
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void drawObjectTexture(GLuint program, Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 texture, GLuint texID)
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{
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@ -377,10 +432,10 @@ void renderScene()
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lights[0].position = sunPos;
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lights[1].position = sunPos2;
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glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(700, 0, -1500));
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glm::mat4 engineLeft = glm::translate(shipModelMatrix, glm::vec3(450, 0, -1500));
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lights[2].position = glm::vec3(engineLeft[3][0], engineLeft[3][1], engineLeft[3][2]);
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glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-700, 0, -1500));
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glm::mat4 engineRight = glm::translate(shipModelMatrix, glm::vec3(-450, 0, -1500));
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lights[3].position = glm::vec3(engineRight[3][0], engineRight[3][1], engineRight[3][2]);
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for (int i = 0; i < lights.size(); i++)
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@ -415,41 +470,62 @@ void renderScene()
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glUseProgram(programParticle);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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double currentTime = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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double delta = currentTime - lastTime;
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lastTime = currentTime;
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glm::mat4 ProjectionMatrix = perspectiveMatrix;// *glm::mat4(glm::mat3(cameraMatrix));
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glm::mat4 ViewMatrix = cameraMatrix;
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glm::vec3 CameraPosition(glm::inverse(ViewMatrix)[3]);
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glm::mat4 ViewProjectionMatrix = ProjectionMatrix * ViewMatrix;
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double delta = time - lastTime;
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lastTime = time;
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int newparticles = (int)(delta * 10000.0);
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if (newparticles > (int)(0.016f * 10000.0))
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newparticles = (int)(0.016f * 10000.0);
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glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
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int newparticles = 0;
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if (engineLightTimer < 40)
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{
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engineLightTimer++;
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newparticles = (int)(delta * 10000.0);
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if (newparticles > (int)(0.016f * 10000.0))
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newparticles = (int)(0.016f * 10000.0);
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}
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else
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{
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lights[2].intensity = 0.00001;
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lights[3].intensity = 0.00001;
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}
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for (int i = 0; i < newparticles; i++) {
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int particleIndex = FindUnusedParticle();
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ParticlesContainer[particleIndex].life = 100.0f;
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ParticlesContainer[particleIndex].pos = lights[2].position;
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if (lights[2].intensity > 0.001 && lights[3].intensity > 0.001)
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{
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if (rand() % 2)
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ParticlesContainer[particleIndex].pos = lights[2].position;
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float spread = 1.5f;
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else
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ParticlesContainer[particleIndex].pos = lights[3].position;
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}
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else if(lights[2].intensity > 0.001)
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ParticlesContainer[particleIndex].pos = lights[2].position;
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else if (lights[3].intensity > 0.001)
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ParticlesContainer[particleIndex].pos = lights[3].position;
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float spread = 1.0f;
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glm::vec3 maindir = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 randomdir = glm::vec3(
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(rand() % 2000 - 1000.0f) / 1000.0f,
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(rand() % 2000 - 1000.0f) / 1000.0f,
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(rand() % 2000 - 1000.0f) / 1000.0f
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(rand() % 2000 - 1000.0f) / 5000.0f,
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(rand() % 2000 - 1000.0f) / 5000.0f,
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(rand() % 2000 - 1000.0f) / 5000.0f
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);
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ParticlesContainer[particleIndex].speed = maindir + randomdir * spread;
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// Very bad way to generate a random color
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ParticlesContainer[particleIndex].r = rand() % 256;
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ParticlesContainer[particleIndex].g = rand() % 256;
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ParticlesContainer[particleIndex].b = rand() % 256;
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ParticlesContainer[particleIndex].r = rand() % 100 + 100;
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ParticlesContainer[particleIndex].g = 0;
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ParticlesContainer[particleIndex].b = rand() % 100 + 50;
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ParticlesContainer[particleIndex].a = (rand() % 256) / 3;
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ParticlesContainer[particleIndex].size = (rand() % 1000) / 50000.0f;
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ParticlesContainer[particleIndex].size = (rand() % 1000) / 50000.0f + 0.01f;
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}
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// Simulate all particles
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@ -494,62 +570,7 @@ void renderScene()
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}
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SortParticles();
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glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
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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.
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glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLfloat) * 4, g_particule_position_size_data);
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glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
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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.
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glBufferSubData(GL_ARRAY_BUFFER, 0, ParticlesCount * sizeof(GLubyte) * 4, g_particule_color_data);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, particleTexture);
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glUniform1i(TextureParticle, 0);
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glUniform3f(CameraRight_worldspace_ID, ViewMatrix[0][0], ViewMatrix[1][0], ViewMatrix[2][0]);
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glUniform3f(CameraUp_worldspace_ID, ViewMatrix[0][1], ViewMatrix[1][1], ViewMatrix[2][1]);
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glUniformMatrix4fv(ViewProjMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, particle_vertex_buffer);
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glVertexAttribPointer(
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0, // attribute. No particular reason for 0, but must match the layout in the shader.
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
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glVertexAttribPointer(
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1, // attribute. No particular reason for 1, but must match the layout in the shader.
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4, // size : x + y + z + size => 4
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // array buffer offset
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);
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
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glVertexAttribPointer(
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2, // attribute. No particular reason for 1, but must match the layout in the shader.
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4, // size : r + g + b + a => 4
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GL_UNSIGNED_BYTE, // type
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GL_TRUE, // normalized? *** YES, this means that the unsigned char[4] will be accessible with a vec4 (floats) in the shader ***
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0, // stride
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(void*)0 // array buffer offset
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);
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glVertexAttribDivisor(0, 0); // particles vertices : always reuse the same 4 vertices -> 0
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glVertexAttribDivisor(1, 1); // positions : one per quad (its center) -> 1
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glVertexAttribDivisor(2, 1); // color : one per quad -> 1
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glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, ParticlesCount);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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drawParticles(ParticlesCount, transformation);
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drawSkybox(programSkybox, cubeContext, skyboxTexture);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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@ -576,63 +597,13 @@ void renderScene()
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glBindTexture(GL_TEXTURE_2D, pingpongColorbuffers[!horizontal]);
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renderQuad();
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if (engineLightTimer < 50) engineLightTimer++;
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else
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{
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lights[2].intensity = 0.00001;
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lights[3].intensity = 0.00001;
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}
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glutSwapBuffers();
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//particlepart
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}
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void init()
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void init_particles()
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{
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glEnable(GL_DEPTH_TEST);
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programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
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programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
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programParticle = shaderLoader.CreateProgram("shaders/shader_particle.vert", "shaders/shader_particle.frag");
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glUseProgram(programBlur);
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glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
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glUseProgram(programBloom);
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glUniform1i(glGetUniformLocation(programBloom, "scene"), 0);
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glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1);
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glUseProgram(0);
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corvette = std::make_shared<Model>("models/Corvette-F3.obj");
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crewmate = std::make_shared<Model>("models/space_humster.obj");
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//shipModel = obj::loadModelFromFile("models/spaceship.obj");
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sphereModel = obj::loadModelFromFile("models/sphere.obj");
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cubeModel = obj::loadModelFromFile("models/cube.obj");
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sphereContext.initFromOBJ(sphereModel);
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cubeContext.initFromOBJ(cubeModel);
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//shipContext.initFromOBJ(shipModel);
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shipTexture = Core::LoadTexture("textures/spaceship.png");
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sunTexture = Core::LoadTexture("textures/sun.png");
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earthTexture = Core::LoadTexture("textures/earth2.png");
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moonTexture = Core::LoadTexture("textures/moon.png");
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particleTexture = Core::LoadTexture("textures/sun.png");
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skyboxTexture = loadCubemap(faces);
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glGenFramebuffers(1, &FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, FBO);
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//particlepart
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glGenVertexArrays(1, &VertexArrayID);
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glBindVertexArray(VertexArrayID);
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CameraRight_worldspace_ID = glGetUniformLocation(programParticle, "CameraRight_worldspace");
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CameraUp_worldspace_ID = glGetUniformLocation(programParticle, "CameraUp_worldspace");
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ViewProjMatrixID = glGetUniformLocation(programParticle, "VP");
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TextureParticle = glGetUniformLocation(programParticle, "sprite");
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g_particule_position_size_data = new GLfloat[MaxParticles * 4];
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g_particule_color_data = new GLubyte[MaxParticles * 4];
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for (int i = 0; i < MaxParticles; i++) {
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@ -660,7 +631,12 @@ void init()
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// Initialize with empty (NULL) buffer : it will be updated later, each frame.
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glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLubyte), NULL, GL_STREAM_DRAW);
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lastTime = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
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}
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void init_bloom()
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{
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glGenFramebuffers(1, &FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, FBO);
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glGenTextures(2, colorBuffers);
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@ -705,6 +681,45 @@ void init()
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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std::cout << "Framebuffer not complete!" << std::endl;
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}
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}
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void init()
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{
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glEnable(GL_DEPTH_TEST);
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programTex = shaderLoader.CreateProgram("shaders/shader_tex.vert", "shaders/shader_tex.frag");
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programSkybox = shaderLoader.CreateProgram("shaders/shader_skybox.vert", "shaders/shader_skybox.frag");
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programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
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programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
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programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.frag");
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programParticle = shaderLoader.CreateProgram("shaders/shader_particle.vert", "shaders/shader_particle.frag");
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glUseProgram(programBlur);
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glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
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glUseProgram(programBloom);
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glUniform1i(glGetUniformLocation(programBloom, "scene"), 0);
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glUniform1i(glGetUniformLocation(programBloom, "bloomBlur"), 1);
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glUseProgram(0);
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corvette = std::make_shared<Model>("models/Corvette-F3.obj");
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crewmate = std::make_shared<Model>("models/space_humster.obj");
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//shipModel = obj::loadModelFromFile("models/spaceship.obj");
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sphereModel = obj::loadModelFromFile("models/sphere.obj");
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cubeModel = obj::loadModelFromFile("models/cube.obj");
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sphereContext.initFromOBJ(sphereModel);
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cubeContext.initFromOBJ(cubeModel);
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//shipContext.initFromOBJ(shipModel);
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shipTexture = Core::LoadTexture("textures/spaceship.png");
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sunTexture = Core::LoadTexture("textures/sun.png");
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earthTexture = Core::LoadTexture("textures/earth2.png");
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moonTexture = Core::LoadTexture("textures/moon.png");
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particleTexture = Core::LoadTexture("textures/sun.png");
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skyboxTexture = loadCubemap(faces);
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init_particles();
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init_bloom();
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Light l1;
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l1.position = sunPos;
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