Particle coś
This commit is contained in:
parent
042572f519
commit
12f2044980
@ -17,6 +17,8 @@
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<None Include="shaders\shader_blur.vert" />
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<None Include="shaders\shader_blur.vert" />
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<None Include="shaders\shader_color.frag" />
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<None Include="shaders\shader_color.frag" />
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<None Include="shaders\shader_color.vert" />
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<None Include="shaders\shader_color.vert" />
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<None Include="shaders\shader_particle.frag" />
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<None Include="shaders\shader_particle.vert" />
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<None Include="shaders\shader_skybox.frag" />
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<None Include="shaders\shader_skybox.frag" />
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<None Include="shaders\shader_skybox.vert" />
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<None Include="shaders\shader_skybox.vert" />
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<None Include="shaders\shader_sun.frag" />
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<None Include="shaders\shader_sun.frag" />
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@ -49,7 +51,7 @@
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<ProjectGuid>{1B448102-E76C-4347-BDC7-40D02A567DB6}</ProjectGuid>
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<ProjectGuid>{1B448102-E76C-4347-BDC7-40D02A567DB6}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>grk-cw9</RootNamespace>
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<RootNamespace>grk-cw9</RootNamespace>
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<WindowsTargetPlatformVersion>10.0.17134.0</WindowsTargetPlatformVersion>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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<ProjectName>grk-project</ProjectName>
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<ProjectName>grk-project</ProjectName>
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</PropertyGroup>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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@ -57,14 +59,14 @@
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<ConfigurationType>Application</ConfigurationType>
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v141</PlatformToolset>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<CharacterSet>Unicode</CharacterSet>
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<PlatformToolset>v141</PlatformToolset>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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<ImportGroup Label="ExtensionSettings">
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@ -54,6 +54,12 @@
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<None Include="shaders\shader_sun.vert">
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<None Include="shaders\shader_sun.vert">
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<Filter>Shader Files</Filter>
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<Filter>Shader Files</Filter>
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</None>
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</None>
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<None Include="shaders\shader_particle.frag">
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<Filter>Shader Files</Filter>
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</None>
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<None Include="shaders\shader_particle.vert">
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<Filter>Shader Files</Filter>
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</None>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\Box.cpp">
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<ClCompile Include="src\Box.cpp">
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14
shader_particle.frag
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14
shader_particle.frag
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@ -0,0 +1,14 @@
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#version 330 core
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in vec2 UV;
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in vec4 ParticleColor;
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out vec4 color;
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uniform sampler2D sprite;
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void main()
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{
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color = texture( sprite, UV ) * ParticleColor;
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}
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29
shader_particle.vert
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29
shader_particle.vert
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@ -0,0 +1,29 @@
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#version 330 core
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layout(location = 0) in vec3 squareVertices;
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layout(location = 1) in vec4 xyzs;
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layout(location = 2) in vec4 color;
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out vec2 UV;
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out vec4 ParticleColor;
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uniform vec3 CameraRight_worldspace;
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uniform vec3 CameraUp_worldspace;
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uniform mat4 VP;
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void main()
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{
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float particleSize = xyzs.w; // because we encoded it this way.
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vec3 particleCenter_wordspace = xyzs.xyz;
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vec3 vertexPosition_worldspace =
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particleCenter_wordspace
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+ CameraRight_worldspace * squareVertices.x * particleSize
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+ CameraUp_worldspace * squareVertices.y * particleSize;
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// Output position of the vertex
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gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f);
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// UV of the vertex. No special space for this one.
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UV = squareVertices.xy + vec2(0.5, 0.5);
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ParticleColor = color;
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}
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14
shaders/shader_particle.frag
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14
shaders/shader_particle.frag
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@ -0,0 +1,14 @@
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#version 330 core
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in vec2 UV;
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in vec4 ParticleColor;
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out vec4 color;
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uniform sampler2D sprite;
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void main()
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{
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color = texture( sprite, UV ) * ParticleColor;
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}
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29
shaders/shader_particle.vert
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29
shaders/shader_particle.vert
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@ -0,0 +1,29 @@
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#version 330 core
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layout(location = 0) in vec3 squareVertices;
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layout(location = 1) in vec4 xyzs;
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layout(location = 2) in vec4 color;
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out vec2 UV;
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out vec4 ParticleColor;
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uniform vec3 CameraRight_worldspace;
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uniform vec3 CameraUp_worldspace;
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uniform mat4 VP;
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void main()
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{
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float particleSize = xyzs.w; // because we encoded it this way.
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vec3 particleCenter_wordspace = xyzs.xyz;
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vec3 vertexPosition_worldspace =
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particleCenter_wordspace
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+ CameraRight_worldspace * squareVertices.x * particleSize
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+ CameraUp_worldspace * squareVertices.y * particleSize;
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// Output position of the vertex
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gl_Position = VP * vec4(vertexPosition_worldspace, 1.0f);
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// UV of the vertex. No special space for this one.
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UV = squareVertices.xy + vec2(0.5, 0.5);
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ParticleColor = color;
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}
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244
src/main.cpp
244
src/main.cpp
@ -29,12 +29,24 @@ GLuint programSkybox;
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GLuint programSun;
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GLuint programSun;
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GLuint programBlur;
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GLuint programBlur;
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GLuint programBloom;
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GLuint programBloom;
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GLuint programParticle;
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GLuint VertexArrayID;
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unsigned int pingpongFBO[2];
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unsigned int pingpongFBO[2];
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unsigned int pingpongColorbuffers[2];
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unsigned int pingpongColorbuffers[2];
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unsigned int FBO;
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unsigned int FBO;
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unsigned int colorBuffers[2];
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unsigned int colorBuffers[2];
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//particlepart
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double lastTime;
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static GLfloat* g_particule_position_size_data;
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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::Shader_Loader shaderLoader;
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@ -48,6 +60,7 @@ GLuint earthTexture;
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GLuint moonTexture;
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GLuint moonTexture;
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GLuint skyboxTexture;
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GLuint skyboxTexture;
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GLuint shipTexture;
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GLuint shipTexture;
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GLuint particleTexture;
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obj::Model sphereModel;
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obj::Model sphereModel;
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obj::Model cubeModel;
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obj::Model cubeModel;
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obj::Model shipModel;
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obj::Model shipModel;
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@ -71,8 +84,47 @@ glm::mat4 cameraMatrix, perspectiveMatrix;
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glm::vec3 sunPos = glm::vec3(10.0f, 0.0f, -5.0f);
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glm::vec3 sunPos = glm::vec3(10.0f, 0.0f, -5.0f);
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glm::vec3 sunPos2 = glm::vec3(25.0f, -1.0f, 10.0f);
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glm::vec3 sunPos2 = glm::vec3(25.0f, -1.0f, 10.0f);
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//particlepart
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struct Particle {
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glm::vec3 pos, speed;
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unsigned char r, g, b, a; // Color
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float size, angle, weight;
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float life; // Remaining life of the particle. if <0 : dead and unused.
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float cameradistance; // *Squared* distance to the camera. if dead : -1.0f
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bool operator<(const Particle& that) const {
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return this->cameradistance > that.cameradistance;
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}
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};
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const int MaxParticles = 1000;
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Particle ParticlesContainer[MaxParticles];
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int LastUsedParticle = 0;
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void SortParticles() {
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std::sort(&ParticlesContainer[0], &ParticlesContainer[MaxParticles]);
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}
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int FindUnusedParticle() {
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for (int i = LastUsedParticle; i < MaxParticles; i++) {
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if (ParticlesContainer[i].life < 0) {
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LastUsedParticle = i;
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return i;
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}
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}
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for (int i = 0; i < LastUsedParticle; i++) {
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if (ParticlesContainer[i].life < 0) {
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LastUsedParticle = i;
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return i;
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}
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}
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return 0; // All particles are taken, override the first one
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}
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//Light
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struct Light {
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struct Light {
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glm::vec3 position;
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glm::vec3 position;
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glm::vec3 color;
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glm::vec3 color;
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@ -167,7 +219,7 @@ glm::mat4 createCameraMatrix()
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cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
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cameraDir = glm::vec3(cosf(cameraAngle), 0.0f, sinf(cameraAngle));
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glm::vec3 up = glm::vec3(0, 1, 0);
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glm::vec3 up = glm::vec3(0, 1, 0);
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cameraSide = glm::cross(cameraDir,up);
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cameraSide = glm::cross(cameraDir, up);
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return Core::createViewMatrix(cameraPos, cameraDir, up);
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return Core::createViewMatrix(cameraPos, cameraDir, up);
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}
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}
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@ -218,7 +270,7 @@ unsigned int loadCubemap(std::vector<std::string> faces)
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int width, height, nrChannels;
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int width, height, nrChannels;
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for (unsigned int i = 0; i < faces.size(); i++)
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for (unsigned int i = 0; i < faces.size(); i++)
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{
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{
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unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
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unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
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if (data)
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if (data)
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{
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
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@ -325,7 +377,7 @@ void renderScene()
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lights[0].position = sunPos;
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lights[0].position = sunPos;
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lights[1].position = sunPos2;
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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(700, 0, -1500));
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lights[2].position = glm::vec3(engineLeft[3][0], engineLeft[3][1], engineLeft[3][2]);
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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(-700, 0, -1500));
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@ -347,9 +399,9 @@ void renderScene()
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drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix, glm::vec3(1));
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drawFromAssimpModel(programTex, crewmate, crewmateModelMatrix, glm::vec3(1));
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//rysowanie Ziemi z ksiezycem
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//rysowanie Ziemi z ksiezycem
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glm::mat4 earth = drawPlanet(time / 5.0f, sunPos*glm::vec3(1.5f,1,1), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-10.5f, 0.0f, -10.5f), glm::vec3(0.5f, 0.5f, 0.5f));
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glm::mat4 earth = drawPlanet(time / 5.0f, sunPos * glm::vec3(1.5f, 1, 1), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(-10.5f, 0.0f, -10.5f), glm::vec3(0.5f, 0.5f, 0.5f));
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glm::mat4 moon = drawMoon(earth, time/2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 1, 1), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
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glm::mat4 moon = drawMoon(earth, time / 2.0f, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0, 1, 1), glm::vec3(1.5f, 1.0f, 1.0f), glm::vec3(0.3f, 0.3f, 0.3f));
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earth = glm::rotate(earth, time/3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
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earth = glm::rotate(earth, time / 3.0f, glm::vec3(0.0f, 0.0f, 1.0f));
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drawObjectTexture(programTex, sphereContext, earth, glm::vec3(0.8f, 0.8f, 0.8f), earthTexture);
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drawObjectTexture(programTex, sphereContext, earth, glm::vec3(0.8f, 0.8f, 0.8f), earthTexture);
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drawObjectTexture(programTex, sphereContext, moon, glm::vec3(0.9f, 1.0f, 0.9f), moonTexture);
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drawObjectTexture(programTex, sphereContext, moon, glm::vec3(0.9f, 1.0f, 0.9f), moonTexture);
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@ -393,8 +445,143 @@ void renderScene()
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}
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}
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glUseProgram(0);
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glutSwapBuffers();
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glutSwapBuffers();
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//particlepart
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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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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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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 = glm::vec3(0, 0, 0.0f);
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float spread = 1.5f;
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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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);
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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].a = (rand() % 256) / 3;
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ParticlesContainer[particleIndex].size = (rand() % 1000) / 2000.0f + 0.1f;
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}
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// Simulate all particles
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int ParticlesCount = 0;
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for (int i = 0; i < MaxParticles; i++) {
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|
|
||||||
|
Particle& p = ParticlesContainer[i]; // shortcut
|
||||||
|
|
||||||
|
if (p.life > 0.0f) {
|
||||||
|
|
||||||
|
// Decrease life
|
||||||
|
p.life -= delta;
|
||||||
|
if (p.life > 0.0f) {
|
||||||
|
|
||||||
|
// Simulate simple physics : gravity only, no collisions
|
||||||
|
p.speed += glm::vec3(0.0f, -9.81f, 0.0f) * (float)delta * 0.5f;
|
||||||
|
p.pos += p.speed * (float)delta;
|
||||||
|
p.cameradistance = glm::length2(p.pos - cameraPos);
|
||||||
|
//ParticlesContainer[i].pos += glm::vec3(0.0f,10.0f, 0.0f) * (float)delta;
|
||||||
|
|
||||||
|
// Fill the GPU buffer
|
||||||
|
g_particule_position_size_data[4 * ParticlesCount + 0] = p.pos.x;
|
||||||
|
g_particule_position_size_data[4 * ParticlesCount + 1] = p.pos.y;
|
||||||
|
g_particule_position_size_data[4 * ParticlesCount + 2] = p.pos.z;
|
||||||
|
|
||||||
|
g_particule_position_size_data[4 * ParticlesCount + 3] = p.size;
|
||||||
|
|
||||||
|
g_particule_color_data[4 * ParticlesCount + 0] = p.r;
|
||||||
|
g_particule_color_data[4 * ParticlesCount + 1] = p.g;
|
||||||
|
g_particule_color_data[4 * ParticlesCount + 2] = p.b;
|
||||||
|
g_particule_color_data[4 * ParticlesCount + 3] = p.a;
|
||||||
|
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
// Particles that just died will be put at the end of the buffer in SortParticles();
|
||||||
|
p.cameradistance = -1.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
ParticlesCount++;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SortParticles();
|
||||||
|
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(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);
|
||||||
}
|
}
|
||||||
|
|
||||||
void init()
|
void init()
|
||||||
@ -405,6 +592,7 @@ void init()
|
|||||||
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
|
programSun = shaderLoader.CreateProgram("shaders/shader_sun.vert", "shaders/shader_sun.frag");
|
||||||
programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
|
programBlur = shaderLoader.CreateProgram("shaders/shader_blur.vert", "shaders/shader_blur.frag");
|
||||||
programBloom = shaderLoader.CreateProgram("shaders/shader_bloom.vert", "shaders/shader_bloom.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);
|
glUseProgram(programBlur);
|
||||||
glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
|
glUniform1i(glGetUniformLocation(programBlur, "image"), 0);
|
||||||
@ -427,10 +615,47 @@ void init()
|
|||||||
sunTexture = Core::LoadTexture("textures/sun.png");
|
sunTexture = Core::LoadTexture("textures/sun.png");
|
||||||
earthTexture = Core::LoadTexture("textures/earth2.png");
|
earthTexture = Core::LoadTexture("textures/earth2.png");
|
||||||
moonTexture = Core::LoadTexture("textures/moon.png");
|
moonTexture = Core::LoadTexture("textures/moon.png");
|
||||||
|
particleTexture = Core::LoadTexture("textures/sun.png");
|
||||||
skyboxTexture = loadCubemap(faces);
|
skyboxTexture = loadCubemap(faces);
|
||||||
|
|
||||||
glGenFramebuffers(1, &FBO);
|
glGenFramebuffers(1, &FBO);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
|
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
|
||||||
|
//particlepart
|
||||||
|
glGenVertexArrays(1, &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_color_data = new GLubyte[MaxParticles * 4];
|
||||||
|
for (int i = 0; i < MaxParticles; i++) {
|
||||||
|
ParticlesContainer[i].life = 100.0f;
|
||||||
|
ParticlesContainer[i].cameradistance = -1.0f;
|
||||||
|
}
|
||||||
|
static const GLfloat g_vertex_buffer_data[] = {
|
||||||
|
-0.5f, -0.5f, 0.0f,
|
||||||
|
0.5f, -0.5f, 0.0f,
|
||||||
|
-0.5f, 0.5f, 0.0f,
|
||||||
|
0.5f, 0.5f, 0.0f,
|
||||||
|
};
|
||||||
|
glGenBuffers(1, &particle_vertex_buffer);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, particle_vertex_buffer);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
|
||||||
|
// The VBO containing the positions and sizes of the particles
|
||||||
|
glGenBuffers(1, &particles_position_buffer);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, particles_position_buffer);
|
||||||
|
// Initialize with empty (NULL) buffer : it will be updated later, each frame.
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLfloat), NULL, GL_STREAM_DRAW);
|
||||||
|
|
||||||
|
// The VBO containing the colors of the particles
|
||||||
|
glGenBuffers(1, &particles_color_buffer);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, particles_color_buffer);
|
||||||
|
// Initialize with empty (NULL) buffer : it will be updated later, each frame.
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, MaxParticles * 4 * sizeof(GLubyte), NULL, GL_STREAM_DRAW);
|
||||||
|
lastTime = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
glGenTextures(2, colorBuffers);
|
glGenTextures(2, colorBuffers);
|
||||||
for (unsigned int i = 0; i < 2; i++)
|
for (unsigned int i = 0; i < 2; i++)
|
||||||
@ -524,6 +749,8 @@ int main(int argc, char** argv)
|
|||||||
glutSetOption(GLUT_MULTISAMPLE, 8);
|
glutSetOption(GLUT_MULTISAMPLE, 8);
|
||||||
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
||||||
glEnable(GL_MULTISAMPLE);
|
glEnable(GL_MULTISAMPLE);
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glutInitWindowPosition(100, 200);
|
glutInitWindowPosition(100, 200);
|
||||||
glutInitWindowSize(SCR_WIDTH, SCR_HEIGHT);
|
glutInitWindowSize(SCR_WIDTH, SCR_HEIGHT);
|
||||||
glutCreateWindow("GRK-PROJECT WIP");
|
glutCreateWindow("GRK-PROJECT WIP");
|
||||||
@ -531,6 +758,7 @@ int main(int argc, char** argv)
|
|||||||
//glutFullScreen();
|
//glutFullScreen();
|
||||||
glewInit();
|
glewInit();
|
||||||
|
|
||||||
|
|
||||||
init();
|
init();
|
||||||
glutKeyboardFunc(keyboard);
|
glutKeyboardFunc(keyboard);
|
||||||
//to sprawia, że obiekty ukryte przed kamerą nie są renderowane
|
//to sprawia, że obiekty ukryte przed kamerą nie są renderowane
|
||||||
|
Loading…
Reference in New Issue
Block a user