You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
229 lines
6.8 KiB
229 lines
6.8 KiB
//
|
|
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
|
|
// Use of this source code is governed by a BSD-style license that can be
|
|
// found in the LICENSE file.
|
|
//
|
|
|
|
// Based on ParticleSystem.c from
|
|
// Book: OpenGL(R) ES 2.0 Programming Guide
|
|
// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
|
|
// ISBN-10: 0321502795
|
|
// ISBN-13: 9780321502797
|
|
// Publisher: Addison-Wesley Professional
|
|
// URLs: http://safari.informit.com/9780321563835
|
|
// http://www.opengles-book.com
|
|
|
|
#include "SampleApplication.h"
|
|
|
|
#include "common/vector_utils.h"
|
|
#include "tga_utils.h"
|
|
#include "util/random_utils.h"
|
|
#include "util/shader_utils.h"
|
|
|
|
#define _USE_MATH_DEFINES
|
|
#include <math.h>
|
|
|
|
#include <string>
|
|
|
|
using namespace angle;
|
|
|
|
class ParticleSystemSample : public SampleApplication
|
|
{
|
|
public:
|
|
ParticleSystemSample(int argc, char **argv) : SampleApplication("ParticleSystem", argc, argv) {}
|
|
|
|
bool initialize() override
|
|
{
|
|
constexpr char kVS[] = R"(uniform float u_time;
|
|
uniform vec3 u_centerPosition;
|
|
attribute float a_lifetime;
|
|
attribute vec3 a_startPosition;
|
|
attribute vec3 a_endPosition;
|
|
varying float v_lifetime;
|
|
void main()
|
|
{
|
|
if (u_time <= a_lifetime)
|
|
{
|
|
gl_Position.xyz = a_startPosition + (u_time * a_endPosition);
|
|
gl_Position.xyz += u_centerPosition;
|
|
gl_Position.w = 1.0;
|
|
}
|
|
else
|
|
{
|
|
gl_Position = vec4(-1000, -1000, 0, 0);
|
|
}
|
|
v_lifetime = 1.0 - (u_time / a_lifetime);
|
|
v_lifetime = clamp(v_lifetime, 0.0, 1.0);
|
|
gl_PointSize = (v_lifetime * v_lifetime) * 40.0;
|
|
})";
|
|
|
|
constexpr char kFS[] = R"(precision mediump float;
|
|
uniform vec4 u_color;
|
|
varying float v_lifetime;
|
|
uniform sampler2D s_texture;
|
|
void main()
|
|
{
|
|
vec4 texColor;
|
|
texColor = texture2D(s_texture, gl_PointCoord);
|
|
gl_FragColor = vec4(u_color) * texColor;
|
|
gl_FragColor.a *= v_lifetime;
|
|
})";
|
|
|
|
mProgram = CompileProgram(kVS, kFS);
|
|
if (!mProgram)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Get the attribute locations
|
|
mLifetimeLoc = glGetAttribLocation(mProgram, "a_lifetime");
|
|
mStartPositionLoc = glGetAttribLocation(mProgram, "a_startPosition");
|
|
mEndPositionLoc = glGetAttribLocation(mProgram, "a_endPosition");
|
|
|
|
// Get the uniform locations
|
|
mTimeLoc = glGetUniformLocation(mProgram, "u_time");
|
|
mCenterPositionLoc = glGetUniformLocation(mProgram, "u_centerPosition");
|
|
mColorLoc = glGetUniformLocation(mProgram, "u_color");
|
|
mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
// Fill in particle data array
|
|
for (size_t i = 0; i < mParticleCount; i++)
|
|
{
|
|
mParticles[i].lifetime = mRNG.randomFloatBetween(0.0f, 1.0f);
|
|
|
|
float endAngle = mRNG.randomFloatBetween(0, 2.0f * float(M_PI));
|
|
float endRadius = mRNG.randomFloatBetween(0.0f, 2.0f);
|
|
mParticles[i].endPosition.x() = sinf(endAngle) * endRadius;
|
|
mParticles[i].endPosition.y() = cosf(endAngle) * endRadius;
|
|
mParticles[i].endPosition.z() = 0.0f;
|
|
|
|
float startAngle = mRNG.randomFloatBetween(0, 2.0f * float(M_PI));
|
|
float startRadius = mRNG.randomFloatBetween(0.0f, 0.25f);
|
|
mParticles[i].startPosition.x() = sinf(startAngle) * startRadius;
|
|
mParticles[i].startPosition.y() = cosf(startAngle) * startRadius;
|
|
mParticles[i].startPosition.z() = 0.0f;
|
|
}
|
|
|
|
mParticleTime = 1.0f;
|
|
|
|
std::stringstream smokeStr;
|
|
smokeStr << angle::GetExecutableDirectory() << "/smoke.tga";
|
|
|
|
TGAImage img;
|
|
if (!LoadTGAImageFromFile(smokeStr.str(), &img))
|
|
{
|
|
return false;
|
|
}
|
|
mTextureID = LoadTextureFromTGAImage(img);
|
|
if (!mTextureID)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void destroy() override { glDeleteProgram(mProgram); }
|
|
|
|
void step(float dt, double totalTime) override
|
|
{
|
|
// Use the program object
|
|
glUseProgram(mProgram);
|
|
|
|
mParticleTime += dt;
|
|
if (mParticleTime >= 1.0f)
|
|
{
|
|
mParticleTime = 0.0f;
|
|
|
|
// Pick a new start location and color
|
|
Vector3 centerPos(mRNG.randomFloatBetween(-0.5f, 0.5f),
|
|
mRNG.randomFloatBetween(-0.5f, 0.5f),
|
|
mRNG.randomFloatBetween(-0.5f, 0.5f));
|
|
glUniform3fv(mCenterPositionLoc, 1, centerPos.data());
|
|
|
|
// Random color
|
|
Vector4 color(mRNG.randomFloatBetween(0.0f, 1.0f), mRNG.randomFloatBetween(0.0f, 1.0f),
|
|
mRNG.randomFloatBetween(0.0f, 1.0f), 0.5f);
|
|
glUniform4fv(mColorLoc, 1, color.data());
|
|
}
|
|
|
|
// Load uniform time variable
|
|
glUniform1f(mTimeLoc, mParticleTime);
|
|
}
|
|
|
|
void draw() override
|
|
{
|
|
// Set the viewport
|
|
glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
|
|
|
|
// Clear the color buffer
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
// Use the program object
|
|
glUseProgram(mProgram);
|
|
|
|
// Load the vertex attributes
|
|
glVertexAttribPointer(mLifetimeLoc, 1, GL_FLOAT, GL_FALSE, sizeof(Particle),
|
|
&mParticles[0].lifetime);
|
|
glVertexAttribPointer(mEndPositionLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Particle),
|
|
&mParticles[0].endPosition);
|
|
glVertexAttribPointer(mStartPositionLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Particle),
|
|
&mParticles[0].startPosition);
|
|
|
|
glEnableVertexAttribArray(mLifetimeLoc);
|
|
glEnableVertexAttribArray(mEndPositionLoc);
|
|
glEnableVertexAttribArray(mStartPositionLoc);
|
|
|
|
// Blend particles
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
// Bind the texture
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, mTextureID);
|
|
|
|
// Set the sampler texture unit to 0
|
|
glUniform1i(mSamplerLoc, 0);
|
|
|
|
glDrawArrays(GL_POINTS, 0, mParticleCount);
|
|
}
|
|
|
|
private:
|
|
// Handle to a program object
|
|
GLuint mProgram;
|
|
|
|
// Attribute locations
|
|
GLint mLifetimeLoc;
|
|
GLint mStartPositionLoc;
|
|
GLint mEndPositionLoc;
|
|
|
|
// Uniform location
|
|
GLint mTimeLoc;
|
|
GLint mColorLoc;
|
|
GLint mCenterPositionLoc;
|
|
GLint mSamplerLoc;
|
|
|
|
// Texture handle
|
|
GLuint mTextureID;
|
|
|
|
// Particle vertex data
|
|
struct Particle
|
|
{
|
|
float lifetime;
|
|
Vector3 startPosition;
|
|
Vector3 endPosition;
|
|
};
|
|
static const size_t mParticleCount = 1024;
|
|
std::array<Particle, mParticleCount> mParticles;
|
|
float mParticleTime;
|
|
RNG mRNG;
|
|
};
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
ParticleSystemSample app(argc, argv);
|
|
return app.run();
|
|
}
|