Files
vb01/particleEmitter.cpp
T
2021-10-19 19:06:41 +03:00

192 lines
6.4 KiB
C++
Executable File

#include"particleEmitter.h"
#include"shader.h"
#include<algorithm>
#include<glad.h>
#include<glfw3.h>
#include<cstdlib>
#include<ext.hpp>
#include"material.h"
#include"node.h"
#include"root.h"
#include"camera.h"
using namespace glm;
using namespace std;
namespace vb01{
ParticleEmitter::ParticleEmitter(int numParticles){
this->numParticles=numParticles;
particles=new Particle*[numParticles];
Vertex v1,v2,v3,v4,v5,v6;
Vector2 size=Vector2(.5,.5);
v1.pos=Vector3(size.x/2,size.y/2,0);
v1.texCoords=Vector2(1,1);
v2.pos=Vector3(-size.x/2,size.y/2,0);
v2.texCoords=Vector2(0,1);
v3.pos=Vector3(-size.x/2,-size.y/2,0);
v3.texCoords=Vector2(0,0);
v4.pos=Vector3(-size.x/2,-size.y/2,0);
v4.texCoords=Vector2(0,0);
v5.pos=Vector3(size.x/2,-size.y/2,0);
v5.texCoords=Vector2(1,0);
v6.pos=Vector3(size.x/2,size.y/2,0);
v6.texCoords=Vector2(1,1);
ParticleEmitter::Vertex vertices[]={v1,v2,v3,v4,v5,v6};
unsigned int indices[]={0,1,2,3,4,5};
u32 MBO;
mat4 *matrices=new mat4[numParticles];
for(int i=0;i<numParticles;i++){
Particle *p=new Particle;
p->dir=direction;
particles[i]=p;
matrices[i]=mat4(1.f);
}
glGenVertexArrays(1,&VAO);
glGenBuffers(1,&VBO);
glGenBuffers(1,&EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferData(GL_ARRAY_BUFFER,6*sizeof(Vertex),vertices,GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,6*sizeof(unsigned int),indices,GL_STATIC_DRAW);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)(offsetof(Vertex,texCoords)));
glEnableVertexAttribArray(1);
glGenBuffers(1,&MBO);
glBindBuffer(GL_ARRAY_BUFFER,MBO);
glBufferData(GL_ARRAY_BUFFER,numParticles*sizeof(mat4),&matrices[0],GL_STATIC_DRAW);
glVertexAttribPointer(2,4,GL_FLOAT,GL_FALSE,sizeof(mat4),(void*)0);
glEnableVertexAttribArray(2);
glVertexAttribPointer(3,4,GL_FLOAT,GL_FALSE,sizeof(mat4),(void*)(1*sizeof(vec4)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(4,4,GL_FLOAT,GL_FALSE,sizeof(mat4),(void*)(2*sizeof(vec4)));
glEnableVertexAttribArray(4);
glVertexAttribPointer(5,4,GL_FLOAT,GL_FALSE,sizeof(mat4),(void*)(3*sizeof(vec4)));
glEnableVertexAttribArray(5);
glVertexAttribDivisor(2,1);
glVertexAttribDivisor(3,1);
glVertexAttribDivisor(4,1);
glVertexAttribDivisor(5,1);
}
ParticleEmitter::~ParticleEmitter(){
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&VBO);
delete material;
delete[] particles;
}
void ParticleEmitter::makeHeap(int offset){
bool heap=false;
while(!heap){
bool end=true;
for(int i=0;2*i+1+offset<numParticles;i++){
if(2*i+2+offset<numParticles&&(particles[i+offset]->d<particles[2*i+1+offset]->d||particles[i+offset]->d<particles[2*i+2+offset]->d)){
bool leftChild=particles[2*i+1+offset]->d>particles[2*i+2+offset]->d;
swap(particles[i+offset],leftChild?particles[2*i+1+offset]:particles[2*i+2+offset]);
}
else if(2*i+2+offset==numParticles&&particles[i+offset]->d<particles[2*i+1+offset]->d)
swap(particles[i+offset],particles[2*i+1+offset]);
}
for(int i=0;2*i+1<numParticles;i++){
if(2*i+2+offset<numParticles&&(particles[i+offset]->d<particles[2*i+1+offset]->d||particles[i+offset]->d<particles[2*i+2+offset]->d))
end=false;
else if(2*i+2+offset==numParticles&&particles[i+offset]->d<particles[2*i+1+offset]->d)
end=false;
}
if(end)
heap=true;
}
}
void ParticleEmitter::heapSort(){
for(int i=0;i<numParticles;i++)
makeHeap(i);
}
void ParticleEmitter::update(){
Root *root=Root::getSingleton();
Camera *cam=root->getCamera();
float fov=cam->getFov(),width=root->getWidth(),height=root->getHeight();
float nearPlane=cam->getNearPlane(),farPlane=cam->getFarPlane();
Vector3 pos=node->getPosition();
Vector3 camDir=cam->getDirection(),up=cam->getUp(),left=cam->getLeft(),camPos=cam->getPosition();
mat4 view=lookAt(vec3(camPos.x,camPos.y,camPos.z),vec3(camPos.x+camDir.x,camPos.y+camDir.y,camPos.z+camDir.z),vec3(up.x,up.y,up.z));
mat4 proj=perspective(radians(fov),width/height,nearPlane,farPlane);
material->update();
Shader *shader=material->getShader();
shader->setMat4(view,"view");
shader->setMat4(proj,"proj");
shader->setVec4(startColor,"startColor");
shader->setVec4(endColor,"endColor");
shader->setVec2(startSize,"startSize");
shader->setVec2(endSize,"endSize");
Vector3 nodePos=node->localToGlobalPosition(Vector3::VEC_ZERO);
Vector3 nodeDir=node->getLocalAxis(2);
Vector3 nodeUp=node->getLocalAxis(1);
Vector3 nodeLeft=node->getLocalAxis(0);
for(int i=0;i<numParticles;i++){
Vector3 dir=particles[i]->dir;
if(getTime()-particles[i]->time>=particles[i]->timeToLive){
particles[i]->time=getTime();
float factor=(float)(rand()%100)/100;
float s1=float(rand()%(int)spread)/180*PI,s2=float(rand()%360)/180*PI;
Vector3 ra1=(Vector3(0,1,0).cross(dir)).norm(),ra2=dir.norm();
if(ra1==Vector3::VEC_ZERO) ra1=Vector3(1,0,0);
dir=Quaternion(s1,ra1)*dir;
dir=Quaternion(s2,ra2)*dir;
particles[i]->timeToLive=s64(1000*((highLife-lowLife)*factor+lowLife));
//particles[i].mat=translate(mat4(1.f),vec3(nodePos.x,nodePos.y,nodePos.z));
particles[i]->trans=nodePos;
}
//dir=nodeLeft*dir.x+nodeUp*dir.y+nodeDir*dir.z;
particles[i]->dir=dir.norm()*direction.getLengthSq()+gravity;
float lifePercentage=(float)(getTime()-particles[i]->time)/particles[i]->timeToLive;
particles[i]->color=startColor+(endColor-startColor)*lifePercentage;
particles[i]->size=startSize+(endSize-startSize)*lifePercentage;
//particles[i].mat=translate(particles[i].mat,vec3(dir.x,dir.y,dir.z));
particles[i]->trans=particles[i]->trans+dir;
shader->setVec3(particles[i]->trans,"trans["+to_string(i)+"]");
shader->setFloat(lifePercentage,"lifePercentage["+to_string(i)+"]");
//shader->setVec2(particles[i]->size,"size["+to_string(i)+"]");
Vector3 v0=particles[i]->trans;
particles[i]->d=cos(camDir.getAngleBetween((v0-camPos).norm()))*camPos.getDistanceFrom(v0);
}
heapSort();
glBindVertexArray(VAO);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glDrawElementsInstanced(GL_TRIANGLES,6,GL_UNSIGNED_INT,0,numParticles);
for(int i=0;i<numParticles;i++){
}
//glDisable(GL_CULL_FACE);
//glEnable(GL_CULL_FACE);
}
void ParticleEmitter::setDirection(Vector3 dir){
this->direction=dir;
for(int i=0;i<numParticles;i++)
particles[i]->dir=dir;
}
}