mirror of
https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
192 lines
6.4 KiB
C++
Executable File
192 lines
6.4 KiB
C++
Executable File
#include"particleEmitter.h"
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#include"shader.h"
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#include<algorithm>
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#include<glad.h>
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#include<glfw3.h>
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#include<cstdlib>
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#include<ext.hpp>
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#include"material.h"
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#include"node.h"
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#include"root.h"
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#include"camera.h"
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using namespace glm;
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using namespace std;
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namespace vb01{
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ParticleEmitter::ParticleEmitter(int numParticles){
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this->numParticles=numParticles;
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particles=new Particle*[numParticles];
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Vertex v1,v2,v3,v4,v5,v6;
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Vector2 size=Vector2(.5,.5);
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v1.pos=Vector3(size.x/2,size.y/2,0);
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v1.texCoords=Vector2(1,1);
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v2.pos=Vector3(-size.x/2,size.y/2,0);
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v2.texCoords=Vector2(0,1);
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v3.pos=Vector3(-size.x/2,-size.y/2,0);
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v3.texCoords=Vector2(0,0);
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v4.pos=Vector3(-size.x/2,-size.y/2,0);
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v4.texCoords=Vector2(0,0);
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v5.pos=Vector3(size.x/2,-size.y/2,0);
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v5.texCoords=Vector2(1,0);
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v6.pos=Vector3(size.x/2,size.y/2,0);
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v6.texCoords=Vector2(1,1);
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ParticleEmitter::Vertex vertices[]={v1,v2,v3,v4,v5,v6};
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unsigned int indices[]={0,1,2,3,4,5};
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u32 MBO;
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mat4 *matrices=new mat4[numParticles];
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for(int i=0;i<numParticles;i++){
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Particle *p=new Particle;
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p->dir=direction;
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particles[i]=p;
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matrices[i]=mat4(1.f);
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}
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glGenVertexArrays(1,&VAO);
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glGenBuffers(1,&VBO);
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glGenBuffers(1,&EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER,VBO);
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glBufferData(GL_ARRAY_BUFFER,6*sizeof(Vertex),vertices,GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,6*sizeof(unsigned int),indices,GL_STATIC_DRAW);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)(offsetof(Vertex,texCoords)));
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glEnableVertexAttribArray(1);
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glGenBuffers(1,&MBO);
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glBindBuffer(GL_ARRAY_BUFFER,MBO);
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glBufferData(GL_ARRAY_BUFFER,numParticles*sizeof(mat4),&matrices[0],GL_STATIC_DRAW);
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glVertexAttribPointer(2,4,GL_FLOAT,GL_FALSE,sizeof(mat4),(void*)0);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(3,4,GL_FLOAT,GL_FALSE,sizeof(mat4),(void*)(1*sizeof(vec4)));
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(4,4,GL_FLOAT,GL_FALSE,sizeof(mat4),(void*)(2*sizeof(vec4)));
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(5,4,GL_FLOAT,GL_FALSE,sizeof(mat4),(void*)(3*sizeof(vec4)));
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glEnableVertexAttribArray(5);
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glVertexAttribDivisor(2,1);
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glVertexAttribDivisor(3,1);
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glVertexAttribDivisor(4,1);
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glVertexAttribDivisor(5,1);
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}
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ParticleEmitter::~ParticleEmitter(){
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glDeleteVertexArrays(1,&VAO);
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glDeleteBuffers(1,&VBO);
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delete material;
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delete[] particles;
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}
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void ParticleEmitter::makeHeap(int offset){
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bool heap=false;
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while(!heap){
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bool end=true;
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for(int i=0;2*i+1+offset<numParticles;i++){
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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)){
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bool leftChild=particles[2*i+1+offset]->d>particles[2*i+2+offset]->d;
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swap(particles[i+offset],leftChild?particles[2*i+1+offset]:particles[2*i+2+offset]);
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}
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else if(2*i+2+offset==numParticles&&particles[i+offset]->d<particles[2*i+1+offset]->d)
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swap(particles[i+offset],particles[2*i+1+offset]);
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}
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for(int i=0;2*i+1<numParticles;i++){
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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))
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end=false;
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else if(2*i+2+offset==numParticles&&particles[i+offset]->d<particles[2*i+1+offset]->d)
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end=false;
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}
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if(end)
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heap=true;
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}
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}
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void ParticleEmitter::heapSort(){
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for(int i=0;i<numParticles;i++)
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makeHeap(i);
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}
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void ParticleEmitter::update(){
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Root *root=Root::getSingleton();
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Camera *cam=root->getCamera();
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float fov=cam->getFov(),width=root->getWidth(),height=root->getHeight();
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float nearPlane=cam->getNearPlane(),farPlane=cam->getFarPlane();
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Vector3 pos=node->getPosition();
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Vector3 camDir=cam->getDirection(),up=cam->getUp(),left=cam->getLeft(),camPos=cam->getPosition();
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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));
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mat4 proj=perspective(radians(fov),width/height,nearPlane,farPlane);
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material->update();
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Shader *shader=material->getShader();
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shader->setMat4(view,"view");
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shader->setMat4(proj,"proj");
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shader->setVec4(startColor,"startColor");
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shader->setVec4(endColor,"endColor");
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shader->setVec2(startSize,"startSize");
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shader->setVec2(endSize,"endSize");
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Vector3 nodePos=node->localToGlobalPosition(Vector3::VEC_ZERO);
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Vector3 nodeDir=node->getLocalAxis(2);
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Vector3 nodeUp=node->getLocalAxis(1);
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Vector3 nodeLeft=node->getLocalAxis(0);
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for(int i=0;i<numParticles;i++){
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Vector3 dir=particles[i]->dir;
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if(getTime()-particles[i]->time>=particles[i]->timeToLive){
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particles[i]->time=getTime();
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float factor=(float)(rand()%100)/100;
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float s1=float(rand()%(int)spread)/180*PI,s2=float(rand()%360)/180*PI;
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Vector3 ra1=(Vector3(0,1,0).cross(dir)).norm(),ra2=dir.norm();
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if(ra1==Vector3::VEC_ZERO) ra1=Vector3(1,0,0);
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dir=Quaternion(s1,ra1)*dir;
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dir=Quaternion(s2,ra2)*dir;
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particles[i]->timeToLive=s64(1000*((highLife-lowLife)*factor+lowLife));
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//particles[i].mat=translate(mat4(1.f),vec3(nodePos.x,nodePos.y,nodePos.z));
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particles[i]->trans=nodePos;
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}
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//dir=nodeLeft*dir.x+nodeUp*dir.y+nodeDir*dir.z;
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particles[i]->dir=dir.norm()*direction.getLengthSq()+gravity;
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float lifePercentage=(float)(getTime()-particles[i]->time)/particles[i]->timeToLive;
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particles[i]->color=startColor+(endColor-startColor)*lifePercentage;
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particles[i]->size=startSize+(endSize-startSize)*lifePercentage;
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//particles[i].mat=translate(particles[i].mat,vec3(dir.x,dir.y,dir.z));
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particles[i]->trans=particles[i]->trans+dir;
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shader->setVec3(particles[i]->trans,"trans["+to_string(i)+"]");
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shader->setFloat(lifePercentage,"lifePercentage["+to_string(i)+"]");
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//shader->setVec2(particles[i]->size,"size["+to_string(i)+"]");
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Vector3 v0=particles[i]->trans;
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particles[i]->d=cos(camDir.getAngleBetween((v0-camPos).norm()))*camPos.getDistanceFrom(v0);
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}
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heapSort();
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glBindVertexArray(VAO);
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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glDrawElementsInstanced(GL_TRIANGLES,6,GL_UNSIGNED_INT,0,numParticles);
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for(int i=0;i<numParticles;i++){
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}
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//glDisable(GL_CULL_FACE);
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//glEnable(GL_CULL_FACE);
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}
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void ParticleEmitter::setDirection(Vector3 dir){
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this->direction=dir;
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for(int i=0;i<numParticles;i++)
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particles[i]->dir=dir;
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}
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}
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