particles are sorted via heap sort

This commit is contained in:
devZoGok
2021-10-19 19:06:40 +03:00
parent 088f1d6416
commit c84b5d77b9
5 changed files with 84 additions and 38 deletions
+6 -4
View File
@@ -8,14 +8,16 @@ layout (location=0) out vec4 FragColor;
layout (location=1) out vec4 BrightColor; layout (location=1) out vec4 BrightColor;
uniform sampler2D tex; uniform sampler2D tex;
uniform vec4 color[507]; uniform float lifePercentage[500];
uniform vec4 startColor,endColor;
//uniform vec4 color[500];
void main(){ void main(){
float alpha=texture(tex,texCoords).r; float alpha=texture(tex,texCoords).r;
vec4 c=color[id]; vec4 c=startColor+(endColor-startColor)*lifePercentage[id];
c=vec4(c.x,c.y,c.z,c.w*alpha); c=vec4(c.x,c.y,c.z,alpha);
float brightness = dot(c.rgb, vec3(0.2126, 0.7152, 0.0722)); float brightness = dot(c.rgb, vec3(0.2126, 0.7152, 0.0722));
if(brightness>1) if(brightness>1)
BrightColor=vec4(c.rgb,1); BrightColor=vec4(c.rgb,1);
FragColor=vec4(c.x,c.y,c.z,c.w*alpha); FragColor=c;
} }
+7 -3
View File
@@ -11,14 +11,18 @@ flat out int id;
uniform mat4 proj; uniform mat4 proj;
uniform mat4 view; uniform mat4 view;
//uniform mat4 model[4]; //uniform mat4 model[4];
uniform vec3 trans[507]; uniform float lifePercentage[500];
uniform vec2 size[507]; uniform vec3 trans[500];
//uniform vec2 size[500];
uniform vec2 startSize;
uniform vec2 endSize;
void main(){ void main(){
vec3 camLeft=vec3(view[0][0],view[1][0],view[2][0]); vec3 camLeft=vec3(view[0][0],view[1][0],view[2][0]);
vec3 camUp=vec3(view[0][1],view[1][1],view[2][1]); vec3 camUp=vec3(view[0][1],view[1][1],view[2][1]);
vec2 s=size[gl_InstanceID]; id=gl_InstanceID;
vec2 s=startSize+(endSize-startSize)*lifePercentage[id];
vec3 v=camLeft*s.x*aPos.x+camUp*s.y*aPos.y; vec3 v=camLeft*s.x*aPos.x+camUp*s.y*aPos.y;
mat4 model=aInstancedModel; mat4 model=aInstancedModel;
model[3][0]=trans[gl_InstanceID].x; model[3][0]=trans[gl_InstanceID].x;
+64 -26
View File
@@ -14,10 +14,12 @@ using namespace glm;
using namespace std; using namespace std;
namespace vb01{ namespace vb01{
int n=0;
ParticleEmitter::ParticleEmitter(int numParticles){ ParticleEmitter::ParticleEmitter(int numParticles){
this->numParticles=numParticles; this->numParticles=numParticles;
particles=new Particle[numParticles]; particles=new Particle*[numParticles];
Vertex v1,v2,v3,v4,v5,v6; Vertex v1,v2,v3,v4,v5,v6;
Vector2 size=Vector2(.5,.5); Vector2 size=Vector2(.5,.5);
@@ -46,15 +48,12 @@ namespace vb01{
mat4 *matrices=new mat4[numParticles]; mat4 *matrices=new mat4[numParticles];
for(int i=0;i<numParticles;i++){ for(int i=0;i<numParticles;i++){
mat4 mat=translate(mat4(1.f),vec3(0,0,0)); Particle *p=new Particle;
Particle p; p->dir=direction;
p.mat=mat;
p.dir=direction;
particles[i]=p; particles[i]=p;
matrices[i]=mat; matrices[i]=mat4(1.f);
} }
glGenVertexArrays(1,&VAO); glGenVertexArrays(1,&VAO);
glGenBuffers(1,&VBO); glGenBuffers(1,&VBO);
glGenBuffers(1,&EBO); glGenBuffers(1,&EBO);
@@ -94,6 +93,39 @@ namespace vb01{
delete[] particles; 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]);
n++;
}
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]);
n++;
}
}
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(){
n=0;
for(int i=0;i<numParticles;i++)
makeHeap(i);
cout<<n<<endl;
}
void ParticleEmitter::update(){ void ParticleEmitter::update(){
Root *root=Root::getSingleton(); Root *root=Root::getSingleton();
Camera *cam=root->getCamera(); Camera *cam=root->getCamera();
@@ -109,43 +141,49 @@ namespace vb01{
Shader *shader=material->getShader(); Shader *shader=material->getShader();
shader->setMat4(view,"view"); shader->setMat4(view,"view");
shader->setMat4(proj,"proj"); shader->setMat4(proj,"proj");
shader->setVec4(startColor,"startColor");
shader->setVec4(endColor,"endColor");
shader->setVec2(startSize,"startSize");
shader->setVec2(endSize,"endSize");
Vector3 nodePos=node->getWorldTransform().position; Vector3 nodePos=node->getWorldTransform().position;
Vector3 nodeDir=node->getLocalAxis(2); Vector3 nodeDir=node->getLocalAxis(2);
Vector3 nodeUp=node->getLocalAxis(1); Vector3 nodeUp=node->getLocalAxis(1);
Vector3 nodeLeft=node->getLocalAxis(0); Vector3 nodeLeft=node->getLocalAxis(0);
for(int i=0;i<numParticles;i++){ for(int i=0;i<numParticles;i++){
Vector3 dir=particles[i].dir; Vector3 dir=particles[i]->dir;
if(getTime()-particles[i].time>=particles[i].timeToLive){ if(getTime()-particles[i]->time>=particles[i]->timeToLive){
particles[i].time=getTime(); particles[i]->time=getTime();
float factor=(float)(rand()%100)/100; float factor=(float)(rand()%100)/100;
float s1=float(rand()%(int)spread)/180*PI,s2=float(rand()%360)/180*PI; 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(); Vector3 ra1=(Vector3(0,1,0).cross(dir)).norm(),ra2=dir.norm();
if(ra1==Vector3::VEC_ZERO) ra1=Vector3(1,0,0); if(ra1==Vector3::VEC_ZERO) ra1=Vector3(1,0,0);
dir=Quaternion(s1,ra1)*dir; dir=Quaternion(s1,ra1)*dir;
dir=Quaternion(s2,ra2)*dir; dir=Quaternion(s2,ra2)*dir;
particles[i].timeToLive=s64(1000*((highLife-lowLife)*factor+lowLife)); 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].mat=translate(mat4(1.f),vec3(nodePos.x,nodePos.y,nodePos.z));
particles[i].trans=nodePos; particles[i]->trans=nodePos;
} }
//dir=nodeLeft*dir.x+nodeUp*dir.y+nodeDir*dir.z; //dir=nodeLeft*dir.x+nodeUp*dir.y+nodeDir*dir.z;
particles[i].dir=dir.norm()*direction.getLengthSq()+gravity; particles[i]->dir=dir.norm()*direction.getLengthSq()+gravity;
float lifePercentage=(float)(getTime()-particles[i].time)/particles[i].timeToLive; float lifePercentage=(float)(getTime()-particles[i]->time)/particles[i]->timeToLive;
particles[i].color=startColor+(endColor-startColor)*lifePercentage; particles[i]->color=startColor+(endColor-startColor)*lifePercentage;
particles[i].size=startSize+(endSize-startSize)*lifePercentage; particles[i]->size=startSize+(endSize-startSize)*lifePercentage;
particles[i].mat=translate(particles[i].mat,vec3(dir.x,dir.y,dir.z)); //particles[i].mat=translate(particles[i].mat,vec3(dir.x,dir.y,dir.z));
particles[i].trans=particles[i].trans+dir; particles[i]->trans=particles[i]->trans+dir;
shader->setVec3(particles[i].trans,"trans["+to_string(i)+"]"); shader->setVec3(particles[i]->trans,"trans["+to_string(i)+"]");
shader->setVec4(particles[i].color,"color["+to_string(i)+"]"); shader->setFloat(lifePercentage,"lifePercentage["+to_string(i)+"]");
shader->setVec2(particles[i].size,"size["+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();
/* /*
for(int i=0;i<numParticles;i++){ for(int i=0;i<numParticles;i++){
for(int j=i;j<numParticles-1;j++){ for(int j=i;j<numParticles-1;j++){
mat4 m1=particles[j].mat,m2=particles[j+1].mat; Vector3 v1=particles[j]->trans,v2=particles[j+1]->trans;
Vector3 v1=Vector3(m1[3][0],m1[3][1],m1[3][2]);
Vector3 v2=Vector3(m2[3][0],m2[3][1],m2[3][2]);
float d1=cos(camDir.getAngleBetween((v1-camPos).norm()))*camPos.getDistanceFrom(v1); float d1=cos(camDir.getAngleBetween((v1-camPos).norm()))*camPos.getDistanceFrom(v1);
float d2=cos(camDir.getAngleBetween((v2-camPos).norm()))*camPos.getDistanceFrom(v2); float d2=cos(camDir.getAngleBetween((v2-camPos).norm()))*camPos.getDistanceFrom(v2);
if(d1<d2) if(d1<d2)
@@ -165,6 +203,6 @@ namespace vb01{
void ParticleEmitter::setDirection(Vector3 dir){ void ParticleEmitter::setDirection(Vector3 dir){
this->direction=dir; this->direction=dir;
for(int i=0;i<numParticles;i++) for(int i=0;i<numParticles;i++)
particles[i].dir=dir; particles[i]->dir=dir;
} }
} }
+7 -3
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@@ -35,16 +35,20 @@ namespace vb01{
}; };
struct Particle{ struct Particle{
int VAO; int VAO;
glm::mat4 mat;
s64 time=0,timeToLive=0; s64 time=0,timeToLive=0;
Vector4 color; Vector4 color;
Vector3 dir,trans; Vector3 dir,trans;
Vector2 size; Vector2 size;
float d;
}; };
unsigned int instanceVBO,VAO,VBO,EBO; void makeHeap(int);
void heapSort();
unsigned int VAO,VBO,EBO,MBO;
glm::mat4 *matrices;
int numParticles; int numParticles;
Particle *particles; Particle **particles;
Material *material=nullptr; Material *material=nullptr;
Node *node=nullptr; Node *node=nullptr;
Vector2 startSize=Vector2::VEC_IJ,endSize=Vector2::VEC_IJ; Vector2 startSize=Vector2::VEC_IJ,endSize=Vector2::VEC_IJ;
-2
View File
@@ -51,8 +51,6 @@ namespace vb01{
glBindTexture(GL_TEXTURE_2D,texture[i]); glBindTexture(GL_TEXTURE_2D,texture[i]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);