mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
261 lines
8.7 KiB
C++
Executable File
261 lines
8.7 KiB
C++
Executable File
#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 "particleEmitter.h"
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#include "shader.h"
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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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Vertex v1, v2, v3, v4, v5, v6;
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ParticleEmitter::Vertex vertices[] = {v1, v2, v3, v4, v5, v6};
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u32 indices[] = {0, 1, 2, 3, 4, 5};
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setupParticles(vertices);
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setupDisplay(vertices, indices);
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}
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void ParticleEmitter::setupParticles(Vertex vertices[]){
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particles = new Particle*[numParticles];
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Vector2 size = Vector2(.5,.5);
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vertices[0].pos = Vector3(size.x / 2, size.y / 2, 0);
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vertices[0].texCoords = Vector2(1, 1);
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vertices[1].pos = Vector3(-size.x / 2, size.y / 2, 0);
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vertices[1].texCoords = Vector2(0, 1);
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vertices[2].pos = Vector3(-size.x / 2,-size.y / 2, 0);
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vertices[2].texCoords=Vector2(0,0);
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vertices[3].pos = Vector3(-size.x / 2, -size.y / 2, 0);
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vertices[3].texCoords = Vector2(0, 0);
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vertices[4].pos = Vector3(size.x / 2, -size.y / 2, 0);
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vertices[4].texCoords = Vector2(1, 0);
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vertices[5].pos = Vector3(size.x / 2, size.y / 2, 0);
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vertices[5].texCoords = Vector2(1, 1);
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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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particles[i] = p;
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matrices[i] = mat4(1.f);
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}
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}
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void ParticleEmitter::setupDisplay(Vertex vertices[], u32 indices[]){
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u32 MBO;
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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(u32), 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]->distToCamPlane < particles[2 * i + 1 + offset]->distToCamPlane ||
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particles[i + offset]->distToCamPlane < particles[2 * i + 2 + offset]->distToCamPlane))
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{
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bool leftChild = particles[2 * i + 1 + offset]->distToCamPlane > particles[2 * i + 2 + offset]->distToCamPlane;
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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]->distToCamPlane < particles[2 * i + 1 + offset]->distToCamPlane)
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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]->distToCamPlane < particles[2 * i + 1 + offset]->distToCamPlane ||
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particles[i + offset]->distToCamPlane < particles[2 * i + 2 + offset]->distToCamPlane))
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{
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end = false;
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}
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else if(2 * i + 2 + offset == numParticles && particles[i + offset]->distToCamPlane < particles[2 * i + 1 + offset]->distToCamPlane)
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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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const string line = "const int numParticles = " + to_string(numParticles) + ";";
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shader->editShader(Shader::VERTEX_SHADER, 10, line);
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shader->editShader(Shader::FRAGMENT_SHADER, 6, line);
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updateParticles(camDir, camPos);
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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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heapSort();
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render();
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}
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void ParticleEmitter::updateParticles(Vector3 camDir, Vector3 camPos){
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Shader *shader = material->getShader();
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Vector3 nodePos = node->localToGlobalPosition(Vector3::VEC_ZERO);
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Vector3 nodeDir = node->getGlobalAxis(2);
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Vector3 nodeUp = node->getGlobalAxis(1);
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Vector3 nodeLeft = node->getGlobalAxis(0);
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for(int i = 0; i < numParticles; i++){
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Vector3 dir = nodeDir;
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if(getTime() - particles[i]->time >= particles[i]->timeToLive){
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float factor = (float)(rand() % 100) / 100;
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particles[i]->time = getTime();
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particles[i]->timeToLive = s64(1000 * ((highLife - lowLife) * factor + lowLife));
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float spr1 = float(rand() % (int)spread) / 180 * PI, spr2 = float(rand() % 360) / 180 * PI;
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Vector3 ra1 = (nodeUp.cross(dir)).norm(), ra2 = dir.norm();
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if(ra1 == Vector3::VEC_ZERO)
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ra1 = Vector3::VEC_I;
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dir = Quaternion(spr1, ra1) * dir;
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dir = Quaternion(spr2, ra2) * dir;
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particles[i]->trans = nodePos;
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}
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dir = dir.norm() * speed + gravity;
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particles[i]->trans = particles[i]->trans + dir;
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particles[i]->distToCamPlane = cos(camDir.getAngleBetween((particles[i]->trans - camPos).norm())) * camPos.getDistanceFrom(particles[i]->trans);
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float lifePercentage = (float)(getTime() - particles[i]->time) / particles[i]->timeToLive;
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shader->setFloat(lifePercentage, "lifePercentage[" + to_string(i) + "]");
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shader->setVec3(particles[i]->trans, "trans[" + to_string(i) + "]");
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}
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}
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void ParticleEmitter::render(){
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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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}
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void ParticleEmitter::animate(float value, KeyframeChannel keyframeChannel){
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switch(keyframeChannel.type){
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case KeyframeChannel::PARTICLE_EMITTER_SPEED:
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speed = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_SPREAD:
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spread = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_START_COLOR_W:
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startColor.w = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_START_COLOR_X:
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startColor.x = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_START_COLOR_Y:
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startColor.y = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_START_COLOR_Z:
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startColor.z = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_END_COLOR_W:
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endColor.w = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_END_COLOR_X:
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endColor.x = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_END_COLOR_Y:
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endColor.y = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_END_COLOR_Z:
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endColor.z = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_START_SIZE_X:
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startSize.x = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_START_SIZE_Y:
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startSize.y = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_END_SIZE_X:
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endSize.x = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_END_SIZE_Y:
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endSize.y = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_LOW_LIFE:
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lowLife = value;
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break;
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case KeyframeChannel::PARTICLE_EMITTER_HIGH_LIFE:
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highLife = value;
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break;
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}
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}
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}
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