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particleEffect.cpp
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particleEffect.cpp
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#include <graphics/opengl.h>
#include "main.h"
#include "featureDefs.h"
#include "particleEffect.h"
#include "shaderManager.h"
#include "textureManager.h"
#include "tween.h"
#include <SDL_assert.h>
#include <glm/gtx/norm.hpp>
#include <glm/gtc/type_ptr.hpp>
ParticleEngine* ParticleEngine::particleEngine = nullptr;
// Helper function, to avoid verbose casting.
template<typename Enum>
static constexpr typename std::underlying_type<Enum>::type as_index(Enum entry)
{
return static_cast<typename std::underlying_type<Enum>::type>(entry);
}
void ParticleEngine::render(const glm::mat4& projection, const glm::mat4& view)
{
if (particleEngine)
particleEngine->doRender(projection, view);
}
void ParticleEngine::update(float delta)
{
// Update particles, move all freshly expired particles to the end.
// Update our first_expired entry.
first_expired = std::partition(std::begin(particles), first_expired, [delta](Particle& p)
{
p.life_time += delta;
return p.life_time <= p.max_life_time;
});
}
void ParticleEngine::spawn(glm::vec3 position, glm::vec3 end_position, glm::vec3 color, glm::vec3 end_color, float size, float end_size, float life_time)
{
if (glm::length2(position - camera_position) / (size + end_size) < 0.1f*0.1f)
return;
if (!particleEngine)
particleEngine = new ParticleEngine();
particleEngine->doSpawn(position, end_position, color, end_color, size, end_size, life_time);
}
ParticleEngine::ParticleEngine()
:first_expired{ std::end(particles) }
{
}
void ParticleEngine::doRender(const glm::mat4& projection, const glm::mat4& view)
{
if (!buffers[0])
initialize();
shader->bind();
// Setup shared state:
// - Texture
textureManager.getTexture("particle.png")->bind();
// - Matrices
glUniformMatrix4fv(uniforms[as_index(Uniforms::Projection)], 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(uniforms[as_index(Uniforms::View)], 1, GL_FALSE, glm::value_ptr(view));
{
gl::ScopedVertexAttribArray centers(attributes[as_index(Attributes::Center)]);
gl::ScopedVertexAttribArray texcoords(attributes[as_index(Attributes::TexCoords)]);
gl::ScopedVertexAttribArray colors(attributes[as_index(Attributes::Color)]);
gl::ScopedVertexAttribArray sizes(attributes[as_index(Attributes::Size)]);
gl::ScopedBufferBinding element_buffer(GL_ELEMENT_ARRAY_BUFFER, buffers[as_index(Buffers::Element)]);
gl::ScopedBufferBinding vertex_buffer(GL_ARRAY_BUFFER, buffers[as_index(Buffers::Vertex)]);
glVertexAttribPointer(centers.get(), 3, GL_FLOAT, GL_FALSE, sizeof(ParticleData), reinterpret_cast<const GLvoid *>(offsetof(ParticleData, position)));
glVertexAttribPointer(texcoords.get(), 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec2), reinterpret_cast<const GLvoid*>(max_vertex_count * sizeof(ParticleData)));
glVertexAttribPointer(colors.get(), 3, GL_FLOAT, GL_FALSE, sizeof(ParticleData), reinterpret_cast<const GLvoid*>(offsetof(ParticleData, color)));
glVertexAttribPointer(sizes.get(), 1, GL_FLOAT, GL_FALSE, sizeof(ParticleData), reinterpret_cast<const GLvoid*>(offsetof(ParticleData, size)));
// Process only non-expired
size_t live_particle_count = first_expired - std::begin(particles);
for (size_t n = 0U; n < live_particle_count;)
{
auto instance_count = std::min(live_particle_count - n, instances_per_draw);
// setup the instances (individual particles)
for (auto instance = 0U; instance < instance_count; ++instance)
{
const auto& p = particles[n + instance];
auto position = Tween<glm::vec3>::easeOutQuad(p.life_time, 0, p.max_life_time, p.start.position, p.end.position);
auto color = Tween<glm::vec3>::easeOutQuad(p.life_time, 0, p.max_life_time, p.start.color, p.end.color);
auto size = Tween<float>::easeOutQuad(p.life_time, 0, p.max_life_time, p.start.size, p.end.size);
auto base_vertex = vertices_per_instance * instance;
for (auto v = 0U; v < vertices_per_instance; ++v)
{
particles_renderdata[base_vertex + v].position = position;
particles_renderdata[base_vertex + v].color = color;
particles_renderdata[base_vertex + v].size = size;
}
}
// Send instances to shader.
glBufferSubData(GL_ARRAY_BUFFER, 0, instance_count * vertices_per_instance * sizeof(ParticleData), particles_renderdata.data());
// Draw our instances
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(elements_per_instance * instance_count), GL_UNSIGNED_SHORT, nullptr);
n += instance_count;
}
}
}
void ParticleEngine::doSpawn(glm::vec3 position, glm::vec3 end_position, glm::vec3 color, glm::vec3 end_color, float size, float end_size, float life_time)
{
if (first_expired == std::end(particles))
{
// No expired particles - add more.
constexpr size_t batch_size = 64;
particles.resize(particles.size() + batch_size);
first_expired = std::end(particles) - batch_size;
}
// Update particle at first_expired.
first_expired->start.position = position;
first_expired->end.position = end_position;
first_expired->start.color = color;
first_expired->end.color = end_color;
first_expired->start.size = size;
first_expired->end.size = end_size;
first_expired->life_time = 0.f;
first_expired->max_life_time = life_time;
++first_expired;
}
void ParticleEngine::initialize()
{
buffers = gl::Buffers<static_cast<size_t>(Buffers::Count)>{};
// Cache shader info.
shader = ShaderManager::getShader("shaders/particles");
shader->bind();
uniforms[as_index(Uniforms::Projection)] = shader->getUniformLocation("projection");
uniforms[as_index(Uniforms::View)] = shader->getUniformLocation("view");
attributes[as_index(Attributes::Center)] = shader->getAttributeLocation("center");
attributes[as_index(Attributes::TexCoords)] = shader->getAttributeLocation("texcoords");
attributes[as_index(Attributes::Color)] = shader->getAttributeLocation("color");
attributes[as_index(Attributes::Size)] = shader->getAttributeLocation("size");
std::vector<uint16_t> elements(instances_per_draw * elements_per_instance);
std::vector<glm::vec2> texcoords(max_vertex_count);
particles_renderdata.resize(max_vertex_count);
// Hitting this means needing to lower the number of instances / vertices per instance.
SDL_assert((texcoords.size() - 1) <= std::numeric_limits<uint16_t>::max());
for (auto quad = 0U; quad < instances_per_draw; ++quad)
{
auto base_vertex = static_cast<uint16_t>(vertices_per_instance * quad);
auto base_element = elements_per_instance * quad;
// Each quad is two triangles
elements[base_element + 0] = base_vertex + 0;
elements[base_element + 1] = base_vertex + 3;
elements[base_element + 2] = base_vertex + 2;
elements[base_element + 3] = base_vertex + 0;
elements[base_element + 4] = base_vertex + 2;
elements[base_element + 5] = base_vertex + 1;
// Setup texcoords.
// OpenGL origin is bottom left.
texcoords[base_vertex + 0] = { 0.f, 1.f };
texcoords[base_vertex + 1] = { 1.f, 1.f };
texcoords[base_vertex + 2] = { 1.f, 0.f };
texcoords[base_vertex + 3] = { 0.f, 0.f };
}
// Hand off to the GPU.
gl::ScopedBufferBinding element_buffer(GL_ELEMENT_ARRAY_BUFFER, buffers[as_index(Buffers::Element)]);
gl::ScopedBufferBinding vertex_buffer(GL_ARRAY_BUFFER, buffers[as_index(Buffers::Vertex)]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(uint16_t), elements.data(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, max_vertex_count * (sizeof(ParticleData) + sizeof(glm::vec2)), nullptr, GL_DYNAMIC_DRAW);
{
// Ensure zero-initialization of the particle data.
glBufferSubData(GL_ARRAY_BUFFER, 0, particles_renderdata.size() * sizeof(ParticleData), particles_renderdata.data());
// Upload texcoords once.
glBufferSubData(GL_ARRAY_BUFFER, particles_renderdata.size() * sizeof(ParticleData), texcoords.size() * sizeof(glm::vec2), texcoords.data());
}
}