-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathvortex.cpp
More file actions
194 lines (145 loc) · 6.29 KB
/
vortex.cpp
File metadata and controls
194 lines (145 loc) · 6.29 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
#include "helpers.h"
#include <GL\glfw.h>
#include <stdio.h>
#include <fstream>
#include <string>
#include "Vortex.h"
Vortex::Vortex(void)
{
mvp = MVPprovider::Instance();
distance = 80;
generatorState = 0;
}
Vortex::~Vortex(void)
{
}
glm::vec3 Vortex::initParticle()
{
return glm::vec3((rand() % 5)/5.0f, (rand() % 5)/5.0f, 0);
}
void Vortex::initialize(char* texturePath, char* alphaTexturePath)
{
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
ProgramID = LoadShaders("vortexVertex.glsl", "vortexFragment.glsl", "vortexGeometry.glsl");
ModelViewID = glGetUniformLocation(ProgramID, "MV");
ProjectionID = glGetUniformLocation(ProgramID, "P");
ParticleSizeID = glGetUniformLocation(ProgramID, "particleSize");
//Texture = loadDDS(texturePath);
//TextureSamplerID = glGetUniformLocation(ProgramID, "textureSampler");
AlphaTexture = loadDDS(alphaTexturePath);
AlphaTextureSamplerID = glGetUniformLocation(ProgramID, "alphaTextureSampler");
for (int i=0; i < 1000; i++)
{
particles.push_back(glm::vec3(0.0f, 0.0f, distance+1));
speeds.push_back(glm::vec3(0.0f, 0.0f, 0.0f));
sprites.push_back(glm::vec2(rand() % 4, rand() % 4));
}
glGenBuffers(1, &ParticleBufferID);
glBindBuffer(GL_ARRAY_BUFFER, ParticleBufferID);
glBufferData(GL_ARRAY_BUFFER, particles.size() * sizeof(glm::vec3), &particles[0], GL_STREAM_DRAW);
glGenBuffers(1, &ParticleChanged); //изменившиеся позиции
glBindBuffer(GL_ARRAY_BUFFER, ParticleChanged);
glBufferData(GL_ARRAY_BUFFER, particles.size() * sizeof(glm::vec3), 0, GL_DYNAMIC_DRAW);
glGenBuffers(1, &SpeedBufferID);
glBindBuffer(GL_ARRAY_BUFFER, SpeedBufferID);
glBufferData(GL_ARRAY_BUFFER, speeds.size() * sizeof(glm::vec3), &speeds[0], GL_STREAM_DRAW);
glGenBuffers(1, &SpeedChanged); //изменившиеся скорости
glBindBuffer(GL_ARRAY_BUFFER, SpeedChanged);
glBufferData(GL_ARRAY_BUFFER, speeds.size() * sizeof(glm::vec3), 0, GL_DYNAMIC_DRAW);
glGenBuffers(1, &SpritesBufferID);
glBindBuffer(GL_ARRAY_BUFFER, SpritesBufferID);
glBufferData(GL_ARRAY_BUFFER, sprites.size() * sizeof(glm::vec2), &sprites[0], GL_STATIC_DRAW);
ProcessingProgram = preapareProcessingShader();
ModelMatrix = glm::mat4(
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1);
}
GLuint Vortex::preapareProcessingShader()
{
GLuint ProgramID = glCreateProgram();
GLuint ProcessingShaderID = glCreateShader(GL_VERTEX_SHADER);
std::string VertexShaderCode;
std::ifstream VertexShaderStream("particleVertex.glsl", std::ios::in);
if(VertexShaderStream.is_open()){
std::string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}
const char* ShaderSourcePointer = VertexShaderCode.c_str();
glShaderSource(ProcessingShaderID, 1, &ShaderSourcePointer, NULL);
glCompileShader(ProcessingShaderID);
glAttachShader(ProgramID, ProcessingShaderID);
const char* state[2] = { "particlePosition", "particleSpeed" };
glTransformFeedbackVaryings(ProgramID, 2, state, GL_SEPARATE_ATTRIBS);
glLinkProgram(ProgramID);
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage( std::max(InfoLogLength, int(1)) );
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
GeneratorStateID = glGetUniformLocation(ProgramID, "state");
DistanceID = glGetUniformLocation(ProgramID, "maxDistance");
glDeleteShader(ProcessingShaderID);
return ProgramID;
}
void Vortex::process()
{
glDisable(GL_DEPTH_TEST);
generatorState++; //для начала обновляю состояние генератора частиц
if (generatorState > 100) generatorState = 1;
glUseProgram(ProcessingProgram);
glEnable(GL_RASTERIZER_DISCARD);
glUniform1f(GeneratorStateID, generatorState);
glUniform1f(DistanceID, distance);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, ParticleBufferID); //буфер с центрами частиц
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)NULL);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, SpeedBufferID); //буфер с их скоростями
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)NULL);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, ParticleChanged);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 1, SpeedChanged);
glBeginTransformFeedback(GL_POINTS); //теперь происходит собственно обработка
glDrawArrays(GL_POINTS, 0, particles.size());
glEndTransformFeedback();
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisable(GL_RASTERIZER_DISCARD);
std::swap(ParticleBufferID, ParticleChanged); //меняю буферы местами
std::swap(SpeedBufferID, SpeedChanged);
}
void Vortex::render()
{
glEnable(GL_BLEND);
glUseProgram(ProgramID); //выбираю программу с шейдерами
glm::mat4 ModelViewMatrix = getViewMatrix() * ModelMatrix; //подаю матрицы в шейдер
glUniformMatrix4fv(ModelViewID, 1, GL_FALSE, &ModelViewMatrix[0][0]);
glUniformMatrix4fv(ProjectionID, 1, GL_FALSE, &(getProjectionMatrix())[0][0]);
//glm::mat4 ModelViewMatrix = ModelMatrix * mvp->View();
//glUniformMatrix4fv(ModelViewID, 1, GL_FALSE, &ModelViewMatrix[0][0]);
//glUniformMatrix4fv(ProjectionID, 1, GL_FALSE, &(mvp->Projection())[0][0]);
glUniform2f(ParticleSizeID, 1.0f, 1.0f);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, ParticleBufferID); //буфер с центрами частиц
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)NULL);
glEnableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, SpritesBufferID); //буфер с центрами частиц
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 0, (void*)NULL);
//glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, Texture); //текстура будет в нулевом модуле
//glUniform1i(TextureSamplerID, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, AlphaTexture);
glUniform1i(AlphaTextureSamplerID, 1);
glDrawArrays(GL_POINTS, 0, particles.size());
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisable(GL_BLEND);
}