| // |
| // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // Based on ParticleSystem.c from |
| // Book: OpenGL(R) ES 2.0 Programming Guide |
| // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner |
| // ISBN-10: 0321502795 |
| // ISBN-13: 9780321502797 |
| // Publisher: Addison-Wesley Professional |
| // URLs: http://safari.informit.com/9780321563835 |
| // http://www.opengles-book.com |
| |
| #include "SampleApplication.h" |
| |
| #include "common/vector_utils.h" |
| #include "shader_utils.h" |
| #include "random_utils.h" |
| #include "system_utils.h" |
| #include "tga_utils.h" |
| |
| #define _USE_MATH_DEFINES |
| #include <math.h> |
| |
| using namespace angle; |
| |
| class ParticleSystemSample : public SampleApplication |
| { |
| public: |
| ParticleSystemSample() |
| : SampleApplication("ParticleSystem", 1280, 720) |
| { |
| } |
| |
| bool initialize() override |
| { |
| const std::string vs = SHADER_SOURCE |
| ( |
| uniform float u_time; |
| uniform vec3 u_centerPosition; |
| attribute float a_lifetime; |
| attribute vec3 a_startPosition; |
| attribute vec3 a_endPosition; |
| varying float v_lifetime; |
| void main() |
| { |
| if (u_time <= a_lifetime) |
| { |
| gl_Position.xyz = a_startPosition + (u_time * a_endPosition); |
| gl_Position.xyz += u_centerPosition; |
| gl_Position.w = 1.0; |
| } |
| else |
| { |
| gl_Position = vec4(-1000, -1000, 0, 0); |
| } |
| v_lifetime = 1.0 - (u_time / a_lifetime); |
| v_lifetime = clamp(v_lifetime, 0.0, 1.0); |
| gl_PointSize = (v_lifetime * v_lifetime) * 40.0; |
| } |
| ); |
| |
| const std::string fs = SHADER_SOURCE |
| ( |
| precision mediump float; |
| uniform vec4 u_color; |
| varying float v_lifetime; |
| uniform sampler2D s_texture; |
| void main() |
| { |
| vec4 texColor; |
| texColor = texture2D(s_texture, gl_PointCoord); |
| gl_FragColor = vec4(u_color) * texColor; |
| gl_FragColor.a *= v_lifetime; |
| } |
| ); |
| |
| mProgram = CompileProgram(vs, fs); |
| if (!mProgram) |
| { |
| return false; |
| } |
| |
| // Get the attribute locations |
| mLifetimeLoc = glGetAttribLocation(mProgram, "a_lifetime"); |
| mStartPositionLoc = glGetAttribLocation(mProgram, "a_startPosition"); |
| mEndPositionLoc = glGetAttribLocation(mProgram, "a_endPosition"); |
| |
| // Get the uniform locations |
| mTimeLoc = glGetUniformLocation(mProgram, "u_time"); |
| mCenterPositionLoc = glGetUniformLocation(mProgram, "u_centerPosition"); |
| mColorLoc = glGetUniformLocation(mProgram, "u_color"); |
| mSamplerLoc = glGetUniformLocation(mProgram, "s_texture"); |
| |
| glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
| |
| // Fill in particle data array |
| for (size_t i = 0; i < mParticleCount; i++) |
| { |
| mParticles[i].lifetime = mRNG.randomFloatBetween(0.0f, 1.0f); |
| |
| float endAngle = mRNG.randomFloatBetween(0, 2.0f * float(M_PI)); |
| float endRadius = mRNG.randomFloatBetween(0.0f, 2.0f); |
| mParticles[i].endPosition.x() = sinf(endAngle) * endRadius; |
| mParticles[i].endPosition.y() = cosf(endAngle) * endRadius; |
| mParticles[i].endPosition.z() = 0.0f; |
| |
| float startAngle = mRNG.randomFloatBetween(0, 2.0f * float(M_PI)); |
| float startRadius = mRNG.randomFloatBetween(0.0f, 0.25f); |
| mParticles[i].startPosition.x() = sinf(startAngle) * startRadius; |
| mParticles[i].startPosition.y() = cosf(startAngle) * startRadius; |
| mParticles[i].startPosition.z() = 0.0f; |
| } |
| |
| mParticleTime = 1.0f; |
| |
| std::stringstream smokeStr; |
| smokeStr << angle::GetExecutableDirectory() << "/smoke.tga"; |
| |
| TGAImage img; |
| if (!LoadTGAImageFromFile(smokeStr.str(), &img)) |
| { |
| return false; |
| } |
| mTextureID = LoadTextureFromTGAImage(img); |
| if (!mTextureID) |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| void destroy() override { glDeleteProgram(mProgram); } |
| |
| void step(float dt, double totalTime) override |
| { |
| // Use the program object |
| glUseProgram(mProgram); |
| |
| mParticleTime += dt; |
| if (mParticleTime >= 1.0f) |
| { |
| mParticleTime = 0.0f; |
| |
| // Pick a new start location and color |
| Vector3 centerPos(mRNG.randomFloatBetween(-0.5f, 0.5f), |
| mRNG.randomFloatBetween(-0.5f, 0.5f), |
| mRNG.randomFloatBetween(-0.5f, 0.5f)); |
| glUniform3fv(mCenterPositionLoc, 1, centerPos.data()); |
| |
| // Random color |
| Vector4 color(mRNG.randomFloatBetween(0.0f, 1.0f), mRNG.randomFloatBetween(0.0f, 1.0f), |
| mRNG.randomFloatBetween(0.0f, 1.0f), 0.5f); |
| glUniform4fv(mColorLoc, 1, color.data()); |
| } |
| |
| // Load uniform time variable |
| glUniform1f(mTimeLoc, mParticleTime); |
| } |
| |
| void draw() override |
| { |
| // Set the viewport |
| glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight()); |
| |
| // Clear the color buffer |
| glClear(GL_COLOR_BUFFER_BIT); |
| |
| // Use the program object |
| glUseProgram(mProgram); |
| |
| // Load the vertex attributes |
| glVertexAttribPointer(mLifetimeLoc, 1, GL_FLOAT, GL_FALSE, sizeof(Particle), &mParticles[0].lifetime); |
| glVertexAttribPointer(mEndPositionLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Particle), &mParticles[0].endPosition); |
| glVertexAttribPointer(mStartPositionLoc, 3, GL_FLOAT, GL_FALSE, sizeof(Particle), &mParticles[0].startPosition); |
| |
| glEnableVertexAttribArray(mLifetimeLoc); |
| glEnableVertexAttribArray(mEndPositionLoc); |
| glEnableVertexAttribArray(mStartPositionLoc); |
| |
| // Blend particles |
| glEnable(GL_BLEND); |
| glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
| |
| // Bind the texture |
| glActiveTexture(GL_TEXTURE0); |
| glBindTexture(GL_TEXTURE_2D, mTextureID); |
| |
| // Set the sampler texture unit to 0 |
| glUniform1i(mSamplerLoc, 0); |
| |
| glDrawArrays(GL_POINTS, 0, mParticleCount); |
| } |
| |
| private: |
| // Handle to a program object |
| GLuint mProgram; |
| |
| // Attribute locations |
| GLint mLifetimeLoc; |
| GLint mStartPositionLoc; |
| GLint mEndPositionLoc; |
| |
| // Uniform location |
| GLint mTimeLoc; |
| GLint mColorLoc; |
| GLint mCenterPositionLoc; |
| GLint mSamplerLoc; |
| |
| // Texture handle |
| GLuint mTextureID; |
| |
| // Particle vertex data |
| struct Particle |
| { |
| float lifetime; |
| Vector3 startPosition; |
| Vector3 endPosition; |
| }; |
| static const size_t mParticleCount = 1024; |
| std::array<Particle, mParticleCount> mParticles; |
| float mParticleTime; |
| RNG mRNG; |
| }; |
| |
| int main(int argc, char **argv) |
| { |
| ParticleSystemSample app; |
| return app.run(); |
| } |