overte-HifiExperiments/libraries/entities-renderer/src/RenderableParticleEffectEntityItem.cpp
2016-05-14 08:28:51 -07:00

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C++

//
// RenderableParticleEffectEntityItem.cpp
// interface/src
//
// Created by Jason Rickwald on 3/2/15.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <glm/gtx/quaternion.hpp>
#include <DependencyManager.h>
#include <PerfStat.h>
#include <GeometryCache.h>
#include <AbstractViewStateInterface.h>
#include "EntitiesRendererLogging.h"
#include "RenderableParticleEffectEntityItem.h"
#include "untextured_particle_vert.h"
#include "untextured_particle_frag.h"
#include "textured_particle_vert.h"
#include "textured_particle_frag.h"
class ParticlePayloadData {
public:
static const size_t VERTEX_PER_PARTICLE = 4;
template<typename T>
struct InterpolationData {
T start;
T middle;
T finish;
T spread;
};
struct ParticleUniforms {
InterpolationData<float> radius;
InterpolationData<glm::vec4> color; // rgba
float lifespan;
glm::vec3 spare;
};
struct ParticlePrimitive {
ParticlePrimitive(glm::vec3 xyzIn, glm::vec2 uvIn) : xyz(xyzIn), uv(uvIn) {}
glm::vec3 xyz; // Position
glm::vec2 uv; // Lifetime + seed
};
using Payload = render::Payload<ParticlePayloadData>;
using Pointer = Payload::DataPointer;
using PipelinePointer = gpu::PipelinePointer;
using FormatPointer = gpu::Stream::FormatPointer;
using BufferPointer = gpu::BufferPointer;
using TexturePointer = gpu::TexturePointer;
using Format = gpu::Stream::Format;
using Buffer = gpu::Buffer;
using BufferView = gpu::BufferView;
using ParticlePrimitives = std::vector<ParticlePrimitive>;
ParticlePayloadData() {
ParticleUniforms uniforms;
_uniformBuffer = std::make_shared<Buffer>(sizeof(ParticleUniforms), (const gpu::Byte*) &uniforms);
_vertexFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element::VEC3F_XYZ,
offsetof(ParticlePrimitive, xyz), gpu::Stream::PER_INSTANCE);
_vertexFormat->setAttribute(gpu::Stream::COLOR, 0, gpu::Element::VEC2F_UV,
offsetof(ParticlePrimitive, uv), gpu::Stream::PER_INSTANCE);
}
void setPipeline(PipelinePointer pipeline) { _pipeline = pipeline; }
const PipelinePointer& getPipeline() const { return _pipeline; }
const Transform& getModelTransform() const { return _modelTransform; }
void setModelTransform(const Transform& modelTransform) { _modelTransform = modelTransform; }
const AABox& getBound() const { return _bound; }
void setBound(const AABox& bound) { _bound = bound; }
BufferPointer getParticleBuffer() { return _particleBuffer; }
const BufferPointer& getParticleBuffer() const { return _particleBuffer; }
const ParticleUniforms& getParticleUniforms() const { return _uniformBuffer.get<ParticleUniforms>(); }
ParticleUniforms& editParticleUniforms() { return _uniformBuffer.edit<ParticleUniforms>(); }
void setTexture(TexturePointer texture) { _texture = texture; }
const TexturePointer& getTexture() const { return _texture; }
bool getVisibleFlag() const { return _visibleFlag; }
void setVisibleFlag(bool visibleFlag) { _visibleFlag = visibleFlag; }
void render(RenderArgs* args) const {
assert(_pipeline);
gpu::Batch& batch = *args->_batch;
batch.setPipeline(_pipeline);
if (_texture) {
batch.setResourceTexture(0, _texture);
}
batch.setModelTransform(_modelTransform);
batch.setUniformBuffer(0, _uniformBuffer);
batch.setInputFormat(_vertexFormat);
batch.setInputBuffer(0, _particleBuffer, 0, sizeof(ParticlePrimitive));
auto numParticles = _particleBuffer->getSize() / sizeof(ParticlePrimitive);
batch.drawInstanced((gpu::uint32)numParticles, gpu::TRIANGLE_STRIP, (gpu::uint32)VERTEX_PER_PARTICLE);
}
protected:
Transform _modelTransform;
AABox _bound;
PipelinePointer _pipeline;
FormatPointer _vertexFormat { std::make_shared<Format>() };
BufferPointer _particleBuffer { std::make_shared<Buffer>() };
BufferView _uniformBuffer;
TexturePointer _texture;
bool _visibleFlag = true;
};
namespace render {
template <>
const ItemKey payloadGetKey(const ParticlePayloadData::Pointer& payload) {
if (payload->getVisibleFlag()) {
return ItemKey::Builder::transparentShape();
} else {
return ItemKey::Builder().withInvisible().build();
}
}
template <>
const Item::Bound payloadGetBound(const ParticlePayloadData::Pointer& payload) {
return payload->getBound();
}
template <>
void payloadRender(const ParticlePayloadData::Pointer& payload, RenderArgs* args) {
if (payload->getVisibleFlag()) {
payload->render(args);
}
}
}
EntityItemPointer RenderableParticleEffectEntityItem::factory(const EntityItemID& entityID,
const EntityItemProperties& properties) {
auto entity = std::make_shared<RenderableParticleEffectEntityItem>(entityID);
entity->setProperties(properties);
return entity;
}
RenderableParticleEffectEntityItem::RenderableParticleEffectEntityItem(const EntityItemID& entityItemID) :
ParticleEffectEntityItem(entityItemID) {
// lazy creation of particle system pipeline
if (!_untexturedPipeline || !_texturedPipeline) {
createPipelines();
}
}
bool RenderableParticleEffectEntityItem::addToScene(EntityItemPointer self,
render::ScenePointer scene,
render::PendingChanges& pendingChanges) {
_scene = scene;
_renderItemId = _scene->allocateID();
auto particlePayloadData = std::make_shared<ParticlePayloadData>();
particlePayloadData->setPipeline(_untexturedPipeline);
auto renderPayload = std::make_shared<ParticlePayloadData::Payload>(particlePayloadData);
render::Item::Status::Getters statusGetters;
makeEntityItemStatusGetters(getThisPointer(), statusGetters);
renderPayload->addStatusGetters(statusGetters);
pendingChanges.resetItem(_renderItemId, renderPayload);
return true;
}
void RenderableParticleEffectEntityItem::removeFromScene(EntityItemPointer self,
render::ScenePointer scene,
render::PendingChanges& pendingChanges) {
pendingChanges.removeItem(_renderItemId);
_scene = nullptr;
render::Item::clearID(_renderItemId);
};
void RenderableParticleEffectEntityItem::update(const quint64& now) {
ParticleEffectEntityItem::update(now);
if (_texturesChangedFlag) {
if (_textures.isEmpty()) {
_texture.clear();
} else {
// for now use the textures string directly.
// Eventually we'll want multiple textures in a map or array.
_texture = DependencyManager::get<TextureCache>()->getTexture(_textures);
}
_texturesChangedFlag = false;
}
updateRenderItem();
}
void RenderableParticleEffectEntityItem::updateRenderItem() {
// this 2 tests are synonyms for this class, but we would like to get rid of the _scene pointer ultimately
if (!_scene || !render::Item::isValidID(_renderItemId)) {
return;
}
if (!getVisible()) {
render::PendingChanges pendingChanges;
pendingChanges.updateItem<ParticlePayloadData>(_renderItemId, [](ParticlePayloadData& payload) {
payload.setVisibleFlag(false);
});
_scene->enqueuePendingChanges(pendingChanges);
return;
}
using ParticleUniforms = ParticlePayloadData::ParticleUniforms;
using ParticlePrimitive = ParticlePayloadData::ParticlePrimitive;
using ParticlePrimitives = ParticlePayloadData::ParticlePrimitives;
// Fill in Uniforms structure
ParticleUniforms particleUniforms;
particleUniforms.radius.start = getRadiusStart();
particleUniforms.radius.middle = getParticleRadius();
particleUniforms.radius.finish = getRadiusFinish();
particleUniforms.radius.spread = getRadiusSpread();
particleUniforms.color.start = glm::vec4(getColorStartRGB(), getAlphaStart());
particleUniforms.color.middle = glm::vec4(getColorRGB(), getAlpha());
particleUniforms.color.finish = glm::vec4(getColorFinishRGB(), getAlphaFinish());
particleUniforms.color.spread = glm::vec4(getColorSpreadRGB(), getAlphaSpread());
particleUniforms.lifespan = getLifespan();
// Build particle primitives
auto particlePrimitives = std::make_shared<ParticlePrimitives>();
particlePrimitives->reserve(_particles.size()); // Reserve space
for (auto& particle : _particles) {
particlePrimitives->emplace_back(particle.position, glm::vec2(particle.lifetime, particle.seed));
}
bool successb, successp, successr;
auto bounds = getAABox(successb);
auto position = getPosition(successp);
auto rotation = getOrientation(successr);
bool success = successb && successp && successr;
if (!success) {
return;
}
Transform transform;
if (!getEmitterShouldTrail()) {
transform.setTranslation(position);
transform.setRotation(rotation);
}
render::PendingChanges pendingChanges;
pendingChanges.updateItem<ParticlePayloadData>(_renderItemId, [=](ParticlePayloadData& payload) {
payload.setVisibleFlag(true);
// Update particle uniforms
memcpy(&payload.editParticleUniforms(), &particleUniforms, sizeof(ParticleUniforms));
// Update particle buffer
auto particleBuffer = payload.getParticleBuffer();
size_t numBytes = sizeof(ParticlePrimitive) * particlePrimitives->size();
particleBuffer->resize(numBytes);
if (numBytes == 0) {
return;
}
particleBuffer->setData(numBytes, (const gpu::Byte*)particlePrimitives->data());
// Update transform and bounds
payload.setModelTransform(transform);
payload.setBound(bounds);
if (_texture && _texture->isLoaded()) {
payload.setTexture(_texture->getGPUTexture());
payload.setPipeline(_texturedPipeline);
} else {
payload.setTexture(nullptr);
payload.setPipeline(_untexturedPipeline);
}
});
_scene->enqueuePendingChanges(pendingChanges);
}
void RenderableParticleEffectEntityItem::createPipelines() {
if (!_untexturedPipeline) {
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
auto vertShader = gpu::Shader::createVertex(std::string(untextured_particle_vert));
auto fragShader = gpu::Shader::createPixel(std::string(untextured_particle_frag));
auto program = gpu::Shader::createProgram(vertShader, fragShader);
_untexturedPipeline = gpu::Pipeline::create(program, state);
}
if (!_texturedPipeline) {
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
auto vertShader = gpu::Shader::createVertex(std::string(textured_particle_vert));
auto fragShader = gpu::Shader::createPixel(std::string(textured_particle_frag));
auto program = gpu::Shader::createProgram(vertShader, fragShader);
_texturedPipeline = gpu::Pipeline::create(program, state);
}
}
void RenderableParticleEffectEntityItem::notifyBoundChanged() {
if (!render::Item::isValidID(_renderItemId)) {
return;
}
render::PendingChanges pendingChanges;
pendingChanges.updateItem<ParticlePayloadData>(_renderItemId, [](ParticlePayloadData& payload) {
});
_scene->enqueuePendingChanges(pendingChanges);
}