mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 17:14:59 +02:00
commit
3daf80f498
17 changed files with 439 additions and 589 deletions
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@ -23,43 +23,73 @@
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#include "untextured_particle_frag.h"
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#include "textured_particle_vert.h"
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#include "textured_particle_frag.h"
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#include "textured_particle_alpha_discard_frag.h"
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class ParticlePayload {
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class ParticlePayloadData {
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public:
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typedef render::Payload<ParticlePayload> Payload;
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typedef Payload::DataPointer Pointer;
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typedef RenderableParticleEffectEntityItem::Vertex Vertex;
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static const size_t VERTEX_PER_PARTICLE = 4;
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ParticlePayload(EntityItemPointer entity) :
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_entity(entity),
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_vertexFormat(std::make_shared<gpu::Stream::Format>()),
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_vertexBuffer(std::make_shared<gpu::Buffer>()),
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_indexBuffer(std::make_shared<gpu::Buffer>()) {
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_vertexFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element::VEC3F_XYZ, 0);
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_vertexFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), offsetof(Vertex, uv));
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_vertexFormat->setAttribute(gpu::Stream::COLOR, 0, gpu::Element::COLOR_RGBA_32, offsetof(Vertex, rgba));
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template<typename T>
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struct InterpolationData {
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T start;
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T middle;
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T finish;
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T spread;
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};
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struct ParticleUniforms {
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InterpolationData<float> radius;
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InterpolationData<glm::vec4> color; // rgba
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float lifespan;
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};
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struct ParticlePrimitive {
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ParticlePrimitive(glm::vec3 xyzIn, glm::vec2 uvIn) : xyz(xyzIn), uv(uvIn) {}
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glm::vec3 xyz; // Position
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glm::vec2 uv; // Lifetime + seed
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};
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using Payload = render::Payload<ParticlePayloadData>;
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using Pointer = Payload::DataPointer;
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using PipelinePointer = gpu::PipelinePointer;
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using FormatPointer = gpu::Stream::FormatPointer;
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using BufferPointer = gpu::BufferPointer;
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using TexturePointer = gpu::TexturePointer;
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using Format = gpu::Stream::Format;
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using Buffer = gpu::Buffer;
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using BufferView = gpu::BufferView;
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using ParticlePrimitives = std::vector<ParticlePrimitive>;
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ParticlePayloadData() {
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ParticleUniforms uniforms;
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_uniformBuffer = std::make_shared<Buffer>(sizeof(ParticleUniforms), (const gpu::Byte*) &uniforms);
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_vertexFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element::VEC3F_XYZ,
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offsetof(ParticlePrimitive, xyz), gpu::Stream::PER_INSTANCE);
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_vertexFormat->setAttribute(gpu::Stream::COLOR, 0, gpu::Element::VEC2F_UV,
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offsetof(ParticlePrimitive, uv), gpu::Stream::PER_INSTANCE);
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}
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void setPipeline(gpu::PipelinePointer pipeline) { _pipeline = pipeline; }
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const gpu::PipelinePointer& getPipeline() const { return _pipeline; }
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void setPipeline(PipelinePointer pipeline) { _pipeline = pipeline; }
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const PipelinePointer& getPipeline() const { return _pipeline; }
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const Transform& getModelTransform() const { return _modelTransform; }
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void setModelTransform(const Transform& modelTransform) { _modelTransform = modelTransform; }
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const AABox& getBound() const { return _bound; }
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void setBound(AABox& bound) { _bound = bound; }
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void setBound(const AABox& bound) { _bound = bound; }
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gpu::BufferPointer getVertexBuffer() { return _vertexBuffer; }
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const gpu::BufferPointer& getVertexBuffer() const { return _vertexBuffer; }
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BufferPointer getParticleBuffer() { return _particleBuffer; }
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const BufferPointer& getParticleBuffer() const { return _particleBuffer; }
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const ParticleUniforms& getParticleUniforms() const { return _uniformBuffer.get<ParticleUniforms>(); }
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ParticleUniforms& editParticleUniforms() { return _uniformBuffer.edit<ParticleUniforms>(); }
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gpu::BufferPointer getIndexBuffer() { return _indexBuffer; }
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const gpu::BufferPointer& getIndexBuffer() const { return _indexBuffer; }
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void setTexture(gpu::TexturePointer texture) { _texture = texture; }
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const gpu::TexturePointer& getTexture() const { return _texture; }
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void setTexture(TexturePointer texture) { _texture = texture; }
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const TexturePointer& getTexture() const { return _texture; }
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bool getVisibleFlag() const { return _visibleFlag; }
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void setVisibleFlag(bool visibleFlag) { _visibleFlag = visibleFlag; }
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void render(RenderArgs* args) const {
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assert(_pipeline);
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@ -71,30 +101,29 @@ public:
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}
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batch.setModelTransform(_modelTransform);
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batch.setUniformBuffer(0, _uniformBuffer);
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batch.setInputFormat(_vertexFormat);
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batch.setInputBuffer(0, _vertexBuffer, 0, sizeof(Vertex));
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batch.setIndexBuffer(gpu::UINT16, _indexBuffer, 0);
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batch.setInputBuffer(0, _particleBuffer, 0, sizeof(ParticlePrimitive));
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auto numIndices = _indexBuffer->getSize() / sizeof(uint16_t);
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batch.drawIndexed(gpu::TRIANGLES, numIndices);
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auto numParticles = _particleBuffer->getSize() / sizeof(ParticlePrimitive);
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batch.drawInstanced(numParticles, gpu::TRIANGLE_STRIP, VERTEX_PER_PARTICLE);
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}
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EntityItemPointer _entity;
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protected:
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Transform _modelTransform;
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AABox _bound;
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gpu::PipelinePointer _pipeline;
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gpu::Stream::FormatPointer _vertexFormat;
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gpu::BufferPointer _vertexBuffer;
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gpu::BufferPointer _indexBuffer;
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gpu::TexturePointer _texture;
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PipelinePointer _pipeline;
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FormatPointer _vertexFormat { std::make_shared<Format>() };
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BufferPointer _particleBuffer { std::make_shared<Buffer>() };
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BufferView _uniformBuffer;
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TexturePointer _texture;
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bool _visibleFlag = true;
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};
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namespace render {
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template <>
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const ItemKey payloadGetKey(const ParticlePayload::Pointer& payload) {
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if (payload->_entity->getVisible()) {
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const ItemKey payloadGetKey(const ParticlePayloadData::Pointer& payload) {
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if (payload->getVisibleFlag()) {
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return ItemKey::Builder::transparentShape();
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} else {
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return ItemKey::Builder().withInvisible().build();
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@ -102,16 +131,15 @@ namespace render {
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}
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template <>
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const Item::Bound payloadGetBound(const ParticlePayload::Pointer& payload) {
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const Item::Bound payloadGetBound(const ParticlePayloadData::Pointer& payload) {
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return payload->getBound();
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}
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template <>
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void payloadRender(const ParticlePayload::Pointer& payload, RenderArgs* args) {
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if (payload->_entity->getVisible()) {
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void payloadRender(const ParticlePayloadData::Pointer& payload, RenderArgs* args) {
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if (payload->getVisibleFlag()) {
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payload->render(args);
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}
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}
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}
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@ -119,7 +147,7 @@ namespace render {
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EntityItemPointer RenderableParticleEffectEntityItem::factory(const EntityItemID& entityID,
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const EntityItemProperties& properties) {
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EntityItemPointer entity{ new RenderableParticleEffectEntityItem(entityID) };
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auto entity = std::make_shared<RenderableParticleEffectEntityItem>(entityID);
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entity->setProperties(properties);
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return entity;
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}
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@ -127,7 +155,7 @@ EntityItemPointer RenderableParticleEffectEntityItem::factory(const EntityItemID
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RenderableParticleEffectEntityItem::RenderableParticleEffectEntityItem(const EntityItemID& entityItemID) :
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ParticleEffectEntityItem(entityItemID) {
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// lazy creation of particle system pipeline
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if (!_untexturedPipeline && !_texturedPipeline) {
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if (!_untexturedPipeline || !_texturedPipeline) {
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createPipelines();
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}
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}
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@ -135,18 +163,15 @@ RenderableParticleEffectEntityItem::RenderableParticleEffectEntityItem(const Ent
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bool RenderableParticleEffectEntityItem::addToScene(EntityItemPointer self,
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render::ScenePointer scene,
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render::PendingChanges& pendingChanges) {
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auto particlePayload =
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std::shared_ptr<ParticlePayload>(new ParticlePayload(getThisPointer()));
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particlePayload->setPipeline(_untexturedPipeline);
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_renderItemId = scene->allocateID();
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auto renderData = ParticlePayload::Pointer(particlePayload);
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auto renderPayload = render::PayloadPointer(new ParticlePayload::Payload(renderData));
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_scene = scene;
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_renderItemId = _scene->allocateID();
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auto particlePayloadData = std::make_shared<ParticlePayloadData>();
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particlePayloadData->setPipeline(_untexturedPipeline);
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auto renderPayload = std::make_shared<ParticlePayloadData::Payload>(particlePayloadData);
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render::Item::Status::Getters statusGetters;
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makeEntityItemStatusGetters(getThisPointer(), statusGetters);
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renderPayload->addStatusGetters(statusGetters);
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pendingChanges.resetItem(_renderItemId, renderPayload);
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_scene = scene;
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return true;
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}
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@ -174,141 +199,71 @@ void RenderableParticleEffectEntityItem::update(const quint64& now) {
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updateRenderItem();
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}
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uint32_t toRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
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return ((uint32_t)r | (uint32_t)g << 8 | (uint32_t)b << 16 | (uint32_t)a << 24);
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}
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class ParticleDetails {
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public:
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ParticleDetails(glm::vec3 position, float radius, uint32_t rgba) : position(position), radius(radius), rgba(rgba) { }
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glm::vec3 position;
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float radius;
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uint32_t rgba;
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};
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static glm::vec3 zSortAxis;
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static bool zSort(const ParticleDetails& rhs, const ParticleDetails& lhs) {
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return glm::dot(rhs.position, ::zSortAxis) > glm::dot(lhs.position, ::zSortAxis);
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}
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void RenderableParticleEffectEntityItem::updateRenderItem() {
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if (!_scene) {
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return;
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}
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// make a copy of each particle's details
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std::vector<ParticleDetails> particleDetails;
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particleDetails.reserve(getLivingParticleCount());
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for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) {
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auto xcolor = _particleColors[i];
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auto alpha = (uint8_t)(glm::clamp(_particleAlphas[i] * getLocalRenderAlpha(), 0.0f, 1.0f) * 255.0f);
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auto rgba = toRGBA(xcolor.red, xcolor.green, xcolor.blue, alpha);
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particleDetails.push_back(ParticleDetails(_particlePositions[i], _particleRadiuses[i], rgba));
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if (!getVisible()) {
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render::PendingChanges pendingChanges;
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pendingChanges.updateItem<ParticlePayloadData>(_renderItemId, [](ParticlePayloadData& payload) {
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payload.setVisibleFlag(false);
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});
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_scene->enqueuePendingChanges(pendingChanges);
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return;
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}
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// sort particles back to front
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// NOTE: this is view frustum might be one frame out of date.
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auto frustum = AbstractViewStateInterface::instance()->getCurrentViewFrustum();
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using ParticleUniforms = ParticlePayloadData::ParticleUniforms;
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using ParticlePrimitive = ParticlePayloadData::ParticlePrimitive;
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using ParticlePrimitives = ParticlePayloadData::ParticlePrimitives;
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// No need to sort if we're doing additive blending
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if (_additiveBlending != true) {
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::zSortAxis = frustum->getDirection();
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qSort(particleDetails.begin(), particleDetails.end(), zSort);
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}
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// allocate vertices
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_vertices.clear();
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// build vertices from particle positions and radiuses
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glm::vec3 dir = frustum->getDirection();
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for (auto&& particle : particleDetails) {
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glm::vec3 right = glm::normalize(glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), dir));
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glm::vec3 up = glm::normalize(glm::cross(right, dir));
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glm::vec3 upOffset = up * particle.radius;
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glm::vec3 rightOffset = right * particle.radius;
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// generate corners of quad aligned to face the camera.
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_vertices.emplace_back(particle.position + rightOffset + upOffset, glm::vec2(1.0f, 1.0f), particle.rgba);
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_vertices.emplace_back(particle.position - rightOffset + upOffset, glm::vec2(0.0f, 1.0f), particle.rgba);
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_vertices.emplace_back(particle.position - rightOffset - upOffset, glm::vec2(0.0f, 0.0f), particle.rgba);
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_vertices.emplace_back(particle.position + rightOffset - upOffset, glm::vec2(1.0f, 0.0f), particle.rgba);
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// Fill in Uniforms structure
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ParticleUniforms particleUniforms;
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particleUniforms.radius.start = getRadiusStart();
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particleUniforms.radius.middle = getParticleRadius();
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particleUniforms.radius.finish = getRadiusFinish();
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particleUniforms.radius.spread = getRadiusSpread();
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particleUniforms.color.start = toGlm(getColorStart(), getAlphaStart());
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particleUniforms.color.middle = toGlm(getXColor(), getAlpha());
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particleUniforms.color.finish = toGlm(getColorFinish(), getAlphaFinish());
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particleUniforms.color.spread = toGlm(getColorSpread(), getAlphaSpread());
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particleUniforms.lifespan = getLifespan();
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// Build particle primitives
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auto particlePrimitives = std::make_shared<ParticlePrimitives>();
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particlePrimitives->reserve(_particles.size()); // Reserve space
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for (auto& particle : _particles) {
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particlePrimitives->emplace_back(particle.position, glm::vec2(particle.lifetime, particle.seed));
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}
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auto bounds = getAABox();
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auto position = getPosition();
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auto rotation = getRotation();
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Transform transform;
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transform.setTranslation(position);
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transform.setRotation(rotation);
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render::PendingChanges pendingChanges;
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pendingChanges.updateItem<ParticlePayload>(_renderItemId, [this](ParticlePayload& payload) {
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// update vertex buffer
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auto vertexBuffer = payload.getVertexBuffer();
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size_t numBytes = sizeof(Vertex) * _vertices.size();
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pendingChanges.updateItem<ParticlePayloadData>(_renderItemId, [=](ParticlePayloadData& payload) {
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payload.setVisibleFlag(true);
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// Update particle uniforms
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memcpy(&payload.editParticleUniforms(), &particleUniforms, sizeof(ParticleUniforms));
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// Update particle buffer
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auto particleBuffer = payload.getParticleBuffer();
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size_t numBytes = sizeof(ParticlePrimitive) * particlePrimitives->size();
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particleBuffer->resize(numBytes);
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if (numBytes == 0) {
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vertexBuffer->resize(0);
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auto indexBuffer = payload.getIndexBuffer();
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indexBuffer->resize(0);
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return;
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}
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memcpy(particleBuffer->editData(), particlePrimitives->data(), numBytes);
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vertexBuffer->resize(numBytes);
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gpu::Byte* data = vertexBuffer->editData();
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memcpy(data, &(_vertices[0]), numBytes);
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// Update transform and bounds
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payload.setModelTransform(transform);
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payload.setBound(bounds);
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// FIXME, don't update index buffer if num particles has not changed.
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// update index buffer
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auto indexBuffer = payload.getIndexBuffer();
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const size_t NUM_VERTS_PER_PARTICLE = 4;
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const size_t NUM_INDICES_PER_PARTICLE = 6;
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auto numQuads = (_vertices.size() / NUM_VERTS_PER_PARTICLE);
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numBytes = sizeof(uint16_t) * numQuads * NUM_INDICES_PER_PARTICLE;
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indexBuffer->resize(numBytes);
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data = indexBuffer->editData();
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auto indexPtr = reinterpret_cast<uint16_t*>(data);
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for (size_t i = 0; i < numQuads; ++i) {
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indexPtr[i * NUM_INDICES_PER_PARTICLE + 0] = i * NUM_VERTS_PER_PARTICLE + 0;
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indexPtr[i * NUM_INDICES_PER_PARTICLE + 1] = i * NUM_VERTS_PER_PARTICLE + 1;
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indexPtr[i * NUM_INDICES_PER_PARTICLE + 2] = i * NUM_VERTS_PER_PARTICLE + 3;
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indexPtr[i * NUM_INDICES_PER_PARTICLE + 3] = i * NUM_VERTS_PER_PARTICLE + 1;
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indexPtr[i * NUM_INDICES_PER_PARTICLE + 4] = i * NUM_VERTS_PER_PARTICLE + 2;
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indexPtr[i * NUM_INDICES_PER_PARTICLE + 5] = i * NUM_VERTS_PER_PARTICLE + 3;
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}
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// update transform
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glm::quat rot = getRotation();
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glm::vec3 pos = getPosition();
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Transform t;
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t.setRotation(rot);
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payload.setModelTransform(t);
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// transform _particleMinBound and _particleMaxBound corners into world coords
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glm::vec3 d = _particleMaxBound - _particleMinBound;
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const size_t NUM_BOX_CORNERS = 8;
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glm::vec3 corners[NUM_BOX_CORNERS] = {
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pos + rot * (_particleMinBound + glm::vec3(0.0f, 0.0f, 0.0f)),
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pos + rot * (_particleMinBound + glm::vec3(d.x, 0.0f, 0.0f)),
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pos + rot * (_particleMinBound + glm::vec3(0.0f, d.y, 0.0f)),
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pos + rot * (_particleMinBound + glm::vec3(d.x, d.y, 0.0f)),
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pos + rot * (_particleMinBound + glm::vec3(0.0f, 0.0f, d.z)),
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pos + rot * (_particleMinBound + glm::vec3(d.x, 0.0f, d.z)),
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pos + rot * (_particleMinBound + glm::vec3(0.0f, d.y, d.z)),
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pos + rot * (_particleMinBound + glm::vec3(d.x, d.y, d.z))
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};
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glm::vec3 min(FLT_MAX, FLT_MAX, FLT_MAX);
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glm::vec3 max = -min;
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for (size_t i = 0; i < NUM_BOX_CORNERS; i++) {
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min.x = std::min(min.x, corners[i].x);
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min.y = std::min(min.y, corners[i].y);
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min.z = std::min(min.z, corners[i].z);
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max.x = std::max(max.x, corners[i].x);
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max.y = std::max(max.y, corners[i].y);
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max.z = std::max(max.z, corners[i].z);
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}
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AABox bound(min, max - min);
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payload.setBound(bound);
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bool textured = _texture && _texture->isLoaded();
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if (textured) {
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if (_texture && _texture->isLoaded()) {
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payload.setTexture(_texture->getGPUTexture());
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payload.setPipeline(_texturedPipeline);
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} else {
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@ -321,46 +276,29 @@ void RenderableParticleEffectEntityItem::updateRenderItem() {
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}
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void RenderableParticleEffectEntityItem::createPipelines() {
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bool writeToDepthBuffer = false;
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gpu::State::BlendArg destinationColorBlendArg;
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if (_additiveBlending) {
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destinationColorBlendArg = gpu::State::ONE;
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}
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else {
|
||||
destinationColorBlendArg = gpu::State::INV_SRC_ALPHA;
|
||||
writeToDepthBuffer = true;
|
||||
}
|
||||
if (!_untexturedPipeline) {
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
state->setDepthTest(true, writeToDepthBuffer, gpu::LESS_EQUAL);
|
||||
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
|
||||
destinationColorBlendArg, gpu::State::FACTOR_ALPHA,
|
||||
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
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);
|
||||
|
||||
bool writeToDepthBuffer = !_additiveBlending;
|
||||
state->setDepthTest(true, writeToDepthBuffer, gpu::LESS_EQUAL);
|
||||
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
|
||||
destinationColorBlendArg, gpu::State::FACTOR_ALPHA,
|
||||
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
auto vertShader = gpu::Shader::createVertex(std::string(textured_particle_vert));
|
||||
gpu::ShaderPointer fragShader;
|
||||
if (_additiveBlending) {
|
||||
fragShader = gpu::Shader::createPixel(std::string(textured_particle_frag));
|
||||
}
|
||||
else {
|
||||
//If we are sorting and have no additive blending, we want to discard pixels with low alpha to avoid inter-particle entity artifacts
|
||||
fragShader = gpu::Shader::createPixel(std::string(textured_particle_alpha_discard_frag));
|
||||
}
|
||||
auto fragShader = gpu::Shader::createPixel(std::string(textured_particle_frag));
|
||||
|
||||
auto program = gpu::Shader::createProgram(vertShader, fragShader);
|
||||
_texturedPipeline = gpu::Pipeline::create(program, state);
|
||||
}
|
||||
|
|
|
@ -16,7 +16,7 @@
|
|||
#include "RenderableEntityItem.h"
|
||||
|
||||
class RenderableParticleEffectEntityItem : public ParticleEffectEntityItem {
|
||||
friend class ParticlePayload;
|
||||
friend class ParticlePayloadData;
|
||||
public:
|
||||
static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
|
||||
RenderableParticleEffectEntityItem(const EntityItemID& entityItemID);
|
||||
|
@ -29,23 +29,14 @@ public:
|
|||
virtual void removeFromScene(EntityItemPointer self, render::ScenePointer scene, render::PendingChanges& pendingChanges) override;
|
||||
|
||||
protected:
|
||||
render::ItemID _renderItemId;
|
||||
|
||||
struct Vertex {
|
||||
Vertex(glm::vec3 xyzIn, glm::vec2 uvIn, uint32_t rgbaIn) : xyz(xyzIn), uv(uvIn), rgba(rgbaIn) {}
|
||||
glm::vec3 xyz;
|
||||
glm::vec2 uv;
|
||||
uint32_t rgba;
|
||||
};
|
||||
|
||||
void createPipelines();
|
||||
|
||||
std::vector<Vertex> _vertices;
|
||||
|
||||
render::ScenePointer _scene;
|
||||
render::ItemID _renderItemId;
|
||||
|
||||
NetworkTexturePointer _texture;
|
||||
gpu::PipelinePointer _untexturedPipeline;
|
||||
gpu::PipelinePointer _texturedPipeline;
|
||||
|
||||
render::ScenePointer _scene;
|
||||
NetworkTexturePointer _texture;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -11,12 +11,11 @@
|
|||
|
||||
uniform sampler2D colorMap;
|
||||
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
in vec4 varColor;
|
||||
in vec2 varTexcoord;
|
||||
|
||||
out vec4 outFragColor;
|
||||
|
||||
void main(void) {
|
||||
vec4 color = texture(colorMap, _texCoord0);
|
||||
outFragColor = color * _color;
|
||||
outFragColor = texture(colorMap, varTexcoord.xy) * varColor;
|
||||
}
|
||||
|
|
|
@ -10,21 +10,84 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Inputs.slh@>
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
out vec4 _color;
|
||||
out vec2 _texCoord0;
|
||||
struct Radii {
|
||||
float start;
|
||||
float middle;
|
||||
float finish;
|
||||
float spread;
|
||||
};
|
||||
struct Colors {
|
||||
vec4 start;
|
||||
vec4 middle;
|
||||
vec4 finish;
|
||||
vec4 spread;
|
||||
};
|
||||
|
||||
struct ParticleUniforms {
|
||||
Radii radius;
|
||||
Colors color;
|
||||
float lifespan;
|
||||
};
|
||||
|
||||
uniform particleBuffer {
|
||||
ParticleUniforms particle;
|
||||
};
|
||||
|
||||
in vec3 inPosition;
|
||||
in vec2 inColor; // This is actual Lifetime + Seed
|
||||
|
||||
out vec4 varColor;
|
||||
out vec2 varTexcoord;
|
||||
|
||||
const int NUM_VERTICES_PER_PARTICLE = 4;
|
||||
const vec4 UNIT_QUAD[NUM_VERTICES_PER_PARTICLE] = vec4[NUM_VERTICES_PER_PARTICLE](
|
||||
vec4(-1.0, -1.0, 0.0, 0.0),
|
||||
vec4(1.0, -1.0, 0.0, 0.0),
|
||||
vec4(-1.0, 1.0, 0.0, 0.0),
|
||||
vec4(1.0, 1.0, 0.0, 0.0)
|
||||
);
|
||||
|
||||
float bezierInterpolate(float y1, float y2, float y3, float u) {
|
||||
// https://en.wikipedia.org/wiki/Bezier_curve
|
||||
return (1.0 - u) * (1.0 - u) * y1 + 2.0 * (1.0 - u) * u * y2 + u * u * y3;
|
||||
}
|
||||
|
||||
vec4 interpolate3Vec4(vec4 y1, vec4 y2, vec4 y3, float u) {
|
||||
return vec4(bezierInterpolate(y1.x, y2.x, y3.x, u),
|
||||
bezierInterpolate(y1.y, y2.y, y3.y, u),
|
||||
bezierInterpolate(y1.z, y2.z, y3.z, u),
|
||||
bezierInterpolate(y1.w, y2.w, y3.w, u));
|
||||
}
|
||||
|
||||
|
||||
void main(void) {
|
||||
// pass along the color & uvs to fragment shader
|
||||
_color = inColor;
|
||||
_texCoord0 = inTexCoord0.xy;
|
||||
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
|
||||
|
||||
// Which icon are we dealing with ?
|
||||
int particleID = gl_VertexID / NUM_VERTICES_PER_PARTICLE;
|
||||
// Which quad vertex pos?
|
||||
int twoTriID = gl_VertexID - particleID * NUM_VERTICES_PER_PARTICLE;
|
||||
|
||||
// Particle properties
|
||||
float age = inColor.x / particle.lifespan;
|
||||
float seed = inColor.y;
|
||||
|
||||
// Pass the texcoord and the z texcoord is representing the texture icon
|
||||
varTexcoord = vec2((UNIT_QUAD[twoTriID].xy + 1.0) * 0.5);
|
||||
varColor = interpolate3Vec4(particle.color.start, particle.color.middle, particle.color.finish, age);
|
||||
|
||||
// anchor point in eye space
|
||||
float radius = bezierInterpolate(particle.radius.start, particle.radius.middle, particle.radius.finish , age);
|
||||
vec4 quadPos = radius * UNIT_QUAD[twoTriID];
|
||||
|
||||
vec4 anchorPoint;
|
||||
<$transformModelToEyePos(cam, obj, inPosition, anchorPoint)$>
|
||||
|
||||
vec4 eyePos = anchorPoint + quadPos;
|
||||
<$transformEyeToClipPos(cam, eyePos, gl_Position)$>
|
||||
}
|
||||
|
|
|
@ -1,25 +0,0 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// fragment shader
|
||||
//
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
uniform sampler2D colorMap;
|
||||
|
||||
in vec4 _color;
|
||||
in vec2 _texCoord0;
|
||||
|
||||
out vec4 outFragColor;
|
||||
|
||||
void main(void) {
|
||||
vec4 color = texture(colorMap, _texCoord0);
|
||||
if (color.a < 0.1) {
|
||||
discard;
|
||||
}
|
||||
outFragColor = color * _color;
|
||||
}
|
|
@ -40,9 +40,6 @@
|
|||
#include "EntityScriptingInterface.h"
|
||||
#include "ParticleEffectEntityItem.h"
|
||||
|
||||
const glm::vec3 X_AXIS = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
const glm::vec3 Z_AXIS = glm::vec3(0.0f, 0.0f, 1.0f);
|
||||
|
||||
const float SCRIPT_MAXIMUM_PI = 3.1416f; // Round up so that reasonable property values work
|
||||
|
||||
const xColor ParticleEffectEntityItem::DEFAULT_COLOR = { 255, 255, 255 };
|
||||
|
@ -66,8 +63,8 @@ const float ParticleEffectEntityItem::DEFAULT_EMIT_SPEED = 5.0f;
|
|||
const float ParticleEffectEntityItem::MINIMUM_EMIT_SPEED = 0.0f;
|
||||
const float ParticleEffectEntityItem::MAXIMUM_EMIT_SPEED = 1000.0f; // Approx mach 3
|
||||
const float ParticleEffectEntityItem::DEFAULT_SPEED_SPREAD = 1.0f;
|
||||
const glm::quat ParticleEffectEntityItem::DEFAULT_EMIT_ORIENTATION = glm::angleAxis(-PI_OVER_TWO, X_AXIS); // Vertical
|
||||
const glm::vec3 ParticleEffectEntityItem::DEFAULT_EMIT_DIMENSIONS = glm::vec3(0.0f, 0.0f, 0.0f); // Emit from point
|
||||
const glm::quat ParticleEffectEntityItem::DEFAULT_EMIT_ORIENTATION = glm::angleAxis(-PI_OVER_TWO, Vectors::UNIT_X); // Vertical
|
||||
const glm::vec3 ParticleEffectEntityItem::DEFAULT_EMIT_DIMENSIONS = Vectors::ZERO; // Emit from point
|
||||
const float ParticleEffectEntityItem::MINIMUM_EMIT_DIMENSION = 0.0f;
|
||||
const float ParticleEffectEntityItem::MAXIMUM_EMIT_DIMENSION = (float)TREE_SCALE;
|
||||
const float ParticleEffectEntityItem::DEFAULT_EMIT_RADIUS_START = 1.0f; // Emit from surface (when emitDimensions > 0)
|
||||
|
@ -106,36 +103,12 @@ EntityItemPointer ParticleEffectEntityItem::factory(const EntityItemID& entityID
|
|||
// our non-pure virtual subclass for now...
|
||||
ParticleEffectEntityItem::ParticleEffectEntityItem(const EntityItemID& entityItemID) :
|
||||
EntityItem(entityItemID),
|
||||
_lastSimulated(usecTimestampNow()),
|
||||
_particleLifetimes(DEFAULT_MAX_PARTICLES, 0.0f),
|
||||
_particlePositions(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)),
|
||||
_particleVelocities(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)),
|
||||
_particleAccelerations(DEFAULT_MAX_PARTICLES, glm::vec3(0.0f, 0.0f, 0.0f)),
|
||||
_particleRadiuses(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
|
||||
_radiusStarts(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
|
||||
_radiusMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
|
||||
_radiusFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_PARTICLE_RADIUS),
|
||||
_particleColors(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
|
||||
_colorStarts(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
|
||||
_colorMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
|
||||
_colorFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_COLOR),
|
||||
_particleAlphas(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
|
||||
_alphaStarts(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
|
||||
_alphaMiddles(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
|
||||
_alphaFinishes(DEFAULT_MAX_PARTICLES, DEFAULT_ALPHA),
|
||||
_particleMaxBound(glm::vec3(1.0f, 1.0f, 1.0f)),
|
||||
_particleMinBound(glm::vec3(-1.0f, -1.0f, -1.0f)) ,
|
||||
_additiveBlending(DEFAULT_ADDITIVE_BLENDING)
|
||||
_lastSimulated(usecTimestampNow())
|
||||
{
|
||||
|
||||
_type = EntityTypes::ParticleEffect;
|
||||
setColor(DEFAULT_COLOR);
|
||||
}
|
||||
|
||||
ParticleEffectEntityItem::~ParticleEffectEntityItem() {
|
||||
}
|
||||
|
||||
|
||||
void ParticleEffectEntityItem::setAlpha(float alpha) {
|
||||
if (MINIMUM_ALPHA <= alpha && alpha <= MAXIMUM_ALPHA) {
|
||||
_alpha = alpha;
|
||||
|
@ -310,8 +283,8 @@ void ParticleEffectEntityItem::setRadiusSpread(float radiusSpread) {
|
|||
void ParticleEffectEntityItem::computeAndUpdateDimensions() {
|
||||
const float time = _lifespan * 1.1f; // add 10% extra time to account for incremental timer accumulation error
|
||||
|
||||
glm::vec3 velocity = _emitSpeed * (_emitOrientation * Z_AXIS);
|
||||
glm::vec3 velocitySpread = _speedSpread * (_emitOrientation * Z_AXIS);
|
||||
glm::vec3 velocity = _emitSpeed * (_emitOrientation * Vectors::UNIT_Z);
|
||||
glm::vec3 velocitySpread = _speedSpread * (_emitOrientation * Vectors::UNIT_Z);
|
||||
|
||||
glm::vec3 maxVelocity = glm::abs(velocity) + velocitySpread;
|
||||
glm::vec3 maxAccleration = glm::abs(_acceleration) + _accelerationSpread;
|
||||
|
@ -578,7 +551,7 @@ void ParticleEffectEntityItem::appendSubclassData(OctreePacketData* packetData,
|
|||
|
||||
bool ParticleEffectEntityItem::isEmittingParticles() const {
|
||||
// keep emitting if there are particles still alive.
|
||||
return (getIsEmitting() || getLivingParticleCount() > 0);
|
||||
return (getIsEmitting() || !_particles.empty());
|
||||
}
|
||||
|
||||
bool ParticleEffectEntityItem::needsToCallUpdate() const {
|
||||
|
@ -613,62 +586,25 @@ void ParticleEffectEntityItem::updateShapeType(ShapeType type) {
|
|||
}
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::updateRadius(quint32 index, float age) {
|
||||
_particleRadiuses[index] = Interpolate::interpolate3Points(_radiusStarts[index], _radiusMiddles[index],
|
||||
_radiusFinishes[index], age);
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::updateColor(quint32 index, float age) {
|
||||
_particleColors[index].red = (int)Interpolate::interpolate3Points(_colorStarts[index].red, _colorMiddles[index].red,
|
||||
_colorFinishes[index].red, age);
|
||||
_particleColors[index].green = (int)Interpolate::interpolate3Points(_colorStarts[index].green, _colorMiddles[index].green,
|
||||
_colorFinishes[index].green, age);
|
||||
_particleColors[index].blue = (int)Interpolate::interpolate3Points(_colorStarts[index].blue, _colorMiddles[index].blue,
|
||||
_colorFinishes[index].blue, age);
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::updateAlpha(quint32 index, float age) {
|
||||
_particleAlphas[index] = Interpolate::interpolate3Points(_alphaStarts[index], _alphaMiddles[index],
|
||||
_alphaFinishes[index], age);
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::extendBounds(const glm::vec3& point) {
|
||||
_particleMinBound.x = glm::min(_particleMinBound.x, point.x);
|
||||
_particleMinBound.y = glm::min(_particleMinBound.y, point.y);
|
||||
_particleMinBound.z = glm::min(_particleMinBound.z, point.z);
|
||||
_particleMaxBound.x = glm::max(_particleMaxBound.x, point.x);
|
||||
_particleMaxBound.y = glm::max(_particleMaxBound.y, point.y);
|
||||
_particleMaxBound.z = glm::max(_particleMaxBound.z, point.z);
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::integrateParticle(quint32 index, float deltaTime) {
|
||||
glm::vec3 accel = _particleAccelerations[index];
|
||||
glm::vec3 atSquared = (0.5f * deltaTime * deltaTime) * accel;
|
||||
glm::vec3 at = accel * deltaTime;
|
||||
_particlePositions[index] += _particleVelocities[index] * deltaTime + atSquared;
|
||||
_particleVelocities[index] += at;
|
||||
void ParticleEffectEntityItem::integrateParticle(Particle& particle, float deltaTime) {
|
||||
glm::vec3 atSquared = (0.5f * deltaTime * deltaTime) * particle.acceleration;
|
||||
glm::vec3 at = particle.acceleration * deltaTime;
|
||||
particle.position += particle.velocity * deltaTime + atSquared;
|
||||
particle.velocity += at;
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::stepSimulation(float deltaTime) {
|
||||
|
||||
_particleMinBound = glm::vec3(-1.0f, -1.0f, -1.0f);
|
||||
_particleMaxBound = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
|
||||
// update particles between head and tail
|
||||
for (quint32 i = _particleHeadIndex; i != _particleTailIndex; i = (i + 1) % _maxParticles) {
|
||||
_particleLifetimes[i] += deltaTime;
|
||||
for (Particle& particle : _particles) {
|
||||
particle.lifetime += deltaTime;
|
||||
|
||||
// if particle has died.
|
||||
if (_particleLifetimes[i] >= _lifespan || _lifespan < EPSILON) {
|
||||
if (particle.lifetime >= _lifespan) {
|
||||
// move head forward
|
||||
_particleHeadIndex = (_particleHeadIndex + 1) % _maxParticles;
|
||||
_particles.pop_front();
|
||||
} else {
|
||||
float age = _particleLifetimes[i] / _lifespan; // 0.0 .. 1.0
|
||||
updateRadius(i, age);
|
||||
updateColor(i, age);
|
||||
updateAlpha(i, age);
|
||||
integrateParticle(i, deltaTime);
|
||||
extendBounds(_particlePositions[i]);
|
||||
// Otherwise update it
|
||||
integrateParticle(particle, deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -677,192 +613,104 @@ void ParticleEffectEntityItem::stepSimulation(float deltaTime) {
|
|||
|
||||
float timeLeftInFrame = deltaTime;
|
||||
while (_timeUntilNextEmit < timeLeftInFrame) {
|
||||
|
||||
timeLeftInFrame -= _timeUntilNextEmit;
|
||||
_timeUntilNextEmit = 1.0f / _emitRate;
|
||||
|
||||
// emit a new particle at tail index.
|
||||
quint32 i = _particleTailIndex;
|
||||
_particleLifetimes[i] = 0.0f;
|
||||
|
||||
// Radius
|
||||
if (_radiusSpread == 0.0f) {
|
||||
_radiusStarts[i] = getRadiusStart();
|
||||
_radiusMiddles[i] =_particleRadius;
|
||||
_radiusFinishes[i] = getRadiusFinish();
|
||||
} else {
|
||||
float spreadMultiplier;
|
||||
if (_particleRadius > 0.0f) {
|
||||
spreadMultiplier = 1.0f + randFloatInRange(-1.0f, 1.0f) * _radiusSpread / _particleRadius;
|
||||
} else {
|
||||
spreadMultiplier = 1.0f;
|
||||
}
|
||||
_radiusStarts[i] =
|
||||
glm::clamp(spreadMultiplier * getRadiusStart(), MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
|
||||
_radiusMiddles[i] =
|
||||
glm::clamp(spreadMultiplier * _particleRadius, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
|
||||
_radiusFinishes[i] =
|
||||
glm::clamp(spreadMultiplier * getRadiusFinish(), MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
|
||||
}
|
||||
updateRadius(i, 0.0f);
|
||||
|
||||
// Position, velocity, and acceleration
|
||||
if (_polarStart == 0.0f && _polarFinish == 0.0f && _emitDimensions.z == 0.0f) {
|
||||
// Emit along z-axis from position
|
||||
_particlePositions[i] = getPosition();
|
||||
_particleVelocities[i] =
|
||||
(_emitSpeed + randFloatInRange(-1.0f, 1.0f) * _speedSpread) * (_emitOrientation * Z_AXIS);
|
||||
_particleAccelerations[i] = _emitAcceleration + randFloatInRange(-1.0f, 1.0f) * _accelerationSpread;
|
||||
|
||||
} else {
|
||||
// Emit around point or from ellipsoid
|
||||
// - Distribute directions evenly around point
|
||||
// - Distribute points relatively evenly over ellipsoid surface
|
||||
// - Distribute points relatively evenly within ellipsoid volume
|
||||
|
||||
float elevationMinZ = sin(PI_OVER_TWO - _polarFinish);
|
||||
float elevationMaxZ = sin(PI_OVER_TWO - _polarStart);
|
||||
float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) * randFloat());
|
||||
|
||||
float azimuth;
|
||||
if (_azimuthFinish >= _azimuthStart) {
|
||||
azimuth = _azimuthStart + (_azimuthFinish - _azimuthStart) * randFloat();
|
||||
} else {
|
||||
azimuth = _azimuthStart + (TWO_PI + _azimuthFinish - _azimuthStart) * randFloat();
|
||||
}
|
||||
|
||||
glm::vec3 emitDirection;
|
||||
|
||||
if (_emitDimensions == glm::vec3()) {
|
||||
// Point
|
||||
emitDirection = glm::quat(glm::vec3(PI_OVER_TWO - elevation, 0.0f, azimuth)) * Z_AXIS;
|
||||
|
||||
_particlePositions[i] = getPosition();
|
||||
} else {
|
||||
// Ellipsoid
|
||||
float radiusScale = 1.0f;
|
||||
if (_emitRadiusStart < 1.0f) {
|
||||
float emitRadiusStart = glm::max(_emitRadiusStart, EPSILON); // Avoid math complications at center
|
||||
float randRadius =
|
||||
emitRadiusStart + randFloatInRange(0.0f, MAXIMUM_EMIT_RADIUS_START - emitRadiusStart);
|
||||
radiusScale = 1.0f - std::pow(1.0f - randRadius, 3.0f);
|
||||
}
|
||||
|
||||
glm::vec3 radiuses = radiusScale * 0.5f * _emitDimensions;
|
||||
float x = radiuses.x * glm::cos(elevation) * glm::cos(azimuth);
|
||||
float y = radiuses.y * glm::cos(elevation) * glm::sin(azimuth);
|
||||
float z = radiuses.z * glm::sin(elevation);
|
||||
glm::vec3 emitPosition = glm::vec3(x, y, z);
|
||||
emitDirection = glm::normalize(glm::vec3(
|
||||
radiuses.x > 0.0f ? x / (radiuses.x * radiuses.x) : 0.0f,
|
||||
radiuses.y > 0.0f ? y / (radiuses.y * radiuses.y) : 0.0f,
|
||||
radiuses.z > 0.0f ? z / (radiuses.z * radiuses.z) : 0.0f
|
||||
));
|
||||
|
||||
_particlePositions[i] = getPosition() + _emitOrientation * emitPosition;
|
||||
}
|
||||
|
||||
_particleVelocities[i] =
|
||||
(_emitSpeed + randFloatInRange(-1.0f, 1.0f) * _speedSpread) * (_emitOrientation * emitDirection);
|
||||
_particleAccelerations[i] = _emitAcceleration + randFloatInRange(-1.0f, 1.0f) * _accelerationSpread;
|
||||
}
|
||||
integrateParticle(i, timeLeftInFrame);
|
||||
extendBounds(_particlePositions[i]);
|
||||
|
||||
// Color
|
||||
if (_colorSpread == xColor{ 0, 0, 0 }) {
|
||||
_colorStarts[i] = getColorStart();
|
||||
_colorMiddles[i] = getXColor();
|
||||
_colorFinishes[i] = getColorFinish();
|
||||
} else {
|
||||
xColor startColor = getColorStart();
|
||||
xColor middleColor = getXColor();
|
||||
xColor finishColor = getColorFinish();
|
||||
|
||||
float spread = randFloatInRange(-1.0f, 1.0f);
|
||||
float spreadMultiplierRed =
|
||||
middleColor.red > 0 ? 1.0f + spread * (float)_colorSpread.red / (float)middleColor.red : 1.0f;
|
||||
float spreadMultiplierGreen =
|
||||
middleColor.green > 0 ? 1.0f + spread * (float)_colorSpread.green / (float)middleColor.green : 1.0f;
|
||||
float spreadMultiplierBlue =
|
||||
middleColor.blue > 0 ? 1.0f + spread * (float)_colorSpread.blue / (float)middleColor.blue : 1.0f;
|
||||
|
||||
_colorStarts[i].red = (int)glm::clamp(spreadMultiplierRed * (float)startColor.red, 0.0f, 255.0f);
|
||||
_colorStarts[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)startColor.green, 0.0f, 255.0f);
|
||||
_colorStarts[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)startColor.blue, 0.0f, 255.0f);
|
||||
|
||||
_colorMiddles[i].red = (int)glm::clamp(spreadMultiplierRed * (float)middleColor.red, 0.0f, 255.0f);
|
||||
_colorMiddles[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)middleColor.green, 0.0f, 255.0f);
|
||||
_colorMiddles[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)middleColor.blue, 0.0f, 255.0f);
|
||||
|
||||
_colorFinishes[i].red = (int)glm::clamp(spreadMultiplierRed * (float)finishColor.red, 0.0f, 255.0f);
|
||||
_colorFinishes[i].green = (int)glm::clamp(spreadMultiplierGreen * (float)finishColor.green, 0.0f, 255.0f);
|
||||
_colorFinishes[i].blue = (int)glm::clamp(spreadMultiplierBlue * (float)finishColor.blue, 0.0f, 255.0f);
|
||||
}
|
||||
updateColor(i, 0.0f);
|
||||
|
||||
// Alpha
|
||||
if (_alphaSpread == 0.0f) {
|
||||
_alphaStarts[i] = getAlphaStart();
|
||||
_alphaMiddles[i] = _alpha;
|
||||
_alphaFinishes[i] = getAlphaFinish();
|
||||
} else {
|
||||
float spreadMultiplier = 1.0f + randFloatInRange(-1.0f, 1.0f) * _alphaSpread / _alpha;
|
||||
_alphaStarts[i] = spreadMultiplier * getAlphaStart();
|
||||
_alphaMiddles[i] = spreadMultiplier * _alpha;
|
||||
_alphaFinishes[i] = spreadMultiplier * getAlphaFinish();
|
||||
}
|
||||
updateAlpha(i, 0.0f);
|
||||
|
||||
_particleTailIndex = (_particleTailIndex + 1) % _maxParticles;
|
||||
|
||||
// overflow! move head forward by one.
|
||||
// because the case of head == tail indicates an empty array, not a full one.
|
||||
// This can drop an existing older particle, but this is by design, newer particles are a higher priority.
|
||||
if (_particleTailIndex == _particleHeadIndex) {
|
||||
_particleHeadIndex = (_particleHeadIndex + 1) % _maxParticles;
|
||||
if (_particles.size() >= _maxParticles) {
|
||||
_particles.pop_front();
|
||||
}
|
||||
|
||||
// emit a new particle at tail index.
|
||||
_particles.push_back(createParticle());
|
||||
auto particle = _particles.back();
|
||||
particle.lifetime += timeLeftInFrame;
|
||||
|
||||
// Initialize it
|
||||
integrateParticle(particle, deltaTime);
|
||||
|
||||
// Advance in frame
|
||||
timeLeftInFrame -= _timeUntilNextEmit;
|
||||
_timeUntilNextEmit = 1.0f / _emitRate;
|
||||
}
|
||||
|
||||
_timeUntilNextEmit -= timeLeftInFrame;
|
||||
}
|
||||
}
|
||||
|
||||
ParticleEffectEntityItem::Particle ParticleEffectEntityItem::createParticle() {
|
||||
Particle particle;
|
||||
|
||||
particle.seed = randFloatInRange(0.0f, 1.0f);
|
||||
|
||||
// Position, velocity, and acceleration
|
||||
if (_polarStart == 0.0f && _polarFinish == 0.0f && _emitDimensions.z == 0.0f) {
|
||||
// Emit along z-axis from position
|
||||
particle.velocity = (_emitSpeed + randFloatInRange(-1.0f, 1.0f) * _speedSpread) * (_emitOrientation * Vectors::UNIT_Z);
|
||||
particle.acceleration = _emitAcceleration + randFloatInRange(-1.0f, 1.0f) * _accelerationSpread;
|
||||
|
||||
} else {
|
||||
// Emit around point or from ellipsoid
|
||||
// - Distribute directions evenly around point
|
||||
// - Distribute points relatively evenly over ellipsoid surface
|
||||
// - Distribute points relatively evenly within ellipsoid volume
|
||||
|
||||
float elevationMinZ = sin(PI_OVER_TWO - _polarFinish);
|
||||
float elevationMaxZ = sin(PI_OVER_TWO - _polarStart);
|
||||
float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) * randFloat());
|
||||
|
||||
float azimuth;
|
||||
if (_azimuthFinish >= _azimuthStart) {
|
||||
azimuth = _azimuthStart + (_azimuthFinish - _azimuthStart) * randFloat();
|
||||
} else {
|
||||
azimuth = _azimuthStart + (TWO_PI + _azimuthFinish - _azimuthStart) * randFloat();
|
||||
}
|
||||
|
||||
glm::vec3 emitDirection;
|
||||
|
||||
if (_emitDimensions == Vectors::ZERO) {
|
||||
// Point
|
||||
emitDirection = glm::quat(glm::vec3(PI_OVER_TWO - elevation, 0.0f, azimuth)) * Vectors::UNIT_Z;
|
||||
} else {
|
||||
// Ellipsoid
|
||||
float radiusScale = 1.0f;
|
||||
if (_emitRadiusStart < 1.0f) {
|
||||
float emitRadiusStart = glm::max(_emitRadiusStart, EPSILON); // Avoid math complications at center
|
||||
float randRadius =
|
||||
emitRadiusStart + randFloatInRange(0.0f, MAXIMUM_EMIT_RADIUS_START - emitRadiusStart);
|
||||
radiusScale = 1.0f - std::pow(1.0f - randRadius, 3.0f);
|
||||
}
|
||||
|
||||
glm::vec3 radii = radiusScale * 0.5f * _emitDimensions;
|
||||
float x = radii.x * glm::cos(elevation) * glm::cos(azimuth);
|
||||
float y = radii.y * glm::cos(elevation) * glm::sin(azimuth);
|
||||
float z = radii.z * glm::sin(elevation);
|
||||
glm::vec3 emitPosition = glm::vec3(x, y, z);
|
||||
emitDirection = glm::normalize(glm::vec3(
|
||||
radii.x > 0.0f ? x / (radii.x * radii.x) : 0.0f,
|
||||
radii.y > 0.0f ? y / (radii.y * radii.y) : 0.0f,
|
||||
radii.z > 0.0f ? z / (radii.z * radii.z) : 0.0f
|
||||
));
|
||||
|
||||
particle.position = _emitOrientation * emitPosition;
|
||||
}
|
||||
|
||||
particle.velocity = (_emitSpeed + randFloatInRange(-1.0f, 1.0f) * _speedSpread) * (_emitOrientation * emitDirection);
|
||||
particle.acceleration = _emitAcceleration + randFloatInRange(-1.0f, 1.0f) * _accelerationSpread;
|
||||
}
|
||||
|
||||
return particle;
|
||||
}
|
||||
|
||||
void ParticleEffectEntityItem::setMaxParticles(quint32 maxParticles) {
|
||||
if (_maxParticles != maxParticles && MINIMUM_MAX_PARTICLES <= maxParticles && maxParticles <= MAXIMUM_MAX_PARTICLES) {
|
||||
_maxParticles = maxParticles;
|
||||
|
||||
// TODO: try to do something smart here and preserve the state of existing particles.
|
||||
|
||||
// resize vectors
|
||||
_particleLifetimes.resize(_maxParticles);
|
||||
_particlePositions.resize(_maxParticles);
|
||||
_particleVelocities.resize(_maxParticles);
|
||||
_particleRadiuses.resize(_maxParticles);
|
||||
_radiusStarts.resize(_maxParticles);
|
||||
_radiusMiddles.resize(_maxParticles);
|
||||
_radiusFinishes.resize(_maxParticles);
|
||||
_particleColors.resize(_maxParticles);
|
||||
_colorStarts.resize(_maxParticles);
|
||||
_colorMiddles.resize(_maxParticles);
|
||||
_colorFinishes.resize(_maxParticles);
|
||||
_particleAlphas.resize(_maxParticles);
|
||||
_alphaStarts.resize(_maxParticles);
|
||||
_alphaMiddles.resize(_maxParticles);
|
||||
_alphaFinishes.resize(_maxParticles);
|
||||
// Pop all the overflowing oldest particles
|
||||
while (_particles.size() > _maxParticles) {
|
||||
_particles.pop_front();
|
||||
}
|
||||
|
||||
// effectively clear all particles and start emitting new ones from scratch.
|
||||
_particleHeadIndex = 0;
|
||||
_particleTailIndex = 0;
|
||||
_timeUntilNextEmit = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// because particles are in a ring buffer, this isn't trivial
|
||||
quint32 ParticleEffectEntityItem::getLivingParticleCount() const {
|
||||
if (_particleTailIndex >= _particleHeadIndex) {
|
||||
return _particleTailIndex - _particleHeadIndex;
|
||||
} else {
|
||||
return (_maxParticles - _particleHeadIndex) + _particleTailIndex;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,19 +11,17 @@
|
|||
#ifndef hifi_ParticleEffectEntityItem_h
|
||||
#define hifi_ParticleEffectEntityItem_h
|
||||
|
||||
#include <AnimationLoop.h>
|
||||
#include <deque>
|
||||
|
||||
#include "EntityItem.h"
|
||||
|
||||
class ParticleEffectEntityItem : public EntityItem {
|
||||
public:
|
||||
ALLOW_INSTANTIATION // This class can be instantiated
|
||||
|
||||
static EntityItemPointer factory(const EntityItemID& entityID, const EntityItemProperties& properties);
|
||||
|
||||
ParticleEffectEntityItem(const EntityItemID& entityItemID);
|
||||
virtual ~ParticleEffectEntityItem();
|
||||
|
||||
ALLOW_INSTANTIATION // This class can be instantiated
|
||||
|
||||
// methods for getting/setting all properties of this entity
|
||||
virtual EntityItemProperties getProperties(EntityPropertyFlags desiredProperties = EntityPropertyFlags()) const;
|
||||
|
@ -218,16 +216,27 @@ public:
|
|||
virtual bool supportsDetailedRayIntersection() const { return false; }
|
||||
|
||||
protected:
|
||||
struct Particle;
|
||||
using Particles = std::deque<Particle>;
|
||||
|
||||
bool isAnimatingSomething() const;
|
||||
|
||||
Particle createParticle();
|
||||
void stepSimulation(float deltaTime);
|
||||
void updateRadius(quint32 index, float age);
|
||||
void updateColor(quint32 index, float age);
|
||||
void updateAlpha(quint32 index, float age);
|
||||
void extendBounds(const glm::vec3& point);
|
||||
void integrateParticle(quint32 index, float deltaTime);
|
||||
quint32 getLivingParticleCount() const;
|
||||
// the properties of this entity
|
||||
void integrateParticle(Particle& particle, float deltaTime);
|
||||
|
||||
struct Particle {
|
||||
float seed { 0.0f };
|
||||
float lifetime { 0.0f };
|
||||
glm::vec3 position { Vectors::ZERO };
|
||||
glm::vec3 velocity { Vectors::ZERO };
|
||||
glm::vec3 acceleration { Vectors::ZERO };
|
||||
};
|
||||
|
||||
// Particles container
|
||||
Particles _particles;
|
||||
|
||||
// Particles properties
|
||||
rgbColor _color;
|
||||
xColor _colorStart = DEFAULT_COLOR;
|
||||
xColor _colorFinish = DEFAULT_COLOR;
|
||||
|
@ -236,63 +245,42 @@ protected:
|
|||
float _alphaStart = DEFAULT_ALPHA_START;
|
||||
float _alphaFinish = DEFAULT_ALPHA_FINISH;
|
||||
float _alphaSpread = DEFAULT_ALPHA_SPREAD;
|
||||
quint32 _maxParticles = DEFAULT_MAX_PARTICLES;
|
||||
float _lifespan = DEFAULT_LIFESPAN;
|
||||
float _emitRate = DEFAULT_EMIT_RATE;
|
||||
float _emitSpeed = DEFAULT_EMIT_SPEED;
|
||||
float _speedSpread = DEFAULT_SPEED_SPREAD;
|
||||
glm::quat _emitOrientation = DEFAULT_EMIT_ORIENTATION;
|
||||
glm::vec3 _emitDimensions = DEFAULT_EMIT_DIMENSIONS;
|
||||
float _emitRadiusStart = DEFAULT_EMIT_RADIUS_START;
|
||||
float _polarStart = DEFAULT_POLAR_START;
|
||||
float _polarFinish = DEFAULT_POLAR_FINISH;
|
||||
float _azimuthStart = DEFAULT_AZIMUTH_START;
|
||||
float _azimuthFinish = DEFAULT_AZIMUTH_FINISH;
|
||||
glm::vec3 _emitAcceleration = DEFAULT_EMIT_ACCELERATION;
|
||||
glm::vec3 _accelerationSpread = DEFAULT_ACCELERATION_SPREAD;
|
||||
float _particleRadius = DEFAULT_PARTICLE_RADIUS;
|
||||
float _radiusStart = DEFAULT_RADIUS_START;
|
||||
float _radiusFinish = DEFAULT_RADIUS_FINISH;
|
||||
float _radiusSpread = DEFAULT_RADIUS_SPREAD;
|
||||
float _lifespan = DEFAULT_LIFESPAN;
|
||||
|
||||
// Emiter properties
|
||||
quint32 _maxParticles = DEFAULT_MAX_PARTICLES;
|
||||
|
||||
float _emitRate = DEFAULT_EMIT_RATE;
|
||||
float _emitSpeed = DEFAULT_EMIT_SPEED;
|
||||
float _speedSpread = DEFAULT_SPEED_SPREAD;
|
||||
|
||||
glm::quat _emitOrientation = DEFAULT_EMIT_ORIENTATION;
|
||||
glm::vec3 _emitDimensions = DEFAULT_EMIT_DIMENSIONS;
|
||||
float _emitRadiusStart = DEFAULT_EMIT_RADIUS_START;
|
||||
glm::vec3 _emitAcceleration = DEFAULT_EMIT_ACCELERATION;
|
||||
glm::vec3 _accelerationSpread = DEFAULT_ACCELERATION_SPREAD;
|
||||
|
||||
float _polarStart = DEFAULT_POLAR_START;
|
||||
float _polarFinish = DEFAULT_POLAR_FINISH;
|
||||
float _azimuthStart = DEFAULT_AZIMUTH_START;
|
||||
float _azimuthFinish = DEFAULT_AZIMUTH_FINISH;
|
||||
|
||||
|
||||
quint64 _lastSimulated { 0 };
|
||||
bool _isEmitting { true };
|
||||
|
||||
quint64 _lastSimulated;
|
||||
bool _isEmitting = true;
|
||||
QString _textures { DEFAULT_TEXTURES };
|
||||
bool _texturesChangedFlag { false };
|
||||
ShapeType _shapeType { SHAPE_TYPE_NONE };
|
||||
|
||||
float _timeUntilNextEmit { 0.0f };
|
||||
|
||||
QString _textures = DEFAULT_TEXTURES;
|
||||
bool _texturesChangedFlag = false;
|
||||
ShapeType _shapeType = SHAPE_TYPE_NONE;
|
||||
|
||||
// all the internals of running the particle sim
|
||||
QVector<float> _particleLifetimes;
|
||||
QVector<glm::vec3> _particlePositions;
|
||||
QVector<glm::vec3> _particleVelocities;
|
||||
QVector<glm::vec3> _particleAccelerations;
|
||||
QVector<float> _particleRadiuses;
|
||||
QVector<float> _radiusStarts;
|
||||
QVector<float> _radiusMiddles;
|
||||
QVector<float> _radiusFinishes;
|
||||
QVector<xColor> _particleColors;
|
||||
QVector<xColor> _colorStarts;
|
||||
QVector<xColor> _colorMiddles;
|
||||
QVector<xColor> _colorFinishes;
|
||||
QVector<float> _particleAlphas;
|
||||
QVector<float> _alphaStarts;
|
||||
QVector<float> _alphaMiddles;
|
||||
QVector<float> _alphaFinishes;
|
||||
|
||||
float _timeUntilNextEmit = 0.0f;
|
||||
|
||||
// particle arrays are a ring buffer, use these indices
|
||||
// to keep track of the living particles.
|
||||
quint32 _particleHeadIndex = 0;
|
||||
quint32 _particleTailIndex = 0;
|
||||
|
||||
// bounding volume
|
||||
glm::vec3 _particleMaxBound;
|
||||
glm::vec3 _particleMinBound;
|
||||
|
||||
bool _additiveBlending;
|
||||
|
||||
bool _additiveBlending { DEFAULT_ADDITIVE_BLENDING };
|
||||
};
|
||||
|
||||
#endif // hifi_ParticleEffectEntityItem_h
|
||||
|
|
|
@ -154,7 +154,7 @@ GLBackend::GLShader* compileShader(const Shader& shader) {
|
|||
|
||||
qCWarning(gpulogging) << "GLShader::compileShader - failed to compile the gl shader object:";
|
||||
qCWarning(gpulogging) << temp;
|
||||
|
||||
|
||||
/*
|
||||
filestream.open("debugshader.glsl.info.txt");
|
||||
if (filestream.is_open()) {
|
||||
|
|
|
@ -77,16 +77,6 @@ bool Stream::Format::setAttribute(Slot slot, Slot channel, Frequency frequency)
|
|||
return true;
|
||||
}
|
||||
|
||||
|
||||
BufferStream::BufferStream() :
|
||||
_buffers(),
|
||||
_offsets(),
|
||||
_strides()
|
||||
{}
|
||||
|
||||
BufferStream::~BufferStream() {
|
||||
}
|
||||
|
||||
void BufferStream::addBuffer(const BufferPointer& buffer, Offset offset, Offset stride) {
|
||||
_buffers.push_back(buffer);
|
||||
_offsets.push_back(offset);
|
||||
|
|
|
@ -50,7 +50,7 @@ public:
|
|||
// Frequency describer
|
||||
enum Frequency {
|
||||
PER_VERTEX = 0,
|
||||
PER_INSTANCE,
|
||||
PER_INSTANCE = 1,
|
||||
};
|
||||
|
||||
// The attribute description
|
||||
|
@ -124,10 +124,7 @@ typedef std::vector< Offset > Offsets;
|
|||
// A Buffer Stream can be assigned to the Batch to set several stream channels in one call
|
||||
class BufferStream {
|
||||
public:
|
||||
typedef Offsets Strides;
|
||||
|
||||
BufferStream();
|
||||
~BufferStream();
|
||||
using Strides = Offsets;
|
||||
|
||||
void clear() { _buffers.clear(); _offsets.clear(); _strides.clear(); }
|
||||
void addBuffer(const BufferPointer& buffer, Offset offset, Offset stride);
|
||||
|
|
|
@ -86,7 +86,6 @@ TransformCamera getTransformCamera() {
|
|||
}
|
||||
<@endfunc@>
|
||||
|
||||
|
||||
<@func transformModelToWorldPos(objectTransform, modelPos, worldPos)@>
|
||||
{ // transformModelToWorldPos
|
||||
<$worldPos$> = (<$objectTransform$>._model * <$modelPos$>);
|
||||
|
@ -136,7 +135,22 @@ TransformCamera getTransformCamera() {
|
|||
|
||||
<@func transformClipToEyeDir(cameraTransform, clipPos, eyeDir)@>
|
||||
{ // transformClipToEyeDir
|
||||
<$eyeDir$> = vec3(<$cameraTransform$>._projectionInverse * vec4(<$clipPos$>.xyz, 1.0));
|
||||
<$eyeDir$> = vec3(<$cameraTransform$>._projectionInverse * vec4(<$clipPos$>.xyz, 0.0));
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
<@func $transformModelToEyePos(cameraTransform, objectTransform, modelPos, eyePos)@>
|
||||
<!// Equivalent to the following but hoppefully a tad more accurate
|
||||
//return camera._view * object._model * pos; !>
|
||||
{ // transformModelToEyePos
|
||||
vec4 _worldpos = (<$objectTransform$>._model * vec4(<$modelPos$>.xyz, 1.0));
|
||||
<$eyePos$> = (<$cameraTransform$>._view * _worldpos);
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
<@func transformEyeToClipPos(cameraTransform, eyePos, clipPos)@>
|
||||
{ // transformEyeToClipPos
|
||||
<$clipPos$> = <$cameraTransform$>._projection * vec4(<$eyePos$>.xyz, 1.0);
|
||||
}
|
||||
<@endfunc@>
|
||||
|
||||
|
|
|
@ -18,7 +18,7 @@ Light::Light() :
|
|||
_transform() {
|
||||
// only if created from nothing shall we create the Buffer to store the properties
|
||||
Schema schema;
|
||||
_schemaBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema));
|
||||
_schemaBuffer = std::make_shared<gpu::Buffer>(sizeof(Schema), (const gpu::Byte*) &schema);
|
||||
}
|
||||
|
||||
Light::Light(const Light& light) :
|
||||
|
|
|
@ -112,8 +112,6 @@ public:
|
|||
Vec4 _shadow{0.0f};
|
||||
|
||||
Vec4 _control{0.0f, 0.0f, 0.0f, 0.0f};
|
||||
|
||||
Schema() {}
|
||||
};
|
||||
|
||||
const UniformBufferView& getSchemaBuffer() const { return _schemaBuffer; }
|
||||
|
|
|
@ -42,9 +42,48 @@ glm::vec3 AABox::calcCenter() const {
|
|||
return center;
|
||||
}
|
||||
|
||||
void AABox::scale(float scale) {
|
||||
_corner = _corner * scale;
|
||||
_scale = _scale * scale;
|
||||
void AABox::rotate(const glm::quat& rotation) {
|
||||
auto minimum = _corner;
|
||||
auto maximum = _corner + _scale;
|
||||
|
||||
glm::vec3 bottomLeftNear(minimum.x, minimum.y, minimum.z);
|
||||
glm::vec3 bottomRightNear(maximum.x, minimum.y, minimum.z);
|
||||
glm::vec3 bottomLeftFar(minimum.x, minimum.y, maximum.z);
|
||||
glm::vec3 bottomRightFar(maximum.x, minimum.y, maximum.z);
|
||||
glm::vec3 topLeftNear(minimum.x, maximum.y, minimum.z);
|
||||
glm::vec3 topRightNear(maximum.x, maximum.y, minimum.z);
|
||||
glm::vec3 topLeftFar(minimum.x, maximum.y, maximum.z);
|
||||
glm::vec3 topRightFar(maximum.x, maximum.y, maximum.z);
|
||||
|
||||
glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
|
||||
glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
|
||||
glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
|
||||
glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
|
||||
glm::vec3 topLeftNearRotated = rotation * topLeftNear;
|
||||
glm::vec3 topRightNearRotated = rotation * topRightNear;
|
||||
glm::vec3 topLeftFarRotated = rotation * topLeftFar;
|
||||
glm::vec3 topRightFarRotated = rotation * topRightFar;
|
||||
|
||||
minimum = glm::min(bottomLeftNearRotated,
|
||||
glm::min(bottomRightNearRotated,
|
||||
glm::min(bottomLeftFarRotated,
|
||||
glm::min(bottomRightFarRotated,
|
||||
glm::min(topLeftNearRotated,
|
||||
glm::min(topRightNearRotated,
|
||||
glm::min(topLeftFarRotated,
|
||||
topRightFarRotated)))))));
|
||||
|
||||
maximum = glm::max(bottomLeftNearRotated,
|
||||
glm::max(bottomRightNearRotated,
|
||||
glm::max(bottomLeftFarRotated,
|
||||
glm::max(bottomRightFarRotated,
|
||||
glm::max(topLeftNearRotated,
|
||||
glm::max(topRightNearRotated,
|
||||
glm::max(topLeftFarRotated,
|
||||
topRightFarRotated)))))));
|
||||
|
||||
_corner = minimum;
|
||||
_scale = maximum - minimum;
|
||||
}
|
||||
|
||||
glm::vec3 AABox::getVertex(BoxVertex vertex) const {
|
||||
|
|
|
@ -34,13 +34,18 @@ public:
|
|||
AABox(const glm::vec3& corner, const glm::vec3& dimensions);
|
||||
AABox();
|
||||
~AABox() {};
|
||||
|
||||
|
||||
void setBox(const glm::vec3& corner, const glm::vec3& scale);
|
||||
|
||||
void setBox(const glm::vec3& corner, float scale);
|
||||
glm::vec3 getVertexP(const glm::vec3& normal) const;
|
||||
glm::vec3 getVertexN(const glm::vec3& normal) const;
|
||||
void scale(float scale);
|
||||
|
||||
void shiftBy(const glm::vec3& delta) { _corner += delta; }
|
||||
void rotate(const glm::quat& rotation);
|
||||
void scale(float scale) { _corner *= scale; _scale *= scale; }
|
||||
void scale(const glm::vec3& scale) { _corner *= scale; _scale *= scale; }
|
||||
|
||||
const glm::vec3& getCorner() const { return _corner; }
|
||||
const glm::vec3& getScale() const { return _scale; }
|
||||
const glm::vec3& getDimensions() const { return _scale; }
|
||||
|
|
|
@ -360,6 +360,10 @@ QSize fromGlm(const glm::ivec2 & v) {
|
|||
return QSize(v.x, v.y);
|
||||
}
|
||||
|
||||
vec4 toGlm(const xColor& color, float alpha) {
|
||||
return vec4((float)color.red / 255.0f, (float)color.green / 255.0f, (float)color.blue / 255.0f, alpha);
|
||||
}
|
||||
|
||||
QRectF glmToRect(const glm::vec2 & pos, const glm::vec2 & size) {
|
||||
QRectF result(pos.x, pos.y, size.x, size.y);
|
||||
return result;
|
||||
|
|
|
@ -156,6 +156,7 @@ vec2 toGlm(const QPointF& pt);
|
|||
vec3 toGlm(const xColor& color);
|
||||
vec4 toGlm(const QColor& color);
|
||||
ivec4 toGlm(const QRect& rect);
|
||||
vec4 toGlm(const xColor& color, float alpha);
|
||||
|
||||
QSize fromGlm(const glm::ivec2 & v);
|
||||
QMatrix4x4 fromGlm(const glm::mat4 & m);
|
||||
|
|
Loading…
Reference in a new issue